Vigilance is fab
I'd like to see the inherrant become a reverse of Defiance.
Defenders by and large are designed to stop their team taking damage. heals, debuffs, extra damage to take things down quicker. Therefore, should we be doing our job well and everyone is nicely in the green, we could be blasting with a little extra damage.
Lets say, should everyone be at 90% + health, we get a +20% damage buff. This would allow some very interesting tactical play and gives an insentive to stop blasting should the team drop below a collective 90% health.
Just my thoughts. because frankly i dont notice vigilance working on my empath or my rad.
Well we all seem to agree that defenders' playstyles and the benefits they would want vary considerably depending on which primary you choose.
So how about we take something that all defenders have in common, which is a seconary blast set? All these blasts have secondary effects so perhaps to differentiate a defender blast set from a blaster blast set (apart from the inherent damage difference) we could have an inherent that is linked with the secondary effect of the blasts.
Something like, the more blasting you do in a specific window of time, the greater the secondary effect on your blasts becomes. This would help out with soloing as well incidentally.
Or perhaps something completely different like, the more blasting you do, the less % damage people in your team take. This might make Defiant's army of empath leeches that never blast, actually take and slot some blasts and do more than stand around with group heal on auto, chatting... although that would mean contributing more than half a character to your team so unlikely to happen.
I like the suggestions made by Chaplain and Avalanche. I wonder if you could combine the two so that you get slightly more damage and an increase to the secondary effects... or... if the team is doing well you get increased damage and as the team does worse your secondary effect chance goes up slightly... so where as before maybe you could only disorient a minion, as the team does worse you have more chance to disorient a lieutenant..
I dunno
Yeah I really like the idea of Blast secondary effects getting stronger somehow. Not sure about tying it to the amount of Blasting you are doing but not sure what else should trigger it.
That said none of the Heroes have the bar style inherents. Maybe it could be a fury-like bar but what would fuel it. Not sure about Blasts, its a bit samey as a Dominator or Brute. Whenever your team get hit? Bit unfair to Dark & Forcefield. Whenever you heal? Poor TA.
I suppose whenever you blast or when the team health drops is fair. Sorta makes sense, when the health drops your blast secondary effects & debuffs get stronger.
Then the temptation is to blast with your stronger debuffs rather than heal / defend though.
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Then the temptation is to blast with your stronger debuffs rather than heal / defend though.
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true, although perhaps that adds a little versatlity - defending with blasts as well as heals/buffs etc??
Although I don't actively try and use vigilance I do like having it there, as a D3 with nearly all primary, as well as a lot of pool toggles (3 leadership, combat jumping, acrobatics,etc) ii find my self running at a very small negative enduarnce gain in combat with darkest night running and regular heals, so a little injury on my teammates helps level things out for longer battles, for AVs it is especially useful.
Saying that I still think I would prefer a more noticeable effect instead, not for attacking though. What effect that would be though I'm not sure.
How about a bar similar to a doms that fills up over time (not sure what youd have to do to fill it though ). When its maxed the defender gets a one off power that returns all team mates to full end/full hp or maybe gives them a large def/res increase for a short duration?
Defiant
Proud Member of the Liberty Legion
Venture - Emp/En Defender
Seph - Kat/SR Scrapper
Blizzard - Ice/Storm Controller
Legionelosis - Rad/Rad Defender
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How about a bar similar to a doms that fills up over time (not sure what youd have to do to fill it though ). When its maxed the defender gets a one off power that returns all team mates to full end/full hp or maybe gives them a large def/res increase for a short duration?
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liking this idea - think better to go for the one off def/res increase though, that would be pretty fab.
No idea how to fill the bar though because no defender sets are the same...
It'd have to be blasts really, as Chaplin says its the only common thing about all defenders.
Def / Res boost would probably be the best. Maybe a single target one.
What might be nice (but never happen) is if the boost was Set related somehow. Maybe not as obvious as "You make a super-powered FF" since you are already providing good protection but something like a AOE Debuff shield, something that complements the set. Empathy might give an ally something like the Psychic Drain Doms have, Kinetics might give them a "null shield" that blocks Kinetic attacks (cue lots of Matrix wannabes with Bullets stopping in front of them) etc.
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No idea how to fill the bar though because no defender sets are the same...
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Same as fury but for all team members? So when any team member attacks someone*, or gets attacked by someone.
*Maybe make this uses a power instead.
Perhaps it should be a Power Build Up power like domination but for Buffs/debuffs?
@Unthing ... Mostly on Union.
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No idea how to fill the bar though because no defender sets are the same...
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Same as fury but for all team members? So when any team member attacks someone*, or gets attacked by someone.
*Maybe make this uses a power instead.
Perhaps it should be a Power Build Up power like domination but for Buffs/debuffs?
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was wondering that but is there away to record the number of buffs/debuffs used?
This idea was sparked off by remembering the power used to release states in the Korean video, now that looked like a cool power and appeared suitably uber for this dom bar idea. Obviously we want something other than a break free power tho...
Defiant
Proud Member of the Liberty Legion
Venture - Emp/En Defender
Seph - Kat/SR Scrapper
Blizzard - Ice/Storm Controller
Legionelosis - Rad/Rad Defender
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Obviously we want something other than a break free power tho...
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Mainly because we already have access to such through Clear Mind (Emp), O2 Boost (Storm), Increase Density (Kin) and Clarity (Sonic). Though Accelerate Metabolism (Rad) doesn't remove mezzes it reduces their duration and Dispersion Bubble/Sonic Dispersion (FF/Sonic) helps protect in the first place.
Only Dark and T&A lacks something to directly counter mezzes.
But a bar-click power that charges by the entire team's (including the Defender) attacks could be interesting. Something that'd be relatively fast to build up in a large team and extremely hard solo. Probably needs a somewhat slower grow factor than the Dominator bar along with a noticably faster decay rate, but it should still be possible to build it solo.
It could be interesting (but likely a coding nightmare) to have the duration of the power depend on the bar when activated. Something like a Def+Res PBAoE click could work, as could a Health+End instant recovery PBAoE click. It would of course need a decently long recharge and, if duration-based, should not be perma-able with Hasten + other recharge buff.
I think having blasts activate the inherent is the only way to standardise it across all the primaries. Since all the primaries have buffs/debuffs then it could be a direct % multiplier of buff/debuff effect.
It would still be hard to balance though as a set like forcefield or sonic can literally spend 100% of the fight blasting and would therefore reach ridiculous levels of protection if their bubbles/rings were buffed up by the inherent.
I was thinking of a fury bar affair that charged up to the max in say 10 seconds of non-stop blasting but then also leeched down to zero from full in 10 seconds as well. Perhaps 30-50% bonus on your buff/debuffs for a full bar? For that you would need to blast constantly for 10 seconds and then continue to blast constantly for as long as you wanted the bonus to apply.
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I have to say I'm surprised, particularly before lvl 20, that not a single person you ever teamed with died because you ran out of endurance.
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I'm personally quite happy with Vigilance and definately notice it's effects. If I solo with my dark/rad defender I often run out of endurance after two or three mobs and on a team with only 2 or 3 other people I get the same thing.
However if I run with a team of 8 (e.g. taking on Frostfire) I don't think I noticed my end bar dropping at all during the mission and that was with most people on green but near on zero end.
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I have to say I'm surprised, particularly before lvl 20, that not a single person you ever teamed with died because you ran out of endurance.
[/ QUOTE ]Absorb pain costs 1 END
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indeed it does, but pre lvl 20 if you use that all the time rather than your other heals you will end up pretty dead
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I have to say I'm surprised, particularly before lvl 20, that not a single person you ever teamed with died because you ran out of endurance.
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indeed it does, but pre lvl 20 if you use that all the time rather than your other heals you will end up pretty dead
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Your point being?... I didnt say anything about me not dying.
Defiant
Proud Member of the Liberty Legion
Venture - Emp/En Defender
Seph - Kat/SR Scrapper
Blizzard - Ice/Storm Controller
Legionelosis - Rad/Rad Defender
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I have to say I'm surprised, particularly before lvl 20, that not a single person you ever teamed with died because you ran out of endurance.
[/ QUOTE ]Absorb pain costs 1 END
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indeed it does, but pre lvl 20 if you use that all the time rather than your other heals you will end up pretty dead
[/ QUOTE ]Why would you, anymore than after that? The -HP is persentage of your HP AFAIK, so doesn't matter what evel you are.
Personaly, I found AP invaluable at the low levels.
Yeah i think AP is an under rated power, especially when combined with Regen aura (now thats saved my [censored] so many times)
I do miss its pre ED healing stats when 6 slotted tho
Defiant
Proud Member of the Liberty Legion
Venture - Emp/En Defender
Seph - Kat/SR Scrapper
Blizzard - Ice/Storm Controller
Legionelosis - Rad/Rad Defender
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I have to say I'm surprised, particularly before lvl 20, that not a single person you ever teamed with died because you ran out of endurance.
[/ QUOTE ]Absorb pain costs 1 END
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indeed it does, but pre lvl 20 if you use that all the time rather than your other heals you will end up pretty dead
[/ QUOTE ]Why would you, anymore than after that? The -HP is persentage of your HP AFAIK, so doesn't matter what evel you are.
Personaly, I found AP invaluable at the low levels.
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Yes as did I, AP was a good friend while I was growing up.
pre-20 though you tend to have to heal more, as people get themselves into trouble more. Everytime you use it you use the same %HPs so if you were solely using it as a heal I'm pretty sure you would end up getting yourself killed by either healing yourself to death or always being in a situation where you can't heal yourself.
Later in the game this doesn't become as much of an issue as things like regen aura allow you to regain those HPs and in general you really don't heal as much as you used to...
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I have to say I'm surprised, particularly before lvl 20, that not a single person you ever teamed with died because you ran out of endurance.
[/ QUOTE ]Absorb pain costs 1 END
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indeed it does, but pre lvl 20 if you use that all the time rather than your other heals you will end up pretty dead
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Your point being?... I didnt say anything about me not dying.
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the comment wasn't directed at you - not the AP comment. The not having a team member die cos you had no endurance thingy bit was the only bit for you
Going back to the bar idea, how about everytime you affect something with a buff, debuff or a secondary effect of a blast, the bar fills a bit?
I like the sound of that power boost idea. Vigilance does kick in for me, but not very often because I usually team in small groups (2-4). And I solo a lot, would be nice to not toggle drop every 2mins
Dont look at it as a reward for playing badly, rather look at it as a power that mitigates playing badly.
Bad stuff can happen, and vigilance (and the blaster power, Defiance is it?) makes the path to destruction and party wipe less linear.
Its sort like when youre playing RPGs and the gamemaster cheats with the dice in favor of the player. (if youve never played pen and paper roleplaying games never mind)
UNION
Officer Cuffz lvl 50 Inv/Nrg Tank
Badge lvl 50 dwarf/human Peacebringer
Dark Air lvl 50 Ice/Cold Corruptor
Ayre lvl 50 Storm/Elec Defender
Total Cat: @Officer Cuffz
"When I say interview, I mean engage in combat and defeat..." -Laura Brunetti, on how to deal with Warriors.