Defenders vs Controller Disparity.


Adelie

 

Posted

My own observation:
I've played a FF Dark (deleted at 41) 2 Kin defenders to the 40's (deleted one), an empath rad to 40 (deleted) an earth storm (at 41 now), a mind rad (32), and a grav emp(39 deleted).
If I had to choose between taking a controller and a defender on a team (one or the other) I'd have to go with a controller, unless that defender is a 3D.
I mostly solo now, and I don't play defenders. Defenders just don't do enough damage. When a mind rad is chewing through even conning spawns of 16 (tsoo, family, council) at level 29, and a 35 kin electric has trouble soloing 5-6 even con minions, there is a disparity, and it's a big one.


I predict future happiness for Americans if they can prevent the government from wasting the labors of the people under the pretense of taking care of them.
Thomas Jefferson

 

Posted

Quote:
Originally Posted by Turbo_Ski View Post
As for +4 con minions...
with purple patch = -15% tohit debuff is 73% chance to hit.
without = -31.3% tohit debuff is 39% chance to hit.
That's nearly double the normal strength.
Your numbers are off (I'm going by my spreadsheet)

+4 con minions have a 70% chance to hit without any modifications
A 31.3% ToHit Debuff, with the purple patch, brings them down to around 49%
Without the purple patch (acting just like defense in the case of minions, it'd be less effective against higher-ranked mobs due to their innate debuff resistance), it would be 26%, so a little over twice as effective.

The point remains, though.
I do agree it'd be too powerful when you start stacking things.

I just like pointing things out.


 

Posted

Quote:
Originally Posted by MrQuizzles View Post
I do agree it'd be too powerful when you start stacking things.
Let's back up. Comparing hypothetical non-scaling debuffs to the current scaling debuffs won't get us anywhere, because we don't agree on the assumption that scaling debuffs are balanced as they are. You see the vast difference as horrible brokenness, I see the vast difference as a badly needed fix.

So let's get more concrete with this hypothetical. Apples to apples.

Let's say debuffs no longer scale down against +4s. Two AE 54 boss farm teams are recruiting. On team A, there is an ice tanker, two rad defenders, a kinetic, and four blaster/scrapper/whatevers, so, barring any slip-ups, the entire +4 boss farm's aggro is trained on one target they're too debuffed to kill, with plenty of SB and Fulcrum Shift to go around, plus a little extra gravy from AM and defense and resistance debuffs. On team B, there is a granite tanker, two empaths, a kinetic, and four blaster/scrapper/whatevers, so, barring any slip-ups, the entire +4 boss farm's aggro is trained on one target who's too buffed to kill, with plenty of SB and Fulcrum Shift to go around, plus a little extra gravy from Fort, RAs and AB.

Is team A more or less broken than team B? Will it clear the farm in 1 fewer minute? 1 more minute? With fewer deaths? With more deaths? ... Too close to call?

(With apologies for using AE 54 boss farms for the thought experiment. It's purely for experimental convenience, as a simpler model for more civilized activities.)


 

Posted

Team A would be more broken than team B. We can never bar any slip ups, and Team A would be far more capable of handling themselves in such a situation.

In Team B, you'd have one very safe person while the rest of the team would be considerably more vulnerable. If aggro isn't held perfectly, then problems will arise.


In Team A, the accuracy of every enemy in the mission is going to be floored. A single rad infection will get +4 bosses down to an accuracy of about 11%. That's pretty much there (floor is 9.1% in the case of +4 bosses). The second is just overkill.

That's just from RI. The damage debuffs from EF and the Kin would be nearly as bad. Every enemy would just about end up at the damage floor of 5%.

The end result is that every person on Team A will be every bit as invulnerable as the Granite Tanker on Team B. That Ice Tanker would be completely useless. You might as well get yourself 5 Blasters. Nobody needs to hold aggro.



Debuffs already have far larger values than buffs because of how they scale.

Name me a single, non-personal defense buff that can get you 26% (Darkest Night or Fearsome Stare), 48% defense(RI). How about 58.5% (Hurricane or Chill of the Night)? Dark Miasma can stack well over 110% onto a group of enemies, is this justified?

Sure, they have to deal with the innate debuff resistance of LTs (10%) and Bosses (20%), but that's not nearly enough to make up for the huge disparity.


Then you have to think about how this would affect damage debuffs. Damage scaling from level doesn't take the form of a damage buff, so damage debuffs will take out a nice, neat, and usually huge chunk of that.

Tar Patch + Darkest Night = -50% damage on enemies without any damage resists. That, put simply, cuts their damage in half. Without the purple patch, one could happily do that to any enemy, regardless of level. Twilight Grasp and Fluffy allow for even greater stacking.


I wouldn't be against letting my Dark/Rad Defender do the RWZ Challenge, but doing this would let him prance all over it. You'd see defenders complete the challenge at a handicap while simultaneously soloing a pylon.


 

Posted

Quote:
Originally Posted by MrQuizzles View Post
Tar Patch + Darkest Night = -50% damage on enemies without any damage resists. That, put simply, cuts their damage in half. Without the purple patch, one could happily do that to any enemy, regardless of level. Twilight Grasp and Fluffy allow for even greater stacking.


I wouldn't be against letting my Dark/Rad Defender do the RWZ Challenge, but doing this would let him prance all over it. You'd see defenders complete the challenge at a handicap while simultaneously soloing a pylon.
Wait Tar Patch debuffs damage? i'm guessing you meant Twilight Grasp instead of Tar Patch even though they're very different in mechanics, one being a dropped autohit AoE patch and the other a ST ranged debuff that requires a tohit roll.

According to RedTomax: TG -12.5% + DN -37.5 = -50% damage before any rank or level modifiers.

So the change being proposed is that Defender debuffs would ignore both level and rank scaling while retaining current values? i agree that it appears a bit overpowered with current debuff values. On the other hand current mechanics make things like tohit debuffs almost useless against AV rank enemies and damage resistance resists damage debuffs. Would adjusting the values for debuff reductions due to rank and level scaling for Defenders to make debuffs somewhat better against higher rank/level enemies be reasonable?


Dr. Todt's theme.
i make stuff...

 

Posted

Quote:
Originally Posted by Schismatrix View Post
Wait Tar Patch debuffs damage? i'm guessing you meant Twilight Grasp instead of Tar Patch even though they're very different in mechanics, one being a dropped autohit AoE patch and the other a ST ranged debuff that requires a tohit roll.

According to RedTomax: TG -12.5% + DN -37.5 = -50% damage before any rank or level modifiers.

So the change being proposed is that Defender debuffs would ignore both level and rank scaling while retaining current values? i agree that it appears a bit overpowered with current debuff values. On the other hand current mechanics make things like tohit debuffs almost useless against AV rank enemies and damage resistance resists damage debuffs. Would adjusting the values for debuff reductions due to rank and level scaling for Defenders to make debuffs somewhat better against higher rank/level enemies be reasonable?
No, AVs are designed to be hard. They were toughened up in Issue 3 because they were too trivial, removing or reducing the purple patch restrictions for defenders only would only reverse those changes and wouldn't help defenders solo any easier since the issue isn't support values but base damage.


 

Posted

Quote:
Originally Posted by Schismatrix View Post
Wait Tar Patch debuffs damage? i'm guessing you meant Twilight Grasp instead of Tar Patch even though they're very different in mechanics, one being a dropped autohit AoE patch and the other a ST ranged debuff that requires a tohit roll.

According to RedTomax: TG -12.5% + DN -37.5 = -50% damage before any rank or level modifiers.
No, I mean Tar Patch. Damage debuffs are resisted by damage resistance. Any resistance debuffs therefore directly buff any damage debuffs you have.

-37.5% * 1.3 =~ -50%


 

Posted

Quote:
Originally Posted by MrQuizzles View Post
No, I mean Tar Patch. Damage debuffs are resisted by damage resistance. Any resistance debuffs therefore directly buff any damage debuffs you have.

-37.5% * 1.3 =~ -50%
Ah, hmm. i keep forgetting about those quirks of the engine. So that means that TG makes it even better.


Dr. Todt's theme.
i make stuff...

 

Posted

Quote:
Originally Posted by MrQuizzles View Post
No, I mean Tar Patch. Damage debuffs are resisted by damage resistance. Any resistance debuffs therefore directly buff any damage debuffs you have.

-37.5% * 1.3 =~ -50%
Woah. Maybe this won't make me so lazy about putting on DN (rather than FS - TP - AoE - AoE ...)


 

Posted

Quote:
Originally Posted by Reptlbrain View Post
Woah. Maybe this won't make me so lazy about putting on DN (rather than FS - TP - AoE - AoE ...)
Now if only it would make resistance less marginalized, what with sonic and thermal buffs being near-extinct, most kins skipping ID, most stormies and dark defenders not slotting their stealth auras for resistance, etc. Since resistance = damage debuff resistance. Sure, damage debuffs aren't very common in either PvE or PvP, but with red and blue ink men, yeesh! It's nice to have some resistance in those special cases.

MrQuizzles:

I'd leave the ice tanker in. I have serious doubts about rad defenders surviving alphas from level 54 bosses, even with tohit reduced to 11%. The team would have to be lightning quick with the damage debuffs, and with heals from time to time. Even if the defenders survive the alphas, the ice tanker is good for the experimental model, since he'll contribute the same crowd control as the granite tanker does, keeping the bosses close together, slowed and range debuffed, for happy AoE blaster/scrapper/whatevers.

Also, how many minutes faster does the debuff-driven team clear the farm than the tank-and-heal team? Since brokenness implies a discrepancy in rewards, and I hope to gosh nobody's suggesting that Castle nerfs granite and empathy to bring them down to the current level of debuffers and mezzers against level 54 bosses. :yikes:

Re: Debuffs having higher base values than buffs

There are incongruities between buffs and debuffs that make straight number comparisons problematic. Some favoring buffs: having to reapply every spawn vs. having to reapply every 4 minutes, aggro vs. aggro free and usable between fights, mob resistances, and sometimes tohit checks. Some favoring debuffs: usefulness soloing vs. only useful on teams, covering all damage and defense types vs. covering them piece by piece, and sometimes stackability. So with all the incongruities, the -31.25% tohit on Radiation Infection may or may not be out of whack compared to the +15%+5%=+20% defense from cold shields and Arctic Fog.


 

Posted

Quote:
Originally Posted by Rigel_Kent View Post
Now if only it would make resistance less marginalized, what with sonic and thermal buffs being near-extinct, most kins skipping ID, most stormies and dark defenders not slotting their stealth auras for resistance, etc. Since resistance = damage debuff resistance. Sure, damage debuffs aren't very common in either PvE or PvP, but with red and blue ink men, yeesh! It's nice to have some resistance in those special cases.
IIRC resistance powers granting resistance to damage debuffs only apply to the damage types they resist. Which means my Dark/Ice Defender, even with Mind Over Body, has no significant resistance to having her cold damage debuffed. However, it will help against damage debuffs for teammates who use smashing, lethal, negative, energy and especially psy damage.


Dr. Todt's theme.
i make stuff...

 

Posted

Quote:
Originally Posted by Miladys_Knight View Post
[ QUOTE ]
[ QUOTE ]
An excellent post that sums up the disparity and shows the weak spots between the 2 ATs. The other thing that I find discouraging for the defender is the soon to be Redeemed Corruptors showing up in Paragon City. Except for a few non-proliferated power sets there simply won't be a reason to play a Defender over a Corruptor (let alone over a Controller).

The majority of the blame lies squarely on inventions. (Don't get me wrong I love the invention system.) Players can now fill in weaknesses (with only a few exceptions) with inventions that Defenders (and teams) were required/desired for during the days of post ED, SO only builds. The converse is not true. There are no IOs that replace the team for the defender.

The defender's role keeps shrinking. When Going Rougue comes out most people will play defenders only for nostalgia unless defenders get a serious overhaul and update. With the possible exceptions of Forcefeilds and Empathy any other buffing AT will be a superior choice both for teaming and soloing.

[/ QUOTE ]

Except one thing. a lot of us who play defenders and corruptors p[lay them not because we want to be omghax, but because we find them far more fun than playing "teh best!!!!!!1!1!"

[/ QUOTE ]

That simply puts you (and me since I'll still be playing my defenders though not as much) in the nostalgia camp.

Other than Kheldians, Defenders are the least played blue side AT. The Defender secondary is shared with the most played AT as a primary (blasters) and the Defender primary is shared as a secondary with the 2nd most played AT (controllers). This tells me there is either something wrong with the inherent, something wrong with defender Primary/Secondary synergy, or something wrong with the AT in general (concept, execution, balance, dev vision).

When Going Rogue is released the number of new defenders being rolled will decrease yet again as the majority of the CoX popultaion realizes that there is nothing from a numbers standpoint that makes the defender superior and several things that cause the defender problems that no other AT suffers.

While the Defender as a whole may not be extinct I would say that GR will definately put them on the endangered species list.
The problem with the Defender is that the devs have departed greatly from the original concept of the Defender and as a result, the AT is kinda lost in space.

Let me explain:

At one time the Defender was supposed to be a kind off trade-off between a Tanker and a Blaster. That is why the Defender secondaries aligned with those of the Blaster. The Defender Primary was made with debuffs and other survivability powers to make up for the excellent resistances and defensive bonuses Tankers receive. In fact originally, the Defenders had more hit points than the Blasters and Controllers. With the Developers need to force team play over solo play in the game, the Defender was the primary AT targeted into submission, and frankly their primary power set, kinda set them up for it. The first thing that went away for the Defedners was their extra hit points. The next thing was the degradation of their secondary power set to be inferior in base damage to those of a tanker; and the final struck against Defenders was the introduction of Spammed Status Effects and their having absolutely no defense against it. Ergo the birth of a totally team dependent AT concept.

I would like to mention, there are exceptions such as the Kin, Rad, and Sonic whose powers do effectively debuff the enemy sufficiently to make their damage significant, but on the other hand the other Defender AT build's does not have this pseudo damage enhancement capability, and are severely punished by the community and devs who decide what enhancements the Defender should have solely on the exceptional builds and circumstances.

What I would like to see happen for the Defender, and other so called "support classes" should also be reviewed from a solo-ability perspective, and not be punished cause they help "others" in a group; Is for Defenders to return to their hybrid concept as originally intended. So yes, while a Kin Defender may match a the killing ability of a Blaster once debuffs have been applied, many of the other Defender builds will not be Blaster class damage at any time, and should have definetely more damage ability than a tanker, regardless of build to include Empaths. With the advent of Spammed Status Effects, the Defender is at a severe disadvantage when compared to other Hero ATs, in fact a Controller can go Psi Epic and get Status Effect protections; sadly that courtesy was not afforded to the Defenders, why I ask myself? But since I am proposing we return to the tank/blaster Hybrid; the Defedner does get a damage resistance power choice thru the epics, perhaps those "armor" types could be enhanced to also provide Status Effect Protection, perhaps a MAG 4 level, which is less than half than the 12 the Tanker receives. Also I would like to see the return of the added base hit points for Defenders to be in between those of a tanker and a blaster.

I believe a simple reduction of the penalty employed against Defenders's damage of 0.6 to 0.9 (Tankers get a 0.8) would solve the damage issue, and adding the MAG 4 Status effect resist to the Epic armors, would do quite a great of difference to the Defender, and I would expect those to be minor code changes.

In a way, the greatest challenge by Champions On Line, is that there are no classes, and therefore there are no built in deficiencies. By allowing all ATs in the game to Solo efficiently would go a long way in preventing players from CoX leaving to Champions On LIne or DC Heroes.

Hugs

Stormy


 

Posted

Quote:
Originally Posted by Stormfront_NA View Post
Also I would like to see the return of the added base hit points for Defenders to be in between those of a tanker and a blaster.

I believe a simple reduction of the penalty employed against Defenders's damage of 0.6 to 0.9 (Tankers get a 0.8) would solve the damage issue, and adding the MAG 4 Status effect resist to the Epic armors, would do quite a great of difference to the Defender, and I would expect those to be minor code changes.
I think I give up. Hell Veats get great mitigation, Status prtoection, and scale 1 damage.

Why not defenders and corruptors too? Damage mods - .9 for defedners, 1 for corruptors. Let both get mez protection from epics! Woo Hooo! Throw in scrapper level hitpoints FTW!!!!!


Why Blasters? Empathy Sucks.
So, you want to be Mental?
What the hell? Let's buff defenders.
Tactics are for those who do not have a big enough hammer. Wisdom is knowing how big your hammer is.

 

Posted

Quote:
Originally Posted by Stormfront_NA View Post
I believe a simple reduction of the penalty employed against Defenders's damage of 0.6 to 0.9 (Tankers get a 0.8) would solve the damage issue
FYI, Defender ranged damage, which is the damage scale used by the vast majority of Defenders the vast majority of the time, is 0.65.

Quote:
and adding the MAG 4 Status effect resist to the Epic armors, would do quite a great of difference to the Defender, and I would expect those to be minor code changes.
No offense, but that is a fairly ridiculous suggestion. Defenders getting a 0.9 damage scale is far more likely.

Quote:
By allowing all ATs in the game to Solo efficiently would go a long way in preventing players from CoX leaving to Champions On LIne or DC Heroes.
Nice F.U.D. to wrap up your post.

Seriously, we're talking about people who want to leave so much that not being able to solo their Defender fast enough is the straw that breaks their back. I don't think there's any great loss there, to either the community at large or those players.


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

 

Posted

Quote:
Originally Posted by Stormfront_NA View Post
In a way, the greatest challenge by Champions On Line, is that there are no classes, and therefore there are no built in deficiencies. By allowing all ATs in the game to Solo efficiently would go a long way in preventing players from CoX leaving to Champions On LIne or DC Heroes.

Hugs

Stormy
I agree being able to solo regardless of AT choice is a great idea, however i think things have gone too far in this game to change perceptions of what each AT 'should' be. People are so set into this view of the defender as the buffer, the support toon, who cannot deal too much damage.

There is of course a genuine issue if defenders start doing too much damage in a vacuum, since they also have access to the best buffs and debuffs in the game - which would make playing a blaster less desirable in many players logic.

I think there is a serious fear that defenders are some kind of tankmage in waiting and that is what keeps them gimped while solo in many cases. Tbh, lets face it, the way buffs and debuffs work in this game, however poor a defender may or may not be solo, you put 8 of them on a team and there is very little that compares. 8 scrappers, tanks, blasters, brutes, Warshades, Stalkers or PBs arent in the same league.

Buffs and debuffs > all in this game. Thats the blessing and curse of the defender and what keeps them where they are in terms of solo damage output.


 

Posted

Quote:
Originally Posted by StratoNexus View Post
I think I give up. Hell Veats get great mitigation, Status prtoection, and scale 1 damage.

Why not defenders and corruptors too? Damage mods - .9 for defedners, 1 for corruptors. Let both get mez protection from epics! Woo Hooo! Throw in scrapper level hitpoints FTW!!!!!
Speaking of VEATs, I keep wondering why HEATs suck so much. I did a buff/stat comparison side-by-side and VEATs are pretty much superior to khelds in everything. My widow's BU is +80% damage, while my PB only gets +72% for some reason. My widow buffs more from powers like Maneuvers, and gets more out of powers like CJ. She has mez protection, and my PB doesn't unless she turns into a mutant rhino. Think it would go a long way into making khelds more playable if the little stats like those were adjusted, and they actually had mez protection in human form..


Quote:
Originally Posted by PRAF68_EU View Post
Dispari has more than enough credability, and certainly doesn't need to borrow any from you.

 

Posted

Quote:
Originally Posted by Stormfront_NA View Post
By allowing all ATs in the game to Solo efficiently would go a long way in preventing players from CoX leaving to Champions On LIne or DC Heroes.
Define efficiently.

I'll bet that your definition differs from mine and both yours and mine differ from the devs. All because "efficiently" is subjective and not objective.


There I was between a rock and a hard place. Then I thought, "What am I doing on this side of the rock?"

 

Posted

Quote:
Originally Posted by Dispari View Post
Speaking of VEATs, I keep wondering why HEATs suck so much. I did a buff/stat comparison side-by-side and VEATs are pretty much superior to khelds in everything. My widow's BU is +80% damage, while my PB only gets +72% for some reason. My widow buffs more from powers like Maneuvers, and gets more out of powers like CJ. She has mez protection, and my PB doesn't unless she turns into a mutant rhino. Think it would go a long way into making khelds more playable if the little stats like those were adjusted, and they actually had mez protection in human form..
It's the ability to turn into a mutant rhino that balances that out. It's the Kheldians' version of Domination. The human form is a bit weaker because of that. Not that there's anything wrong with playing a Human Form Kheldian, but you know unless you've got a team behind you you're going to be a bit weaker than everyone else. (Well, everyone except maybe a non-offense boosting Defender )

Kheldians make themselves stronger the more people are on their team, VEATs make everyone else stronger. They're opposites.


 

Posted

Defenders damage mod can't be boosted because it would go into Blaster territory along with abilities to make the team stronger. Corruptors would be mad as well.


So:

If Controllers do more damage than Defenders, aren't Controllers already violating the two above? Although I don't see many Controllers outdamaging Blasters (except those Elec/Devs), I regularly see Controllers outdamaging both Defenders and Corruptors while providing excellent support in the form of controls and (de)buffs.

Containment is just that good, and so are Controller EPPs. Scourge and Vigilance suck in comparison.


 

Posted

Quote:
Originally Posted by Scorpious_EU View Post
There is of course a genuine issue if defenders start doing too much damage in a vacuum, since they also have access to the best buffs and debuffs in the game - which would make playing a blaster less desirable in many players logic.

I think there is a serious fear that defenders are some kind of tankmage in waiting and that is what keeps them gimped while solo in many cases. Tbh, lets face it, the way buffs and debuffs work in this game, however poor a defender may or may not be solo, you put 8 of them on a team and there is very little that compares. 8 scrappers, tanks, blasters, brutes, Warshades, Stalkers or PBs arent in the same league.

Buffs and debuffs > all in this game. Thats the blessing and curse of the defender and what keeps them where they are in terms of solo damage output.

True. I firmly believe that all power sets, especially kinetics, should be balanced and tied in with the general strengthening of the Defender AT. Any single power which can increase the damage output of a whole team many times over is so overpowered and broken it's just plain ridiculous (I'm looking at you Fulcrum Shift). The damage boost it yields should be more than halved. As a compensation Siphon Speed could gain AoE slow to afford the set with a measure of defense. Speed Boost, Increase Density and Inertial Reduction should get their respective durations doubled to make the set less of a chore to play in teams.

Anyway, nothing of this has stopped Controllers from becoming tankmages. Passive personal defenses can easily be softcapped, but who needs defenses anyway when the enemies are not fighting back most of the time? Status Protection can be had, the damage output with containment is plain ludicrous (who could ever think that it would be balanced?) even without taking their secondaries into consideration. VEATs are no slouches either with great damage, superb defense and team support/utility to boot. My faceplant perfected blaster died a silent death seeing all the goodies the villains were given.

Ultimately though, the change needed for balance is so massive and the developer ability and willingness to do so, so lacking that I'll most likely jump ship once a certain other superhero MMO is released.


 

Posted

Quote:
Originally Posted by Ethric View Post
Although I don't see many Controllers outdamaging Blasters (except those Elec/Devs), I regularly see Controllers outdamaging both Defenders and Corruptors while providing excellent support in the form of controls and (de)buffs.
Oh, I see many/most Controllers outdamaging blasters. Among Blasters only Fire and Archery can even hope to compete with the likes of Plant and Fire Controllers. To rub it in, Controllers have vastly better survivability and team support rivaling Defenders.

Quote:
Containment is just that good, and so are Controller EPPs. Scourge and Vigilance suck in comparison.
My Defender would kill and die to get an inherent as good as Scourge! Don't even compare these two. Containment is vastly overpowered, I'm shocked developers ever could think it would be balanced.


 

Posted

Quote:
Originally Posted by Seraphael View Post
Oh, I see many/most Controllers outdamaging blasters. Among Blasters only Fire and Archery can even hope to compete with the likes of Plant and Fire Controllers. To rub it in, Controllers have vastly better survivability and team support rivaling Defenders.



My Defender would kill and die to get an inherent as good as Scourge! Don't even compare these two. Containment is vastly overpowered, I'm shocked developers ever could think it would be balanced.
Containment is only vastly overpowered when combined with kinetics. The rest of the time it's just about right. The real problem is that controllers have kinetics available to them as a secondary. That was probably the biggest, can't really be fixed now, developer mistake.


-Insanity is doing the same thing over and over again and expecting different results. - Albert Einstein.
-I do not feel obliged to believe that the same God who has endowed us with sense, reason, and intellect has intended us to forgo their use. - Galileo Galilei
-When injustice becomes law, resistance becomes duty. - Thomas Jefferson

 

Posted

Quote:
Originally Posted by Seraphael View Post
Oh, I see many/most Controllers outdamaging blasters. Among Blasters only Fire and Archery can even hope to compete with the likes of Plant and Fire Controllers.
Coming to think of it, I haven't seen a non-Fire or Archery Blaster in the LGTF and ITF teams I've been on with my brute.


Quote:
My Defender would kill and die to get an inherent as good as Scourge! Don't even compare these two. Containment is vastly overpowered, I'm shocked developers ever could think it would be balanced.
Compared to Vigilance, Scourge is indeed awesome. However, Containment sneers at Scourge at effectiveness.
However, Containment will shoot Vigilance's mother, seduce her sister, make babies, which Vigilance will have to raise due to Containment being busy breaking the game. And then those babies, no matter how much Vigilance loved them, will trick the house for themselves and let Containment move in while kicking Vigilance out.


 

Posted

Quote:
Originally Posted by Miladys_Knight View Post
Containment is only vastly overpowered when combined with kinetics. The rest of the time it's just about right. The real problem is that controllers have kinetics available to them as a secondary. That was probably the biggest, can't really be fixed now, developer mistake.
I agree to a point. Giving Kinetics to Controllers was a huge mistake, but it can easily be fixed. If there is a will, there is a way.

As mentioned above, Fulcrum Shift is brokenly overpowered. The extreme level of offense in the set was probably designed to offset the weak defense. However, a Controller has powers that provide excellent defense. Consequently, they won't feel the achilles heel of the set and only reap the VAST benefits.

Kinetics must be adressed as a whole. The power of Fulcrum Shift should be significantly lowered. Simultaneously, other powers should be boosted. Siphon Speed could be changed from single target to AoE (slow/-recharge) while keeping its self effect as is. The duration of ally only buffs should be increased.

As a result, Kinetic Defenders would lose in offensive capability. As they should. But get some defense to compensate. Kinetic Controllers would not benefit as much as Defenders from the above Siphon Speed change.

The damage cap of all ATs should be lowered. Controllers (and Brutes I guess), mostly so.

With these changes, and buff to Defender inherent, we would have a much more level playingfield.


 

Posted

Quote:
Originally Posted by Miladys_Knight View Post
Containment is only vastly overpowered when combined with kinetics. The rest of the time it's just about right. The real problem is that controllers have kinetics available to them as a secondary. That was probably the biggest, can't really be fixed now, developer mistake.
nevermind that controller and corruptor fulcrum shift are currently using defender values. Also Kinetics completely gets screwed going from corr/troller <-> defender even if fulcrum shift functioned as it was intended. The Transfusion and Transference powers are appropriately higher but heals and +end are rather meaningless upgrades in value when overhealing and overending are frequent. Siphon Power and Fulcrum shift are the only other powers that differ and have meaning (when the difference is there as it currently isn't for FS). Speed Boost and Siphon Speed are indentical on all ATs.