ELECTRIFY!
Sounds good. I've never been a friend of sets using -end as a form of mitigation, in fact I've never bothered to play any of them past the initial levels.
The mechanic is, as you said, completely borked in PvE. Mobs can cast just about any power with minimal endurance so you need to 1) have a reliable source of -end and a reliable source of -recovery or 2) be able to spam a reliable (not a 20% chance for) -end power every other second to keep the enemy from attacking.
Currently there's practically no reason to give up damage for the non-reliable and often useless -end mitigation. Why give up damage for that?
I'm up for anything to make those sets better.
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Thanks
Any kind of improvement to the Electrical sets would be the right direction.
Really think this a good idea, It would bring life back into my Elec toon and it doesn't seem over powered or under powered. It really is one of the best suggestions I've read in quite a while!
I'm sorry to say I didn't read the OP in detail - I'll do that the first chance I get. Just saying that I hope this will still also leave the original endurance drain in sets that have them, instead of outright replacing them. My Elec/Elec/Mu Brute can and will use Endurance Drain as a viable and powerful mitigation tool in an efficient and effective manner under the current system.
Sorry, will read it thoroughly later, my attention is distracted right now..
Just as an aside, it IS possible to negate NPCs endurance. A friend in SG had an elec Corr (thing he still does) that can end-crash anything up to and I think including an AV. Not 100% sure on the last one. But it was always a laugh end-crashing CoT and watching them all go for the knives. Suuure boys. Come to papa
GG, I would tell you that "I am killing you with my mind", but I couldn't find an emoticon to properly express my sentiment.
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With elec melee, the usefulness of some of the sec effects like sleep change depending on what you pair it with. I think this is to allow for some form of balance between secondaries that -fight duration and secondaries that don't so, should come free as a secondary effect and not factor into loss of damage as a result.
Elec Blast well, I wonder..but some powers are fairly effective that make up for ones that aren't and paired with other powers you can have one helluva enjoyable and supportive toon thats all I know
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With elec melee, the usefulness of some of the sec effects like sleep
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Sorry, sleep is useful since when? Most epic fail effect ever...
GG, I would tell you that "I am killing you with my mind", but I couldn't find an emoticon to properly express my sentiment.
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I like what I read. True one of the best suggestions of all times .
I also think that electricity based sets have dmg reduced unfairly. I havnen't played one myself, but from the looks of the other ppl, the inherent chance of end drain and gain to self is far from useful at this point.
Excellent idea!
To me the only really reliable use of -end I have seen is on a Kin/Elec Defender using Transference and Power Sink? to drain the enemy, then having lightning field to keep them at zero.
Anything without Lightning Field just seems pointless to me at the moment and this would change that for the better.
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it already has a chance to hold. it isn't a very long hold though. my kin/elec defender can drain bosses of end using just short circuit and transference. short circuit has a -recovery component to it.
the only issue here is the scaling for chance to hold. it's unbalanced
I actually like this idea a great deal, and I don't believe it would be that difficult to code if they steal the Scourge coding (though it would require doing it to a rather large number of powers).
The only problem I have with it is the suggestion that the hold have a standard length no matter the actual animation time or whatever of the power in question. I would be much more likely to support this if, rather than having a standard 8 seconds for every effect, it is instead a duration that scales with the duration of the -rech effect or something like that. Otherwise, you'd be pretty much able to just stand there and kill off entire fields of minions and lts. without any real risk to yourself just by popping Power Sink and keeping Lightning Field up.
It sounds good on a Blaster, wherein surviving for the first 8 seconds of a fight isn't something you can completely rely upon, but you've got to remember that Scrappers and Tankers would also have access to these. It might make more sense to have it differ depending on the AT in question: the squishier the AT, the better the hold duration (Defenders>Blasters>Scrappers>Tankers, for example).
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With elec melee, the usefulness of some of the sec effects like sleep [/ QUOTE ]Sorry, sleep is useful since when? Most epic fail effect ever... |
For electrical melee, the sleep wouldn't have a huge impact, but then the sleeps are mostly in the ST attacks and accompanied by many other secondary effects so it doesn't really *need* the sleep (I tend to forget it's there). I could imagine having a 'sleeper' on the team that will mez the spawn and the team actively focuses on the bosses (the ones not put to sleep) afterwhich they turn on the AoE and slaughter the spawn who are groggy and unable to use their more effective powers.
...but then what team would actually coordinates and who bothers with ST dmg? Well, they should!
I like the core concept of making end reduction a more gradual mitigation instead of the current all or nothing implementation. I'm not convinced that this is the best way to do it, but I don't ahve anything better so /signed.
My personal solution would be for AI to be altered so that enemies don't use certain attacks depending on what endurance quartile they're within. The problem with this is that it would actually require a huge review of every enemy in game and various power activation suites to be created for them all to account for the laughable existing contribution of a single secondary effect.
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Yeah, I just don't see that as a practical solution. In addition to the amount of work required there's the simple fact that many enemies have fewer than 4 attacks. So you still get the all or nothing mitigation just at a different point.
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The biggest problem is honestly the workload, since it would require going over every single entity. Of course, I think it would also create some more interesting strategy and balancing if it were possible to increase enemy endurance costs so that they would actually push themselves down slowly on their own anyway, like most players end up doing over long fights.
Sorry, sleep is useful since when? Most epic fail effect ever...
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As for the topic at hand, I think the real problem is with the lack of availability of -recovery effects. No matter how far you drain an enemy, they recover enough endurance for basic attacks pretty quickly. The only way to drain them effectively is to drain them and keep them drained. Granted, Electrical Melee and Electrical Armour both have that endurance drain aura which can do just that, but that's a feature of the secondary, which in itself doesn't have a lot of drain to its name. It's only when you combine Electric with Electric that this really works, and it shouldn't.
So, instead of applying a hold at these percentages, which would be quite problematic in terms of balance, why not have an increasing chance to apply a -recovery effect. If you've drained someone to nothingness, then your chance to kill his recovery is very high (I wouldn't make it 100%, but call it 90%), so you can basically KEEP him there without him recovering enough to attack while you're animating.
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.
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I feel that currently enddrain is a horrible mechanic for PvE. The sets (elec melee, elec blast) give way too much damage potential for a weak effect that doesn't kick until late.
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Currently there's practically no reason to give up damage for the non-reliable and often useless -end mitigation. Why give up damage for that?
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I think this is to allow for some form of balance between secondaries that -fight duration and secondaries that don't so, should come free as a secondary effect and not factor into loss of damage as a result.
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I also think that electricity based sets have dmg reduced unfairly.
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Just one problem: Electric sets quite simply do not give up damage in exchange for endurance drain. I'm a bit fuzzy in regards to pre-I3-ish CoH (what with me not being around for it) but at this very moment there is no imbalance; it's a myth that's been propagated for who knows how long.
I can only assume that it's a misinterpretation of how Electric Blast as a whole is designed. Yes, Electric Blast gets lower raw damage output than other sets, but for two very clear reasons - the inclusion of a powerful debuff (Short Circuit) and a questionably useful pet (Voltaic Sentinel), which replace a cone and third-tier single target blast. There is no direct trade-off between endurance drain and damage; it acts like any other secondary effect.
But, quite obviously, this only affects Electrical Blast. Electric Melee does not get saddled with any subpar powers whatsoever, and last I heard Electric Assault was a favored Dominator set.
Samuel identified the real problem with endurance drain, which is that most Electrical powers drain end, but don't debuff recovery. Hopefully now that Electrical Control is on the table, they'll re-evaluate endurance drain on the whole.
As for Elec Blast, it's just a matter of buffing Voltaic Sentinel from sorta-okay to good, and maybe give Tesla Cage the Cosmic Burst treatment and make it both control and third-tier single target blast.
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Sleep is useful if you use it correctly, which is to say put one target to sleep and ignore it. Short-duration sleep is patently useless, which is what surprises me about it being present in some Electrical attacks, but a decently long-duration sleep is a powerful mitigation tool. Area effect sleep, especially, is highly useful.
As for the topic at hand, I think the real problem is with the lack of availability of -recovery effects. No matter how far you drain an enemy, they recover enough endurance for basic attacks pretty quickly. The only way to drain them effectively is to drain them and keep them drained. Granted, Electrical Melee and Electrical Armour both have that endurance drain aura which can do just that, but that's a feature of the secondary, which in itself doesn't have a lot of drain to its name. It's only when you combine Electric with Electric that this really works, and it shouldn't. So, instead of applying a hold at these percentages, which would be quite problematic in terms of balance, why not have an increasing chance to apply a -recovery effect. If you've drained someone to nothingness, then your chance to kill his recovery is very high (I wouldn't make it 100%, but call it 90%), so you can basically KEEP him there without him recovering enough to attack while you're animating. |
Sleep is less useful when AoE is rampant. But...hmmm. *shrug* I dunno. I'll pass on any ideas. Because mine tend to be fail
GG, I would tell you that "I am killing you with my mind", but I couldn't find an emoticon to properly express my sentiment.
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Oh wow, hadn't even noticed the thread necromancy.
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Just one problem: Electric sets quite simply do not give up damage in exchange for endurance drain. I'm a bit fuzzy in regards to pre-I3-ish CoH (what with me not being around for it) but at this very moment there is no imbalance; it's a myth that's been propagated for who knows how long. I can only assume that it's a misinterpretation of how Electric Blast as a whole is designed. Yes, Electric Blast gets lower raw damage output than other sets, but for two very clear reasons - the inclusion of a powerful debuff (Short Circuit) and a questionably useful pet (Voltaic Sentinel), which replace a cone and third-tier single target blast. There is no direct trade-off between endurance drain and damage; it acts like any other secondary effect. But, quite obviously, this only affects Electrical Blast. Electric Melee does not get saddled with any subpar powers whatsoever, and last I heard Electric Assault was a favored Dominator set. Samuel identified the real problem with endurance drain, which is that most Electrical powers drain end, but don't debuff recovery. Hopefully now that Electrical Control is on the table, they'll re-evaluate endurance drain on the whole. As for Elec Blast, it's just a matter of buffing Voltaic Sentinel from sorta-okay to good, and maybe give Tesla Cage the Cosmic Burst treatment and make it both control and third-tier single target blast. |
Sleep is useful if you use it correctly, which is to say put one target to sleep and ignore it. Short-duration sleep is patently useless, which is what surprises me about it being present in some Electrical attacks, but a decently long-duration sleep is a powerful mitigation tool. Area effect sleep, especially, is highly useful.
As for the topic at hand, I think the real problem is with the lack of availability of -recovery effects. No matter how far you drain an enemy, they recover enough endurance for basic attacks pretty quickly. The only way to drain them effectively is to drain them and keep them drained. Granted, Electrical Melee and Electrical Armour both have that endurance drain aura which can do just that, but that's a feature of the secondary, which in itself doesn't have a lot of drain to its name. It's only when you combine Electric with Electric that this really works, and it shouldn't. So, instead of applying a hold at these percentages, which would be quite problematic in terms of balance, why not have an increasing chance to apply a -recovery effect. If you've drained someone to nothingness, then your chance to kill his recovery is very high (I wouldn't make it 100%, but call it 90%), so you can basically KEEP him there without him recovering enough to attack while you're animating. |
I feel that currently enddrain is a horrible mechanic for PvE. The sets (elec melee, elec blast) give way too much damage potential for a weak effect that doesn't kick until late.
My suggestion would deal with negating enemies that can muster up an Inferno or Total Focus with just 1 tic of end, like Paragon Protectors. At the same time it would make it more of a scaling effect and make Elec sets more useful on their own rather than requiring a specific other power set to perform (I'm looking at you, Power Sink, Transference!)
To cut the chase: (also: see Summary)
ELECTRIFY!
Electrify would be a mechanic unique to the electrical attack sets like Electrical Melee, Electrical Blast, Electricity Assault and Electrical Manipulation, and in some cases Electric Armor.
Basic mechanic would be this: the less endurance the enemy has, the better chance you would have to land a hold. The magnitude of the hold would be this: 3 for single targets, 2 for AoE and 1 for toggles (Lightning Field) and the duration would be set to 8 seconds (like Tesla Cage. However, should this mechanic be enhanceable? Saying no to be safe for now)
The Electrify would check upon attacking how much endurance the enemy has, like Scourge -- but on the endurance bar!
100% endurance - 0% chance to hold
75% endurance - 25% chance to hold
42% endurance - 58% chance to hold
0% endurance - 100% chance to hold
Example: you walk into a spawn ready with a Short Circuit, slotted with 3 endmod SOs (100% for simplicity's sake) The enemies endurance are still at 100%, so the Short Circuit doesn't hold, although it drains a lot of endurance off them. About 70% when slotted.
You follow off with Ball Lightning and successfully hit enemies. Each enemy has a 70% chance to be applied a mag2 hold, which is good enough to hold a minion. The hold lasts 8 seconds. *
Then, there is a lieutenant in the spawn, and you fire off a Lightning Bolt at him. Since he has only 22% endurance left, the chance to hold would be 0.7 x 0.78 = 0.546 = 54.6%
This would be strong enough to hold a boss as they'd be a combined mag5 hold (ball lightning(2) + lightning bolt(3)) although 4 is enough.
Example: You have access to Lightning Field and Power Sink (electric manipulation and electric armor). You use a Power Sink. Lightning Field starts to apply some mag1 hold tics (each damage tic accounts as a chance to hold) When endurance is at 0%, you'll have a 100% chance to land mag1 holds.
But say, after a Power Sink (70% -end slotted), after 4 seconds there is roughly a 50% chance that minions in Lightning Field's radius have been held. 2 seconds after that there is a 35% chance to hold lieutenants.
[censored] man overpowered!
Hold your horses* . Since Lightning Fiel tics every 2 seconds, and the hold duration would be set to 8 seconds. This means it's only possible to hold up to lieutenants because the duration would be too short to hold bosses with Lightning Field alone. It is affected by purple patch, meaning:
<font class="small">Code:[/color]<hr /><pre>
0 8 seconds
1 7.2 seconds
2 6.4 seconds
3 5.2 seconds
</pre><hr />
So the duration lowers the higher level your enemy is. At higher levels you can afford to spam attacks more, though.
Also, the hold aspect is to help sets that have no access to reliable -recovery. Enemies are (now) able to attack with just 1 tic of endurance, and even if the attack was brawl, it still hurts a lot more from a critter than from a player. Electrify would put more meaning on 0% endurance = game over.
Electrify would give Electrical Blast more mitigation for its loss of damage (it's decent but not GOOD, see Ice Blast for some major damage and mitigation.)
This would make Electrical sets more independent rather than relying on eachother. Although you can achieve a 100% chance to hold after you've activated Power Sink and Short Circuit, it is not that immense when comparing against an independent Electrical Blast (who would have it at 70% after Short Circuit). The power level gained by those who can keep the enemies' endurance at 0% does not increase by much, since those enemies are not attacking anyway (well, with Electrofy they wouldn't be moving either!)
Summary
<ul type="square">[*] Increasing chance to hold enemies depending on their endurance.[*] Magnitude 3 for Single Target, 2 for AoE and 1 for Toggle.[*] Hold unenhanceable, unboostable, set to 8 seconds, affected by the Purple Patch.[/list]
The animation? The Zappy dance of course.
*)Purple Patch
edit: some typos, added link to purple patch.