Defenders balance
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[ QUOTE ] The question is NOT whether they should solo like gods, but whether they should solo BETTER than they currently can ? My answer is absolutely YES. If your answer is the opposite then you and will just have to disagree. No hard feelings for me. But dont think I am gonna post my ideas AGAIN just to be made fun of and called a newb. [/ QUOTE ] The real question that most people that disagree with changes as a whole to the AT/game structure ask in response (and are never actually addressed simply because the question renders your point largely moot) is whether the changes that would make some of the defender primaries (strangely enough, those that excel at teaming) more effective at soloing would imbalance everything else within the complex workings of the game. [/ QUOTE ] I understand your point Umbral regarding whether a change could unbalance a powerset. This is a real concern. One that I am sure game Developers consider at great length before they make changes. I am not sure why you think it makes my point moot though. Unless you are assuming (Like many objectors DO) that ANY change WOULD make the set overpowered. That notion to me is fatalistic at best. I personally am confident in both the DEVS abilities and my own judgement that it is not only possible, but would not unbalance anything. As an example: If it were unbalanced for say, a FF defender to be able to buff himself for solo play with Deflection, Insulation AND Dispersion. WHY then is it somehow balanced that he can do JUST THAT to 7 other people in a team. You might say, well he could then also add pools to make this somehow CRAZY unfair. But what about that INV tank that just got these buffs ON TOP of his AT defenses AND perhaps Pools that he took. Its very hard to convince me that 7 other people can enjoy HUGE rewards that I provide, but cannot also provide to myself. And Further that changing that will somehow totally unbalance the set. |
You obviously werent around when it was City of Defenders, then.
See. Our buffs are fine. but if our damage starts becoming even slightly comparable to scrappers or blasters..then Scrappers and Blasters are largely useless in comparison to a defender.
Want comedy and lighthearted action? Between levels 1-14? Try Nuclear in 90 - The Fusionette Task Force!
Arc ID 58363!
I'm afraid I have to take exception here. It's well known that Defenders solo with greater difficulty than ANY other class. If you're suggesting otherwise, you're just wrong. There are ENDLESS threads that describe how weak Defenders are solo.
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Yes, some Defender powerset choices are among the poorest soloers in the game. The AT has the 2nd lowest base damage scalar and no AT-inherent way to increase it the way Controllers do. That means that if you choose a powersets that are not generally force multiplicative, you will have some of lowest damage output of the game, which is limiting for solo play.
However, concluding that, therefore, all Defenders solo poorly, or even worse than all other builds within all ATs, is being too general. There are poor soloers in other ATs as well. For example: by no means do all Controller powerset combinations "solo well", and I would question the assertion that even a majority of them do so.
Another problem with the assertion is that your claim regarding soloing capability is very vague. What is the definition of how well something solos? How many foes it can fight at once and win? How much XP/hour it earns? Whether it can take down anything it meets, be it a boss or an AV?
And so this variety of performance within all ATs lies the crux of the issue. Defenders, broadly, are intended to be weak when alone because a team that includes them is significantly enhanced. But not all Defenders are that weak in practice. Campaigning then to "fix" the entire AT is going to either significantly overpower those strong soloing Defenders or lead to some core change in their powersets to try and keep them where they are while bringing up the weaker builds. Neither outcome is likely to be desired by the devs or players of those powersets, respectively.
You'll certainly still get disagreement with your thesis, but you'd at least get less broad-based disagreement if you at least argued from a position of seeking to shore up just those powersets that solo less well.
Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA
Have you even tried to solo a Kheld? Defenders do not solo with greater difficulty than controllers. Try soloing a Ice/ff and a Rad/sonic and see how much crappier the defender solos. It won't. Some defenders runs circles around controllers for soloing. Some controllers run circles around defenders for soloing. Controllers as a whole likely do solo easier than defenders, but by no means do they do it with greater less difficulty as a whole for the AT.
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The only defender blast set that runs circles around anything is Sonic Blast and that's because it's greatly overtuned compared to it's alternatives.
I've found on my common-IO-only, level 25 rad/sonic, purely for example, that I find myself sweeping hazard zones in an inverse way to my tankers and scrappers and blasters did. They sought out big spawns of minions - the defender's seeking out small groups of bosses.
I've found on my common-IO-only, level 25 rad/sonic, purely for example, that I find myself sweeping hazard zones in an inverse way to my tankers and scrappers and blasters did. They sought out big spawns of minions - the defender's seeking out small groups of bosses.
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Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA
Which you probably wouldn't be doing if sonic wasn't your secondary. That's like saying Ice Melee is fine because your fire/fire tanker solos just fine, besides the AT they have very little in common with each other as is the same with Sonic Blast and every other defender blast set.
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Edit: I've done it with Dark/Dark too, which is actually probably more impressive. Psi popped in my head as a reply just as a strong single-target oriented set, making it more comparable with /Sonic.
Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA
Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA
Ah. That's not what I think of as "100% lockdown". You have to do something with the rest of a spawn while you defeat the one you have locked down.
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100% lockdown + massive damage on a single target makes it pretty damn easy for a controller to outperform defenders solo even with the worst primary (Grav). |
Maybe you should start reading the whole sentence instead of jumping to conclusions after the first 2 words.
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100% lockdown + massive damage on a single target makes it pretty damn easy for a controller to outperform defenders solo even with the worst primary (Grav). |
Try thinking about the possibility that you weren't actually clear instead of jumping down the throat of someone because they don't agree with you.
I have no idea why you felt the need to stress the word "solo", since I don't see what relevance soloing has to the need to lock down a spawn. Even solo characters face spawns of 3 or more foes.
Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA
You're simply using the defensive extreme with Dark miasma to endure much as the same way Granite Armor tanks would. It doesn't help you burn down the foes any faster than other AT and builds that can endure that kind of punishment. It's also an unrealistic scenario for normal play since you're not going to be fighting +4 EBs that regularly compared to the hordes of minions and lts. and bosses you'll burn through.
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2) Dark Miasma's defensive abilities are heavily skewed towards -toHit debuffs, which are heavily attenuated against a +4 EB. Defense buffs for self, damage debuffs and a self heal are favored here. That suggests to me that Force Fields or Kinetics might be able to do the same, especially with IO builds (which most ATs need in the general case to toe-to-toe with this foe).
3) The fact that it's an unrealistic scenario is the point. The ability to beat down a +4 EB is clearly indicative of capability to beat down far more normal foes.
Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA
It's not relevant at all when we're talking about damage capability. A granite tank can solo a +4 EB easily but doesn't make their damage capability good.
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"Good" is a meaningless term, and it diverts attention from the thread's claims, which is that Defenders are poor soloers.
One of the consistent claims in this thread is that a Defender cannot deal enough damage to defeat a foe in the time their mitigation can buy them.
I very much contest this for any effective DPS capable of defeating a +4 EB even in the vicinity of 5-10 minutes. I think claiming otherwise significantly weakens any validity of your position by making your bar for "good" look very high.
As an aside: Have you seen a "Granite Tanker" try to solo an Assault Suit? Let's look at a Stone Tanker in Granite's major benefits.
- +DR
- +Defense
- +Regen
- Lots of HP
Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA
You're missing the point, it doesn't matter if you can survive a +4 EB when the solo experience is entirely against Minion, Lts., and Bosses. Even if that was a reasonable balance scenario defenders would still be falling heavily short against corruptors which currently outperform defenders in all aspects because the damage gap is so large and the support gap is very small.
Stealing a post I made in a different thread:
The real problem is not damage, or AoE damage.
It's endurance efficiency.
A controller with containment is getting nearly twice the DPE as the defender. This is lessened in the blast sets that have AIM (namely every set but Dark Blast and Psychic Blast), and also lessened by the sets that either have some endurance recovery or offensive boost.
Most sets have these, and in fact both Empathy and Force Fields (the two most common primaries stated when talking about lack of damage) have either an endurance recovery power or an offensive boost (RA and Repulsion Bomb or whatever its called). However, in the case of Empathy, it just doesn't have anything that can be used most of the time. You can basically only use a very gimpy heal for most of the time solo, and for a little bit of the time you can't run out of endurance. Even with RA, the set just doesn't have anything that is useful on an every other mob basis.
Force Fields, on the other hand, give you plenty of defensive boosts for solo content (I'm talking about the knockback tools mostly, and Dispersion Bubble only to a small extent for the mez protection). It's only effective offensive boost comes in the form of a damage power with slight stun and knockdown (off the top of my head). Even though it is nice, it just doesn't give the set enough of a boost to overcome the amount of endurance needed to defeat a target. Sets with either +damage or -resistance gain much more because they make the defender more efficient.
For this reason, the main offenders of the "low damage" stereotype are Empathy, Force Fields, DB, and PB. When combined together you tend to get a character that uses a large amount of endurance to defeat a target, compared to other sets. Any plan that tries to rebalance defenders must do so with these sets in mind.
My solution would involve either giving the sets a flat endurance discount (see Claws for scrappers), or giving the blast sets an optional Aim power. If you take the latter solution, I would probably say to give a choice between Aim and another power, and taking one would lock you out of the other. Prime spots for this are either the snipe, or Dark Pit and Scramble Thoughts. You could also give Life Drain in the Dark Blast set a damage bonus, so that it is more equal to the melee attack Siphon Life (which was recently upped in damage).
With AR coming in I16, I foresee it also being highly endurance inefficient. That say may also get a flat endurance discount, or an optional Aim power for either the snipe or Beanbag.
I don't really want to see much changed in the primary sets, because both Empathy and Forcefields excel in a teaming environment. I could see giving Vigiliance a bonus for soloing, which would also help the other sets.
Any wide-scale defender rebalancing is less necessary if you follow some of those suggestions. I believe it would take much less work to simply up the efficiency of these powersets than to raise damage or try to balance the endurance efficiency of all sets (and probably lower the -resistance in Sonic, change Radiation to standarized values for its single target blasts, increase the effectiveness of Voltaic Sentinel in Electric, etc). That's not saying I couldn't see it happening, just that I think that this will probably come first because it is less work.
TLDR version:
It's not defenders, it's Empathy/DB, Empathy/PB, Forcefields/DB, and Forcefields/PB. Fix THEM.
TW/Elec Optimization
You're missing the point, it doesn't matter if you can survive a +4 EB when the solo experience is entirely against Minion, Lts., and Bosses.
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If I can both stand before and defeat a +4 EB, how is this unrelated to my ability to stand before and defeat far lesser opponents, even in greater numbers?
Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA
If I can both stand before and defeat a +4 EB, how is this unrelated to my ability to stand before and defeat far lesser opponents, even in greater numbers? |
You have to throw out a +4 EB because something like a fire blaster or spine scrapper could two shot the aoe limit of +0 minions in roughly 2.5 seconds, while it may take 10 or 15 seconds on a defender with decent aoe right?
Doesn't solo as well as scrappers <> can't solo.
Read what's said, not what would make you right. |
I'll be responding to several people, but I'll start with Talen.
Take your own advice and read what's said. I didn't say Defenders can't solo. I didn't say they can't solo as well as Scrappers (specifically). I said they solo with greater difficulty than anyone else.
Luminara:
It's not only about Empaths, and it's not about people skipping large chunks of their power sets. I've seen it said over and over in thread after thread by poster after poster. Defenders don't solo as well as any other class. It's said over and over that they're "not supposed to," that "they're a support class." It's not just disgruntled Blasters. I'm not making stuff up, any brief browse of the Defender forum will show that this is true.
You're simply being dismissive, declaring that anything that you disagree with isn't a "legitimate, realistic" concern.
Attacking me isn't going to strengthen your position. I'm not about to go looking for threads, there are many to choose from, find them yourself.
SOME have damage improvement tools. Those that do (excepting Sonic, since that's apparently broken to some degree) STILL have lower damage than anyone else.
Kinetics can boost damage by 25% (making the effective damage 0.65+25%=0.77, which is better, but still lower than anyone else).
Radiation has multiple debuffs to reduce enemy defense, making them easier to hit. With accuracy a limited problem, this is actually a limited benefit, and doesn't actually increase damage output much.
Trick Arrow has a couple of debuffs to Defense and a couple to Resistance, to the tune of around 25%. Assuming a foe has resistance to debuff, this is a boost comparable to what Kinetics provides.
SOME have access to defensive tools, but these tools are either debuffs, which provide less mitigation than anyone else has, or they're buffs, which the Defender can't generally use on himself. Coupled with less health, this is less defense than anyone.
Cold Dom has several attack rate slows, which helps survivability over the long haul, but is of limited value against groups of foes or foes with strong single attacks. IT has Benumb, which reduces incoming damage by 62%, which is quite good, actually, but it's a single target power with a long cooldown. Outside of that, there's Arctic Fog, which provides 7% Defense and 20% Resistance. 7% is nothing, and 20% is less than TOUGH provides.
Dark has a variety of powers reducing enemy accuracy and damage. It also has a couple of Fear-type holds. As a result, it actually provides fairly decent defense. However, if the foe DOES hit, the Dark Defender has only 7% Defense and 31% Resistance. Darkest night reduces enemy damage by a further 37%.
Empathy has a self heal, and two auras, one for endurance and one for health. It has no other powers that help the Defender. Of course, the Regen Aura is pretty strong. Unfortunately, having very low health means the Defender cannot withstand damage long enough for the regeneration to help much. This is helped somewhat by the secondary, but if hit, the Empath has NO Defense OR Resistance.
Force Field has Dispersion Bubble for personal defense, and several powers to toss foes around. However, these powers are not always reliable, leaving the Defender open to attack while having only 15% Defense and NO Resistance. He does have the PFF for emergencies, however.
Kinetics can debuff foe damage by up to 25%, and has no other defensive measures.
Radiation Emission has a small heal, and powers that debuff enemy to-hit and damage, and even a hold. that makes it one of the most effective defensive sets. However, it has limits. RI reduces To-Hit by 48%, which is pretty decent. However, if your foe DOES hit you, you have no defenses. Fortunately, Enervating Field reduces damage by 25%. The other drawback is the extreme endurance cost. Before Stamina, the endurance cost of running these toggles and attacking is prohibitive.
Sonic has only the Sonic Dispersion Field, providing 23% Resistance, but it does have the stacking Resistance debuffing, which can increase damage output where the foes have resistance to debuff.
Storm fares rather well, actually. Hurricane is nearly all it needs, as it just floors enemy accuracy (-58% to-hit). It also has Steamy Mist, providing 7% Defense, and 31% Resistance to Energy, Cold and Fire. Outside of this, it has a number of powers to knock foes around, slow them down and so on. The irony of this set is that it spreads foes out, making it less useful in open areas, such as outdoors!
Trick Arrow also has a variety of powers to reduce incoming damage, but no direct defenses. There's a hold in the Ice arrow, but it's single target. Poison Gas reduces enemy damage by 31% and Flash reduces to-hit by 10%. None of these are staggering numbers.
Only Blasters have less defenses, but they are compensated by having large damage, meaning they are taking less damage (defeated foes do NO damage). Defenders have less damage, limited defensive options and less health.
Not my numbers, the numbers I'm referring to are from Mid's, and from threads like this one.
I don't know what a FUD is, but I assume it's just an ad hominem comment, so I'll not address that further.
Amy_Amp:
I find my Controllers are rather binary, at least at lower level. If they can control their foes, they're gods. If they miss, or can't control their foes, they're dead. There's little middle ground. My experience with Defenders has been that there's no higher ground to speak of. Defenders are either struggling, or they're dead (or they're on a team).
Uberguy:
The assertion is not just mine. I've seen it said repeatedly all over the boards.
Yes, some Defender powerset choices are among the poorest soloers in the game. The AT has the 2nd lowest base damage scalar and no AT-inherent way to increase it the way Controllers do. That means that if you choose a powersets that are not generally force multiplicative, you will have some of lowest damage output of the game, which is limiting for solo play. |
Combat:
If you look back, you'll see that I've been arguing for endurance equalization for ages. That is, if a power is going to do less, it should COST less. Both the Blaster and Defender pay 5.2 endurance for their Power Bolts, but the Blaster does almost TWICE as much damage. That means the Defender is using twice as much endurance for attacks AND has to run toggles and such. This is also a Tanker issue.
Because against minions/lts./bosses it's not about how much damage you can endure, it's about how much damage you can dish out effectively. Sure you can take down a +4 EB eventually because your defensive capabilities are so high but you still are awful at burning through mobs of minions compared to other ATs while solo. Now ask yourself, how often going from 1 to 50 is anyone going to fight a +4 EB compared to any con of a minion?
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Are you assuming it took me like an hour or something?
If I can survive the concentrated fire of a +4 EB while I defeat it, how does that fail to be relevant to how fast I would defeat far less durable foes?
I don't even understand how we can be having this argument.
Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA
Are you missing the part where I defeated the EB?
Are you assuming it took me like an hour or something? If I can survive the concentrated fire of a +4 EB while I defeat it, how does that fail to be relevant to how fast I would defeat far less durable foes? I don't even understand how we can be having this argument. |
Legitimate, realistic complaints about difficulty soloing are rare, and when they do crop up, they're typically because it's a new player who knows nothing about the game, or how to slot/use enhancements.
Unlike you, I do read the defender forums frequently, and I do pay attention to what's being posted, and I do see more than my own personal agenda. And unlike you, I'm not seeing "endless" complaints about defender solo performance. But go ahead and prove that I'm wrong, post a list of those "endless" threads.
Go ahead, roll out some numbers for us. Show us some more of that "proof" you've become so famous for.