Defenders vs Controller Disparity.
Controllers seem to be fine as of now. I do not wish to see controlelrs weakened for a Defender and corruptor problem. Weakening Controllers wont do anything to solve the defender/corruptor problem. We'll still suck at soloing, we'll still have a craptastic inheritent power and we'll still be replaced by Controllers and even masterminds (when going rogue comes out, honestly cant wait either way). So the solution has to be to solve the defender/corruptor problem by improving the defender/corruptor, not nerfing the controller.
i really like the idea of boosting our damage multiplier to 0.9. I'd also like to see our buffs somehow affect us. I'm not asking for self-targeted shields or heals but somehow reward Defenders/corruptors for supporting the team and using our primary skills. So far, theres absolutely nothing that gives us a nitch in the support roll. We need something that makes groups say "yeah, a controller has good support abilities but Defenders can __________ with their support powers!"
Whining about everything since 2006.
Ammo switching for Dual Pistols was my idea:
http://boards.cityofheroes.com/showthread.php?t=135484
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. |
Why should Kinetics Defenders lose offensive capability? Some sets are dangerous, but with practice and luck you can get a lot more from them. Other sets are safer and more predictable, but ultimately more fun for some players. Even though stuns drive me insane if Kinetics swapped out any one of its powers for personal mez protection it would get boring. Which essentially is what Controllers can achieve with their controls.
I have always wanted Siphon Speed to function in the same way Siphon Power did. One enemy is debuffed, but you can give much more speed to your team if used well. It makes thematic sense (in my world) too.
Defiant EU
Quaver: Kinetics/Sonic Defender
Semiquaver: Sonic/Kinetics Corruptor
Why should Kinetics Defenders lose offensive capability? Some sets are dangerous, but with practice and luck you can get a lot more from them. Other sets are safer and more predictable, but ultimately more fun for some players.
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Debuffs are powerful too, but generally the game is sadly so easy that in the end game they are not even in the same ballpark (as FS) strengthwise.
EDIT: My proposal then would have Fulcrum Shift retain about the same base damage boost (perhaps slightly lowered around +40%) from the initial target, but each additional target would be similar to Soul Drain at around +8% rather than its present +25%. Consequently, the solo ability would not diminish, but the farming capacity would be lowered.
Even though stuns drive me insane if Kinetics swapped out any one of its powers for personal mez protection it would get boring. Which essentially is what Controllers can achieve with their controls. I have always wanted Siphon Speed to function in the same way Siphon Power did. One enemy is debuffed, but you can give much more speed to your team if used well. It makes thematic sense (in my world) too. |
I didn't suggest giving Kinetics mez protection though. I merely suggested compensating the set for nerfing Fulcrum Shift. No matter how warranted that nerf really is.
Siphon Speed would then become an AoE slow, but the speed/recharge boost would still only be given the caster (a very weak scaling to speed/recharge could be given per foe hit). This would benefit kinetic Defenders in solo play (where they need help, in teams even a nerfed FS will always be awesome), but be quite detrimental to kinetic Controllers who already get more defenses (active or passive) than they need (an AoE slow would be nearly useless to them as they already have the spawn locked down). Which again would alleviate some of the Defender/Controller disparity, while finally adressing the single most overpowered power in the game.
Controllers achieve more that mez protection with their controls. In pracsis they also achieve defense/resistance from the controls. Not to mention getting outright mez protection and armour in their epic pools. If anyone should have mez protection in the epics, it should've been Defenders. That said, I feel mez protection in the magnitude given is outright detrimental to the game. Even for melee ATs. Being constantly mezzed is extremely annoying, but being made virtually immune is incredibly boring. Mez resistance however, is something I can get behind. |
I also agree with you regarding Fulcrum Shift, which with Containment is a major playing in making Controllers too powerful, and even Defenders given the right team setting. I liked someones idea earlier in the thread that some powers which rely on recharge, like Recovery Aura, should have a bigger recharge for Controllers as well.
I note that you did NOT include controllers in your list above.
*Looks at topic title*. Oh look! This thread is about defender vs. controller disparity, not defender vs. scrapper disparity or whatever it is you are arguing. Edit: And lets face it, *ANY* controller (even an earth/emp) is already a tank mage, so we are at that point in the game regardless. |
So its very relevant. As for defender Vs controller? we all know the problem is when it doesnt hit back, it cant kill you. Controllers could solo well post-32 before containment, i really didnt see the need for that, at all. When you have containment and you can dish out a fireball? I mean seriously. Also, having kin on a controller was the most stupid thing the devs ever did. I would like to know who ok'd that one, because the really must have never played a controller or had any understanding of how their own game works. They need a slap.
In the final analysis however, defenders are in a very bad position to get increased damage because they have the strongest buffs and debuffs and regardless of what we would like to think, that makes defenders in the top 3 potentially powerful ATs - along with controllers and VEATs imho. Give them more base damage? Then they trump blasters solo and are way ahead of everything when X8 - i cant see the devs doing that.
If anyone has a way of improving defender solo which doesnt make the above situation happen? Lets here it and maybe the devs will listen:
My only suggestion is that the defender should gain status protection and damage based on how much health (as a total %) their team has. So if your team is at 100% health, you have + <insert random number> % damage and mag 5 status resistance. As your teams health falls, these bonuses decrease. In essence, the defender is more powerful when his team is well defended, aka, with more health. This however wont help solo much...
In the final analysis however, defenders are in a very bad position to get increased damage because they have the strongest buffs and debuffs and regardless of what we would like to think, that makes defenders in the top 3 potentially powerful ATs - along with controllers and VEATs imho. Give them more base damage? Then they trump blasters solo and are way ahead of everything when X8 - i cant see the devs doing that.
If anyone has a way of improving defender solo which doesnt make the above situation happen? Lets here it and maybe the devs will listen: My only suggestion is that the defender should gain status protection and damage based on how much health (as a total %) their team has. So if your team is at 100% health, you have + <insert random number> % damage and mag 5 status resistance. As your teams health falls, these bonuses decrease. In essence, the defender is more powerful when his team is well defended, aka, with more health. This however wont help solo much... |
Defenders lag behind all other ATs in damage output and a boost to the AT would have to be humongous for the above scenario to happen. With Defiance, Blasters has about twice the damage of Defenders. Also, a new version of Vigilance should not be tied solely to the team. Defenders should be able to benefit from it solo as well.
Problem now is that Controllers solo much safer and faster while also bringing more support to a team. When Going Rogue hits, Defenders will also directly compete with Corruptors and Masterminds. I can't see another solution to the imbalance than a mixed bag of nerfs and improvements to ATs and power sets:
1. Lower max damage capacity for all ATs.
2. Reduce bonus damage from Containment to around 80% (from 100%).
3. Nerf Fulcrum Shift to around 50% base dmg +10% per foe hit (from 50% +25%). Controller/Corruptor version should be around 40% base dmg +8% per foe hit.
4. Make Siphon Speed into an AoE slow with the same effect on caster as before.
5. Make Increase Density into a PbAoE toggle power with (Defender numbers) +25% S/L resistance, make it grant high levels of resistance (not protection) to status effects, and have a weak slow foe compartment.
6. Fix Defender inherent. For instance turn it into a reverse Kheldian inherent where the Defender uses his focus to protect his teammates. Each member is granted a minor bonus, different for each AT and designed to cover the weakness of an AT. While solo, the bonus is doubled as the focus is purely on self. For Defenders, this bonus could be +recovery and status resistance. Blasters/Scrappers: defense/resistance. Tanker/Controller: accuracy/damage.
The changes to Kinetics would benefit most Defenders, while being quite detrimental to Controller farmer ability. The Vigilance change would help Defender soloist abilities especially at lower levels where it is much needed. It would also make it so that Defenders aren't outclassed quite as much on teams by Controllers.
1. Lower max damage capacity for all ATs. |
2. Reduce bonus damage from Containment to around 80% (from 100%). |
3. Nerf Fulcrum Shift to around 50% base dmg +10% per foe hit (from 50% +25%). Controller/Corruptor version should be around 40% base dmg +8% per foe hit. |
4. Make Siphon Speed into an AoE slow with the same effect on caster as before. |
5. Make Increase Density into a PbAoE toggle power with (Defender numbers) +25% S/L resistance, make it grant high levels of resistance (not protection) to status effects, and have a weak slow foe compartment. |
6. Fix Defender inherent. For instance turn it into a reverse Kheldian inherent where the Defender uses his focus to protect his teammates. Each member is granted a minor bonus, different for each AT and designed to cover the weakness of an AT. While solo, the bonus is doubled as the focus is purely on self. For Defenders, this bonus could be +recovery and status resistance. Blasters/Scrappers: defense/resistance. Tanker/Controller: accuracy/damage. |
The changes to Kinetics would benefit most Defenders, while being quite detrimental to Controller farmer ability. The Vigilance change would help Defender soloist abilities especially at lower levels where it is much needed. It would also make it so that Defenders aren't outclassed quite as much on teams by Controllers. |
So your ideas were pretty much to nerf Fire/Kins because they farm. That's comedy gold.
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Anyone contending that FS isn't grossly overpowered, especially on Controllers, either doesn't know the game or likes his overpoweredness (is that a word?) too much to care about game balance. As long he reaps the benefit of the imbalance of course. Seems I stepped on some farmer toes here.
Okay, so it's not that Controllers are more powerful just because they're designed that way, no, it's ONE power in ONE set. Gotchya.
Nerfing Kinetics wouldn't stop Controllers from being a larger asset to the team than a defender. You know why? Because they can still CONTROL. With ONE click, a Controller can neuter an entire mob of 16 foes. Enemies not attacking at all trumps healing, defense buffs, resist buffs, and mez protection buffs. But of course, Controllers get the ability to do just that, too. The only time Defenders > Controllers is in the early to mid levels when thier buffs come earlier and put up higher numbers. By the end game though? Tough to say.
I say, give Defenders better values for their buffs and debuffs, a little better damage, and better AoE control options. Nerfing every other AT in the game isn't the answer (Rememebr how much everyone LOVED ED?), nor is crying about one power (though FS for 'trollers/Corrs SHOULD use Controller numbers, or maybe even a touch less).
-STEELE =)
Allied to all sides so that no matter what, I'll come out on top!
Oh, and Crimson demands you play this arc-> Twisted Knives (MA Arc #397769)
Just to quote myself:
This is why I always view the Defender as a low level archtype, they get their powers nice and early to help low level teams. Whee Fortitude at 12! However once they get towards 30's, Controllers are more then capable of taking over the role to 50 without any drawbacks and with significantly more tools at their disposal. |
Controller: Strong Control Primary/Debuff+Buff Secondary.
Defender: Debuff+Buff Primary/Weak Blasting Secondary.
I mean to me, it is obvious. Getting the powers earlier is the only advantage. Especially as with Containment and the strong Control powers, Controllers both do similar damage and can better utilize the buffs/debuffs to their own gain.
I think if we are to really achieve balance here, we really need to adjust the levels of damage both AT's have access to. It is the best way to create a difference between the two.
Containment needs to be removed/adjusted and Defenders need to be looked at closely. Once this is done there will be a clear reason to take a Defender over a Controller, the damage. Trying to make Controller debuff+buffs weaker or Defender debuffs+buffs stronger is not going to change much in my view.
Okay, so it's not that Controllers are more powerful just because they're designed that way, no, it's ONE power in ONE set. Gotchya.
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First off, Controllers were not designed to outclass Defenders in every department. They were given a massively overpowered inherent pravtically doubling their damage output, while Defenders were given an insignificant P.O.S.
As for Kinetics, it kind of worked to a certain point for Defenders. For them it is all about sacrificing safety and survival for a big offensive reward. For Controllers though, Kinetics is a perfect complement as their primaries already affords them with superb survivability and thus, they only reap the benefit and not the downside. Ultimately though, any one single power which can multiply an entire teams damage output many times over permanently is so broken it's ridiculous.
Even so, Kinetics has largely escaped nerfs (when I played a Kinetics Defender in US beta is was actually much worse than it is at present), I suspect mostly because Kinetics Defenders still struggles and the animosity nerfs tend to create among certain parts of the community. Not to blow my own horn too much (but who doesn't like their own ideas), but my above suggestion of boosts and nerfs to the set would work out fine for overall game balance.
Nerfing Kinetics wouldn't stop Controllers from being a larger asset to the team than a defender. You know why? Because they can still CONTROL. With ONE click, a Controller can neuter an entire mob of 16 foes. Enemies not attacking at all trumps healing, defense buffs, resist buffs, and mez protection buffs. But of course, Controllers get the ability to do just that, too. The only time Defenders > Controllers is in the early to mid levels when thier buffs come earlier and put up higher numbers. By the end game though? Tough to say. |
Defenders > Controllers in the early to mid levels on teams only. Controllers are vastly better solo performers. So at least the disparity isn't so large in this level range.
I say, give Defenders better values for their buffs and debuffs, a little better damage, and better AoE control options. Nerfing every other AT in the game isn't the answer (Rememebr how much everyone LOVED ED?), nor is crying about one power (though FS for 'trollers/Corrs SHOULD use Controller numbers, or maybe even a touch less). |
I do understand the instinctual opposition to nerfs. I really do. However it IS warranted and everyone knows it. Defender buffs and debuffs are already strong as is in this game and that precludes buffing that side of things. Giving Defenders (much) more damage (and Defenders would need a significant boost to level the play ground with Controllers) and we risk stepping on Blaster toes as endgame Defenders already are quite decent with the right epic powers.
Not that it matters giving Controllers/Corruptors appropriate numbers (as opposed of today benefiting largely from Defender numbers), even with correctly lowered numbers they would still be able to reach damage caps. The only way to correct the imbalance as I see it, is through that mixed bag of boosts and nerfs as I already mentioned.
I would love to hear reasoning why FS is a balanced power and not in need of nerf. All this; "boost GOOOD! nerf BAAAAD!" doesn't do it for me I'm afraid.
Giving Defenders (much) more damage (and Defenders would need a significant boost to level the play ground with Controllers) and we risk stepping on Blaster toes as endgame Defenders already are quite decent with the right epic powers. |
I do however disagree with your option to fix defenders, because it also involves balance to ATs outside of defender and i would prefer that defenders issues could be solved within the AT alone - it would cause less hassle.
As for fulcrum? Its one of the most OP powers in the game. End of. Not only will it cap your entire team on damage, it also comes in the same set which has speed boost, meaning you can have it on your team perma - on SOs...
The ONLY balance to FS is the risk you take to use it, which on a controller simply does not exist.
Exactly what i was trying to get across in my posts, but people dont seem to understand this. Regardless of how much people think their defender sucks solo, give them enough damage to 'solo well', in a vacuum, would result in defenders stepping all over blasters toes because blasters dont also have the ability to debuff enemies into nothing or buff themselves silly. As i also said, it would make a team with multiple defenders 'i win', leaving everything way behind. It wont happen.
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If Defender Damage + Defender Debuffs = Blaster Damage
Then
Blaster Damage + Defender Debuffs = Even Better Blaster Damage
My point is, that aslong as Blasters inherently do much more damage then Defenders, there isn't a huge problem.
Also, no one is saying to buff Defender damage by quite that much. Blaster damage is much higher then Defenders, and they themselves have an inherent which further widens this gap.
I do however disagree with your option to fix defenders, because it also involves balance to ATs outside of defender and i would prefer that defenders issues could be solved within the AT alone - it would cause less hassle. |
If anyone should be doing Buffs/Debuffs and Damage, it should be Defenders, not Controllers. This is where the heart of the imbalance exists. Things like Containment and Fulcrum Shift are contributing factors for why Defenders feel sucky.
To make Defenders able to compete with Controllers on this level, you are going to make them overpowered with Blasters. It is a no win situation until Controllers are nerfed.
If anyone should be doing Buffs/Debuffs and Damage, it should be Defenders, not Controllers. This is where the heart of the imbalance exists. Things like Containment and Fulcrum Shift are contributing factors for why Defenders feel sucky. To make Defenders able to compete with Controllers on this level, you are going to make them overpowered with Blasters. It is a no win situation until Controllers are nerfed. |
Im not entirely sure we cant come to some solution to increase defenders without a nerf, the solution i gave *might* do that (it could also be tweaked to count as team of 1 when defender is solo) and would definitely work in a team situation where the defender often feels outshined: since the controller would also be helping to fuel the defenders +damage and +status resist.
Im just sick of seeing nerfs and would prefer another solution. At this stage of the game, we dont need that can of unstablising affect on the game, so id like to see a buff to defenders which helps to balance defender Vs controller without making defender > blaster.
I agree with the damage + debuff/buffs should = defender not controller. 100%
Im not entirely sure we cant come to some solution to increase defenders without a nerf, the solution i gave *might* do that (it could also be tweaked to count as team of 1 when defender is solo) and would definitely work in a team situation where the defender often feels outshined: since the controller would also be helping to fuel the defenders +damage and +status resist. Im just sick of seeing nerfs and would prefer another solution. At this stage of the game, we dont need that can of unstablising affect on the game, so id like to see a buff to defenders which helps to balance defender Vs controller without making defender > blaster. |
Defender damage is low. Controllers do as much or more damage, have similar buff/debuff capability, and bring controls to the team as well. Buff defenders to be on par with controllers, and you make blasters obsolete. The only viable solution, as much as people don't want to hear it, is to nerf controllers. A good start would be to go through and cut controller buff/debuff values, ALL of them, to 60% of defender values. Yes, that means FS too. Controllers would still contribute meaningfully to buffs and debuffs, but a defender would be far more useful to a team looking for support. (on a side note, the PToD would need to be reevaluated- controllers need to ba able to do SOMETHING during an AV fight. Maybe change the protection to resistance so that controllers still can't perma-hold an AV, but holds aren't completely useless either)
Defenders solo. Another touchy subject. a small damage boost, say taking ranged modifier from .65 to .75, wouldn't be unjustified. More than that, and you have them doing damage that is competitive with blasters. Personally, I'd like to see defenders get an inherent that functions similar to defiance and domination: a small power boost effect that builds as you use powers, and that scales with team size. This would, however, change the way defenders play, encouraging an active and engaged playstyle over a more passive or reactive one.
119088 - Outcasts Overcharged. Heroic.
Saying that all controllers do more damage than defenders is highly debatable. Earth, Ice and possibly mind controllers, in my experience, do far less damage than a defender merely because the powers that do damage for them are generally not slotted for damage - and to compound matters Earth and Ice controllers best controls don't *do* any damage (Earthquake, Ice Slick, Arctic Air, etc). We all know the outlier control sets, but this thread seems to be judging the entire controller population on the outlier sets, which isn't entirely accurate.
"Be a beacon?"
Blue Mourning: lvl. 50 Katana/DA
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Saying that all controllers do more damage than defenders is highly debatable. Earth, Ice and possibly mind controllers, in my experience, do far less damage than a defender merely because the powers that do damage for them are generally not slotted for damage - and to compound matters Earth and Ice controllers best controls don't *do* any damage (Earthquake, Ice Slick, Arctic Air, etc). We all know the outlier control sets, but this thread seems to be judging the entire controller population on the outlier sets, which isn't entirely accurate.
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I couldn't stand Ice/ or Mind/, so I have no comment on them, but I'll bet the even if I concede defender builds a damage advantage, an earth/ controller will still solo faster due to synergy and safety. And teamed, controllers force-multiply just as well as defenders, while bringing even more to the table initially.
119088 - Outcasts Overcharged. Heroic.
Let me clarify....
When I said, my Storm/Dark Defender did poorly, I was making that point from the vantage of damage dealt and how long it takes me to kill a boss. Mostly a commentary on how weak Dark is from dealing damage pespective, I also believe the amount of ACC debuff for the power set is also too low. I often experience fights with Bosses, and despite I had hit them with my dark bolts, etc. and eventually kill them from sheer mini-damage, and them not missing me once. (I tested this while hovering, with my hurricane off)
While my Storm set does a reasonably good job at keeping me safe in close quarters, my abilities to consistently damage resistance debuff and keep mobs debuffed is very limited, all too often when fighting EBs and AVs the slow component of my Icestorm is essentially ignored, thus the debuff ceases to affect them the moment they step out, hence rendering the power ineffective or impractical.
I believe the real issue, with regards to balance, is that the damage mitigation standards is simply wrong and needs to be revised. Let me explain:
Lets use the Tanker versus Blaster model as a reference.
Tanker: Virtually immune to status effects, very high resistance to damage, and high levels of defense, medium damage.
Blaster: Extremely high damage, no status effect resistances, no comprehensive damage mitigation, no comprehensive defense.
Now if the game was to be effectively balanced, and thus fair...
It makes sense that the Tanker should do 65% of the damage capability of a Blaster, for they are so well protected against damage.
Conversely, would it not make sense that Blasters should have 65% of the protections of a tanker, since they have such good damage? But they don't.
When you look at the other Hero ATs, Controllers and Defenders; they are actually hybrids of tankers and blasters, let me further explain:
Controller: Has the Blaster characteristics of no status effect resistances, no comprehensive resistance to damage, and no comprehensive defense. So one would expect the Controller to do damage in the Blaster class at first glance. But what we do see, is that the Controllers primary allows them to hold, immobilize, confuse, etc. their targets. Thus achieving a hybrid form of protections as the tankers receive. But there is a great difference between these two forms of protections. The Controller depends on a to-hit and a to-affect situation. For intance no controller can 1 round hold a boss, and even hope to hold an EB in less that 5 rounds, and AVs alone, just simply can't be held; while a Tanker's protections are unconditionally there all the time. So what we can deduce is that the Controlelr does not quite have the protections a tanker does have, and thus should not be Blaster class. I would think that when one revdiews how effective a Controller's holds are as a whole, that perhaps their damage should be 75% of a blaster.
Defender: Has the Blaster signature lack of protections, so one could expect their damage to be in the Blaster Class. But Defender primaries debuff the ability of their targets to do damage or resist it. The issue is to determine, well how good these debuffs are when compared to the always there tanks protections, and even referenced to the effectiveness of the Controller's holds. Truthfully, as a whole, these defenses are inferior to both Tankers and Controllers for they lack the permanency of tankers and the total immediate hold effect of the Controller; the Defenders is a slow and tedius debuff process which never achieves the complete shut down as the Controllers gets. So Defenders are obviously weaker in the defensive side when compared to tankers and controllers, but obviously have more defenses than Blasters. I would suggest Defender's damage should be placed at 85% of what blasters damage could be.
Scrapers are an odd duck of sorts, they are forced in general to melee with mobs, just as a Tanker has, so in many respecs their defenses should match those of a tanker. But they do more damage than a Tanker, so what is the correct mix of weaker protections and greater damage. I would suggest to set Scrapers at 85% damage of a Blaster, but have their status effects the same as a tanker, their resistances to damage to be 75% of a tankers, and their defense to be 125% of the tanker.
Hugs
Stormy
Wow, this thread is STILL going?
For those looking for nerfs: nerf-o-rama is closed until about Christmas. The dev team is not so naive as to introduce anything that could force a large segment of population to look the other way.
Aside: this is eerily similar to the "Warlocks need 2b nerfed!" threads I used to see on WoW forums...
While my Storm set does a reasonably good job at keeping me safe in close quarters, my abilities to consistently damage resistance debuff and keep mobs debuffed is very limited, all too often when fighting EBs and AVs the slow component of my Icestorm is essentially ignored, thus the debuff ceases to affect them the moment they step out, hence rendering the power ineffective or impractical.
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Wow, this thread is STILL going?
For those looking for nerfs: nerf-o-rama is closed until about Christmas. The dev team is not so naive as to introduce anything that could force a large segment of population to look the other way. Aside: this is eerily similar to the "Warlocks need 2b nerfed!" threads I used to see on WoW forums... |
1) Defenders are, in general, alright in damage.
2) Controllers are, in general, alright in damage. They do more single-target DPS than Defenders, by a bit, and less AoE. Also, by a bit. Their AoE damage is at far higher End cost.
However, there are:
1.1) While Defenders in general are alright in damage, Dark Blast is pretty weak in single-target damage and should get a buff to Life Drain.
1.2) Similarly, FF has no team damage boosting, and no self- damage boosting, and should get something that can be used to increase damage. Best idea seems to be that Repel and Force Bubble are very similar powers, and instead FB should give -Res/-Def within its area.
1.3) Similarly, Empathy has relatively low team damage boosting, and no self-damage boosting, and should get something that can be used to increase their own damage. Absorb Pain may work, though it's hard to see what powers aren't that great for Empathy, and I dislike the idea of merging it towards Pain Domination. An enemy-targeted -Res power on the basis of "I can see where you'd be most hurt" would work, but that would require completely changing a power in the set.
2.1) While Controllers in general do okay damage, /Kin Controllers multiply the damage of the primary. So when you get a primary like Fire, that does 20% more damage, then multiplied by Kin's bonus, it can do 40% more damage than a non Fire, non Kin. It is hard to argue that Fire shouldn't do more damage than other sets since it has weaker control, and Fire is always considered to have more damage as its main characteristic. Similarly, Kinetics isn't an overpowered set on its own, but its main weakness (lack of defensive ability) is perfectly covered by Controllers, while its main strength (damage increase) works great with the higher-damaging primaries to separate Fire/Kin from Earth/Empathy.
The solution to this would be to change /Kin for Controllers to be more defensive, so that its +Dam buffing is weaker, and its -Dam is stronger. But that's clearly a nerf, as Controllers rarely need or use the extra defense, and look to Kinetics purely for damage. So the solution is a nerf, not very surprisingly.
Another solution is to make Containment deliver a +Dam effect. This would be a benefit to sets such as Empathy that don't normally have this effect, and a nerf to Kinetics that normally delivers a lot of +Dam. Still, might be the best solution.
QR-
Here's how to improve this problem:
Defenders-
*Give them an inherent that actually does something
*Increase their secondary's secondary effects
(Blaster blast = high damage, low effects)
(Defender blast = low damage, high effects)
Controllers-
*Give them MM-level secondaries
Not to mention some sets like Archery, Assault Rifle, Energy and Electric would gain minimal from this.
I'm glad I could amuse you.
Anyone contending that FS isn't grossly overpowered, especially on Controllers, either doesn't know the game or likes his overpoweredness (is that a word?) too much to care about game balance. As long he reaps the benefit of the imbalance of course. Seems I stepped on some farmer toes here. |
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.
*Looks at topic title*.
Oh look! This thread is about defender vs. controller disparity, not defender vs. scrapper disparity or whatever it is you are arguing.
Edit: And lets face it, *ANY* controller (even an earth/emp) is already a tank mage, so we are at that point in the game regardless.
"Hi, my name is Ail. I make people sick."
A partial selection from my 50's on Freedom: Ail = Ice/Traps, Luck = Street Justice/Super Reflexes Stalker, Mist = Bane, Pixy = Trick Arrow/Archery, Pure = Gravity/Energy, Smoke = Fire/Fire Dominator