Trickshooter's Vigilance 2.0
Random Thought: What about the idea of making all Single Target team buffs and debuffs be targeted AoEs? The AoE buff/debuff wouldn't be a strong as the target buff, but could also affect the Defender. Existing AoE buffs/debuffs are unchanged.
I know, I know: Buffs/Debufs aren't the problem and on Defender teams this would get stupidly broken.
I guess the problem is: Should the Denfeder Inherent assist in the Defender's primary job of Buffs/DeBuffs or should it assist the defender when he has to solo?
If it's to solo that's why I suggest Corruptor values minus scourge, maybe accounting for the Defender's better buff numbers, so maybe a 5% boost than a 10% one.
Take this for what it's worth: I run one of each AT, of the basic ATs I found the Defender was the hardest to solo in the early levels. I was running a Sonic/Sonic so I was taking advantage of the secondary effects of the set. I still remember how aggrivating it was to do a simple clockwork mission in the sewers in the lower levels. You have to also understand that my first (and often favorite) character was my Rad/Rad Corruptor, so it's not like I was going at the defender completely cold.
Soloing my Peacebringer in the early levels felt similarly anemic before the buffs were implimented.
"Steady as a mountain, attack like fire, still as a wood, swift as the wind.
In heaven and earth I alone am to be revered."
- Motto on the war banner of Takeda Shingen (1521-1573)
A Defender's primary powerset is to buff team mates/debuff enemies. An inherent that does pretty much the same thing is redundant. The inherent should give the defender something new and different.
The problem with the current Vigilance is that you only derive benefit when you've screwed up and let your team mates get injured. You're being rewarded for poor play. Other ATs get their inherent all the time, or when they use their powers as they're meant to.
If you want to keep the concept of Vigilance, a better version would be some way to overcome being mezzed. This is the literal meaning of vigilant -- not falling asleep on the job. This could be a buff based on the number of team mates (like Khelds being teamed with controllers), or a click power that works like a break free.
A click power might be charged by using defender powers, in the same way that dominators build up domination. This would be easy on the server CPU utilization too.
The click power is probably preferable to a buff from team members because it works solo (and defenders need all the help they can get solo). It's not particularly unbalancing because anyone who bothers can always maintain a ready supply of Break Free inspirations in their tray after level 25.
If it included the current endurance reduction and a recharge buff it would really be worthy of the name Vigilance.
Another possibility would be to take a cue from blasters and allow the defender primary powers to work when the defender is mezzed. This would allow offensive toggles to remain in effect all the time (like Hurricane and Radiation Infection, which are protective debuffs), and would be a seriously robust buff to defenders (one that you might want to allow only in PvE).
Yet another possibility would be the ability to use inspirations on other players and the ability to somehow make inspirations at will, maybe by sacrificing hit points or endurance. For example, you could make a small green or purple inspiration, or a break free for 25% of hit points, and a small blue or red for 25% of endurance. And defenders could convert inspirations on a one-to-one basis, instead of a three-to-one.
Did I mention it would be capped? So sure, run around in circles, endlessly mezzing 32 foes, but you're only gonna get a buff for what? 10? 16? Ok, whatev. And how long, realistically, can you keep them mezzed? 10-15 seconds every 90 or so? |
At some point those 32 are gonna wake up, be really pissed at you, and stomp your squishy behind. |
I should correct myself here, though. The number of minions I can keep Stunned isn't 32, it's 10 plus however many I can pack into my OG aura or keep tagging with my OG aura by moving around. 32 is a fair estimate, equal to two "normal" AoE stuns, which I already know I can simulate through combined use of DP and OG.
I'm not seeing the big deal here. If you're spending that much time and energy mezzing them you're not doing anything else constructive. |
Dark Pit, with my slotting and global +Recharge, has a duration of 24.4s and a recharge time of 17s.
The total amount of time I'm spending to keep those minions Stunned is 1.07s, the animation time of Dark Pit. And I can keep them Stunned perpetually, even if I miss one here and one there, for that 1.07s every 17s. The minions standing near me are Stunned without any interaction on my part.
You really do need to understand more about powers before you dismiss how they can be used. And I'm not saying that out of anger, I'm trying to help you understand how easily your version of Vigilance could be manipulated.
And while some sets may have some advantages over others in this regard (same with Controller sets), most simply don't. The situations you present are just not going to happen in real world play. Whatcha gonna do, herd up an entire map solo so you can get an endurance discount??? |
Before you try to argue with me again, note that Flash Arrow has a 1.83s animation time, 60s duration and is auto-hit. And on my TA/Dark, it recharges in 4.68s. I can keep any spawn blinded for as long as I choose, up to when the server shuts down for maintenance or I mapserve. So with almost no effort, almost no time spent and not even dedicating one of my powers to exclusively maintaining this effect, I can exploit this version of Vigilance.
I also don't see the big deal with the range. The MM inherent has a range, yet your pets can go quite far out of that range. Do you not take any powers over 60' as an MM? Do these strange limits "confuse" people who play MMs? I don't think so. The Khelidan inherents have ranges too. Do you not use Nova form because you could theoretically be out of range of the inherent buff given the extra long range of the attacks?? |
What you propose works exactly opposite of that. You have attacks which range 80', but you can't benefit from your inherent unless you move closer to the target, effectively eliminating the majority of the range in that attack. It imposes an artificial limit, a penalty, for playing intuitively. "If you attack from your full range, you will lose your endurance discount." "If you play intelligently, you will not benefit from your inherent."
Oh, and one more thing about exploitation. If you really, really wanted to somehow game such an inherent, how would this be any different than what people go thru to make perma-Domination? Now that, IMO, is an exploit, one that Castle doesn't seem to mind. And it doesn't take a lot of work per se to get it, just a lot of inf. |
I can exploit your Vigilance with one power, as a level 1 character, for 0 inf.
If you can't understand how that's different from leveling a character up to 50 and assembling a multi-hundred million inf build in order to make a power recharge before it expires, you really shouldn't be dabbling in power design theory.
As long as the buff were large enough to be meaningful, yet small enough not to be over the top, and capped out at a reasonable amount of critters I don't see why one would worry about exploitation. You simply wouldn't have much to gain compared to the amount of finagling you'd have to do, and could only do with a very small number of sets. |
I am not belittling you, I am attempting to draw your attention to the flaws in your suggestion by emphasizing how ridiculously easy it would be to manipulate it.
Hell, maybe Castle could figure a way to make it so the power only granted a buff for each foe in range that was in an alert state, meaning aggroed (not necessarily by you, but by anyone), and wasn't mezzed. That would take care of your exploits, done and done. |
Your suggestion is unique and interesting, but it is so blatantly and egregiously open for abuse that Castle would never even consider it as it stands. If you want it to be considered as a serious potential replacement, you need to learn more about the powers which could be used to exploit it, close the loopholes that you've left open to those powers and do so without rendering the inherent itself completely pointless (such as suggesting that the inherent wouldn't work on targets which were debuffed, or if the defender were using buffs on him/herself), then present it again without the attitude and hostility.
Random Thought: What about the idea of making all Single Target team buffs and debuffs be targeted AoEs? The AoE buff/debuff wouldn't be a strong as the target buff, but could also affect the Defender. Existing AoE buffs/debuffs are unchanged.
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I have to say, I'd find this even less useful than the current iteration of Vigilance. Vigilance now, at least, "rewards" TAs equally with all other defenders. This version wouldn't.
Though I love every Vigilance suggestion I've seen, I'm sticking to my first idea. Change inspirations to work like this:
Enrage
Effect area: Sphere
Radius: 25'
Entities affected: Friend
Entities autohit: Friend
Self:
+25% dmg(all) for 30 seconds if NOT used by a Defender
Target:
+25% dmg(all) for 30 seconds if used by a Defender
It reinforces the team-support flavor role of the archetype, requires no changes under the hood, adds minimal processing overhead, and benefits defenders of all types equally. Doesn't help us soloing, but there's no rule that says inherents have to be helpful soloing. (Especially if they're this good teaming.) The real drawback I see is noobly empaths slowing down missions with even more constant "gather" or "stay close 2 tank" requests.
I think Vigilance should just be a static endurance discount dependent on number of team-members BUT with a nice damage bonus when the defender is solo.
Say 15% endurance discount for the first team-mate and another 2.5% for each member after that. That's a constant 30% discount on a full team without anyone having to get hurt. About an SO's worth of end red in every power.
Conversely, when the defender is going solo a 20-30% damage buff doesn't seem unreasonable. Whatever the number should be it should bring the defender up to about Corruptor levels of damage before calculating in Scourge.
Winner of Players' Choice Best Villainous Arc 2010: Fear and Loathing on Striga; ID #350522
So, what you are recommending is we add 33 Attributes which have an Area effect which checks each server tick per defender? I can tell you now that that *would* have a significant impact on server performance.
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My own personal opinion is we need to take Vigilance away from being a Team-Orientated Inherent (Defenders are very good on teams anyway) and use it as something to ease soloing. It could even help them do damage while on a team.
Also moving it away from the health of a team mate. My Forcefield Defender never got anything as all her allies were always at 100%.
Blasters get a damage boost and two attacks that they can use whilst mezzed.
Defenders get mezzed, have their low dps lowered even more and get defeated.
I think Defenders need either to have a couple of attacks that they can use whilst held or have scale-able mezz resistance so that they have a chance to break free and use any power. They are 50% blaster-like.
Definition of Vigilance: state or quality of being vigilant; watchfulness: Vigilance is required in the event of treachery.
Breaking free of mezz effects in order to watch over the team, especially with Confuse would fit Vigilances' definition imo. Solo, you may stand a better chance as you get cleared off of sec effects and start fighting back.
I can't see it affecting server performance at all.
Lack of Mezz protection is why I may rear guard. I don't want to heal aura anyone half the time because if I am that close to people then I may fit in the aoe of a control power that is targeting them.
Defenders definitely need a Inherent that also helps them to solo.
Keep the end discount with the change.
Edit: to add.
Medical Dictionary
Main Entry: vig·i·lance
Pronunciation: 'vij-&-l&n(t)s
Function: noun
: the quality or state of being wakeful and alert : degree of wakefulness or responsiveness to stimuli vig·i·lant /-l&nt/ adjective
He will honor his words; he will definitely carry out his actions. What he promises he will fulfill. He does not care about his bodily self, putting his life and death aside to come forward for another's troubled besiegement. He does not boast about his ability, or shamelessly extol his own virtues. - Sima Qian.
You can't? I can Stun and Immobilize at least 32 minions, thus permitting me to keep them close to me without being attacked.
I can lead as many enemies as I can herd into an OSA + Glue patch, which would permit me to skirt the fringe of the powers' AoEs safely. I can simply fire Flash Arrow at a spawn and just stand close to them, and they'll never see me, therefore also never attack me while I'm attacking a completely separate spawn. I could find at least a dozen ways to exploit a PBAoE endurance discount aura power, and that's just with my TA/Dark. I have at least ten other defenders, I could come up with more ways to exploit it for each of them. |
Though I love every Vigilance suggestion I've seen, I'm sticking to my first idea. Change inspirations to work like this:
Enrage Effect area: Sphere Radius: 25' Entities affected: Friend Entities autohit: Friend Self: +25% dmg(all) for 30 seconds if NOT used by a Defender Target: +25% dmg(all) for 30 seconds if used by a Defender It reinforces the team-support flavor role of the archetype, requires no changes under the hood, adds minimal processing overhead, and benefits defenders of all types equally. Doesn't help us soloing, but there's no rule that says inherents have to be helpful soloing. (Especially if they're this good teaming.) The real drawback I see is noobly empaths slowing down missions with even more constant "gather" or "stay close 2 tank" requests. |
Blasters get a damage boost and two attacks that they can use whilst mezzed.
Defenders get mezzed, have their low dps lowered even more and get defeated. I think Defenders need either to have a couple of attacks that they can use whilst held or have scale-able mezz resistance so that they have a chance to break free and use any power. They are 50% blaster-like. Definition of Vigilance: state or quality of being vigilant; watchfulness: Vigilance is required in the event of treachery. Breaking free of mezz effects in order to watch over the team, especially with Confuse would fit Vigilances' definition imo. Solo, you may stand a better chance as you get cleared off of sec effects and start fighting back. |
Luminara, I think we're on completely different pages, and that's why we're not seeing eye to eye.
Let me explain a bit more on how I see my version working.
Let's use Conserve Power as a reference. It's a 50% endurance discount. And you'd be hard pressed to run out of endurance while that power is up. So 50% is, IMO, too much of a buff.
Now for Vigilance to be useful most of time it needs to be fairly consistent, meaning the buff amount shouldn't vary wildly. So in practice the amount of buff you get isn't going to vary much between base and max.
My thinking is this: 15% endurance discount for 1 critter and +1% for each additional critter up to 16, for a maximum buff of 30%. Since we know that a persistent 50% buff is too much, 30% is probably the sweet spot. And you'd never get less than 15%.
Of course these can be tweaked here and there as necessary -- maybe 12.5% base and a 32.5% cap, 10% base and 25% cap -- whatever -- but that's the range I think would work the best.
And this is why I couldn't wrap my head around the idea of "exploiting" it -- because there simply would be no need to. You just wouldn't gain that much. Even maxed out at 30%, it's not going to be an unlimited well of endurance, and it's certainly not going to make a Defender uber. And in "normal" solo gameplay you're going to get a buff of 15-18% without even trying. OK, sure, you can stun, blind, mez, choke, blah blah blah, but for what? An extra 8%? 12%? Why? Is it really going to make that much of a difference, so much so that you're going to go out of your way to maximize it? I don't think so. *YOU* might, but I don't think most people will bother.
I think people have to pull back a bit and realize AT inherents aren't supposed to make anyone uber. Supremecy, Containment, Critical Hit, Assassination, Gauntlet, Scourge, etc etc etc, look at them. They add a little somethin' somethin', but nothing that's game breaking. You could argue that Domination was a bit overpowered, but it's not so much anymore. Fury perhaps, but you generally have to work pretty hard to get and keep really high levels of Fury; you can't just stand around doing nothing.
I envision Vigilance being much more like new Defiance, where now it's like the old one. The buff should be big enough to be meaningful, but not large enough to trivialize endurance management.
So while you might find it easy with an overpowered Dark Defender to game the inherent, you're just not going to gain much by doing so. But really, is this any different than a Brute using Brawl (level 1 inherent power) to maximize Fury generation? Or a Corruptor on a team only attacking foes under 50% health in order to maximize the chance of triggering Scourge (don't laugh, I know a LOT of Corrs that play this way)? Or a Controller opening with an immobilize, hold, sleep, or stun to trigger Containment? Are any of those "exploits"? I don't think so.
Back to range, I understand your point but disagree with it. I don't see the problem having Vigilance at a 40' range when you have 80' attacks. I don't think people will get confused. Inherents are bonuses. There is no "penalty" if you aren't getting it. A large number of AT inherents have conditions, and no one gets confused about them.
One could use your argument and apply it to ranged/melee modifiers. Why should I get "penalized" for using a ranged attack instead of a melee attack? Because being closer to your foes is more dangerous, and the game "rewards" you by giving you a buff to short range powers. The concept is the same. Sure, you can stay right at 80', firing away in relative safety. But then your risk is low, you can't use your most powerful attacks, and you don't deserve a buff. Get closer to the action and your risk goes up. When your risk goes up, you're entitled to a buff. So many facets of the game work this way. This is nothing different. Having to be within 40' away from critters in order to trigger the inherent is no different than requiring your pets to be within 60 feet of you, having to be hidden before you attack, your foes having less than 50% health, or critters needing to be stunned, held, immobilized, or slept.
Heh! That is some pretty far fetched and potentially suicidal exploit situations for very meager (whoop-e-doo! endurance discount) reward.
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It had me chuckling though (I'm easily amused ). It's MUCH easier to exploit Vigilance as is. Not to mention powers like Vengeance for a freakin' far greater reward. |
Luminara, I think we're on completely different pages, and that's why we're not seeing eye to eye.
Let me explain a bit more on how I see my version working. Let's use Conserve Power as a reference. It's a 50% endurance discount. And you'd be hard pressed to run out of endurance while that power is up. So 50% is, IMO, too much of a buff. |
Example: Dark Blast's base endurance cost is 5.2. With Conserve Power, that endurance cost is reduced to 5.2 / (1.00 (base 100% endurance cost) + 1.49 (Conserve Power's 149% discount)) = 2.0883534136546184738955823293173, or 2.09 endurance.
Now for Vigilance to be useful most of time it needs to be fairly consistent, meaning the buff amount shouldn't vary wildly. So in practice the amount of buff you get isn't going to vary much between base and max. My thinking is this: 15% endurance discount for 1 critter and +1% for each additional critter up to 16, for a maximum buff of 30%. Since we know that a persistent 50% buff is too much, 30% is probably the sweet spot. And you'd never get less than 15%. Of course these can be tweaked here and there as necessary -- maybe 12.5% base and a 32.5% cap, 10% base and 25% cap -- whatever -- |
but that's the range I think would work the best. |
Force Bubble, for example, has a 50' radius, which puts it at twice your original proposed range and still 10' greater than your revised range. So any FF player using FB would lose any chance at having that endurance discount, likely just when he/she needed it most.
Another example, KB. Knocking enemies out of that short range would immediately reduce or remove the endurance discount, so players with access to KB would be less motivated to use it, potentially even being defeated because they gave up the use of powerful KB which could have saved them.
The point here is that tying the inherent to having enemies within a very limited range rewards specific powersets and play styles and excludes those who don't play in a specific way or who try to be more proactive in mitigating damage. That's not how inherents are designed.
And this is why I couldn't wrap my head around the idea of "exploiting" it -- because there simply would be no need to. You just wouldn't gain that much. Even maxed out at 30%, it's not going to be an unlimited well of endurance, and it's certainly not going to make a Defender uber. And in "normal" solo gameplay you're going to get a buff of 15-18% without even trying. OK, sure, you can stun, blind, mez, choke, blah blah blah, but for what? An extra 8%? 12%? Why? Is it really going to make that much of a difference, so much so that you're going to go out of your way to maximize it? I don't think so. *YOU* might, but I don't think most people will bother. |
Look at the old version of Defiance for an example. The lower your HP, the higher the bonus, so players would do things like leap off of buildings or deliberately avoid heals in order to maximize the bonus. It wasn't a great inherent, but it was an exploitable inherent and players did just that, exploit it.
I think people have to pull back a bit and realize AT inherents aren't supposed to make anyone uber. Supremecy, Containment, Critical Hit, Assassination, Gauntlet, Scourge, etc etc etc, look at them. They add a little somethin' somethin', but nothing that's game breaking. You could argue that Domination was a bit overpowered, but it's not so much anymore. Fury perhaps, but you generally have to work pretty hard to get and keep really high levels of Fury; you can't just stand around doing nothing. |
The Kheldian inherent was changed to allow all players, including those who preferred to stay in forms as frequently as possible, to benefit. It was changed to allow all play styles and powers within the ATs to benefit without requiring them to play in a specific way or use specific powers.
So while you might find it easy with an overpowered Dark Defender to game the inherent, you're just not going to gain much by doing so. |
But really, is this any different than a Brute using Brawl (level 1 inherent power) to maximize Fury generation? Or a Corruptor on a team only attacking foes under 50% health in order to maximize the chance of triggering Scourge (don't laugh, I know a LOT of Corrs that play this way)? Or a Controller opening with an immobilize, hold, sleep, or stun to trigger Containment? Are any of those "exploits"? I don't think so. |
Your Vigilance would require more levels of restrictions on defenders than any other inherent does for the other ATs, restrictions which would prevent it from functioning at all if certain powers were used and which would require players to play the AT in a very specific way which may not reward the player at all. Don't use KB, don't use powers at ranges greater than XX', don't go up against lone enemies...
Back to range, I understand your point but disagree with it. I don't see the problem having Vigilance at a 40' range when you have 80' attacks. I don't think people will get confused. Inherents are bonuses. There is no "penalty" if you aren't getting it. |
A large number of AT inherents have conditions, and no one gets confused about them. |
One could use your argument and apply it to ranged/melee modifiers. Why should I get "penalized" for using a ranged attack instead of a melee attack? Because being closer to your foes is more dangerous, and the game "rewards" you by giving you a buff to short range powers. The concept is the same. Sure, you can stay right at 80', firing away in relative safety. But then your risk is low, you can't use your most powerful attacks, and you don't deserve a buff. Get closer to the action and your risk goes up. When your risk goes up, you're entitled to a buff. So many facets of the game work this way. This is nothing different. Having to be within 40' away from critters in order to trigger the inherent is no different than requiring your pets to be within 60 feet of you, having to be hidden before you attack, your foes having less than 50% health, or critters needing to be stunned, held, immobilized, or slept. |
Vigilance - The Defender's primary focus is to protect the team. When he and his allies are in danger, the Defender is able to look deep within himself and rise to the occasion. As a Defender's teammates are in danger of being defeated, the Defender gains an Endurance Discount and can activate their powers at a reduced cost. The more teammates in trouble, the greater the discount.
Let the AT just work without a goofy, gimmicky inherent. Add higher base HPs and higher base damage. Keep the simple inherent that just works, but let it work solo.
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.
The point here is that tying the inherent to having enemies within a very limited range rewards specific powersets and play styles and excludes those who don't play in a specific way or who try to be more proactive in mitigating damage. That's not how inherents are designed. |
There's rub; defender primaries play so differently from each other, it's pretty much impossible to find anything in common.
Vigilance can't offer a recharge buff 'cause it'd Pure Awesome on a set with lots of powers with long-ish recharges (Traps, anyone?), and borderline useless on FF which has, precisely, 1 generally useful power with a recharge of over 10 or 15 seconds.
The end discount is ... meh ... since some defender sets already have significant abilities to to recover end. One set that should benefit from the discount, FF, is hampered by having its entire primary dedicated to mitigating damage in the first place.
It can't be a regen buff since the more regen you have, the more effective it is. And either regen aura gets nerfed, or the buff would be so small as to be unnoticeable for most defenders.
It can't even be something like "make (de)buffs stronger" since, I believe, Traps would barely benefit because of its pseudo-pet nature.
Maybe I'm wrong, but the only commonality I see between defenders is that they have secondaries that do direct damage. Perhaps the solution to The Vigilance Problem lies in mucking around with the secondaries. Chances for secondary powers to proc as attacks are directed at the team?
Just a thought.
Well ...
There's rub; defender primaries play so differently from each other, it's pretty much impossible to find anything in common. Vigilance can't offer a recharge buff 'cause it'd Pure Awesome on a set with lots of powers with long-ish recharges (Traps, anyone?), and borderline useless on FF which has, precisely, 1 generally useful power with a recharge of over 10 or 15 seconds. |
I'm not pushing for +Recharge as the ideal solution, but I do find it to be the least... skewed answer to the defender inherent problem. It won't benefit all defenders equally, but it will benefit all defenders to some degree, it offers that improvement in damage output that some believe the AT needs (if you can use your attacks more frequently, you're dealing more damage overall) and it's "vigilant". Coupled with a +Recovery bonus to offset the increased endurance usage caused by the increased frequency of availability of powers and it should work almost as well as a straight damage buff while also benefiting the primaries (which a damage buff wouldn't do in most cases).
Maybe I'm wrong, but the only commonality I see between defenders is that they have secondaries that do direct damage. Perhaps the solution to The Vigilance Problem lies in mucking around with the secondaries. Chances for secondary powers to proc as attacks are directed at the team?
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Tracking attacks directed at the team might be more trouble than it's worth, really--they could keep the current "team health" model (modified to include the defender!). As the team health drops, the chance of triggering a proc on each attack increases. The proc would probably be a broad-spectrum protective debuff (to-hit, damage, recharge, and maybe -mez magnitude/duration) that would substantially reduce the damage from affected mobs (as opposed to making the mobs easier to kill).
It would be harder to exploit than Defiance. It's unlikely that you could persuade a whole team to stay in the red just to get a better shot at protective debuffs; it just wouldn't make sense. A solo defender wouldn't gain much by gaming it, either--it wouldn't make kills any quicker, so it would just leave the already squishy defender at critical health for extended stretches of combat. The improved protection wouldn't really offset the increased risk that well; a lucky shot from a mob or a failure of the proc could spell defeat.
It would also encourage more balanced defender builds, because it would provide a new reason to take and use secondary powers. I like that, personally, but you'd probably hear howls from so-called "pure" defenders who are still afraid of drawing aggro.
Thematically, I'm not sure it would still fit the name "Vigilance", I don't think. I'm not sure what you'd call it. "Intervention"? "When the Defender's allies are vulnerable, he leaps into action, harrying and distracting their foes, buying time for his team to recover."
The Way of the Corruptor (Arc ID 49834): Hey villains! Do something for yourself for a change--like twisting the elements to your will. All that's standing in your way are a few secret societies...and Champions of the four elements.
Why would a defender's inherent be limited to only applying to the primary? And isn't the "role" of a defender to buff/debuff and deal damage? And wouldn't +Recharge benefit all defenders equally at least by allowing them to use their blasts more frequently (which actually makes sense in regard to the definition of "vigilance", with the vigilant defender fighting harder to defend him/herself and his/her teammates)? |
Not really, no -- it wouldn't benefit all defenders equally. It'd be a FAR bigger deal for those with powerful, long recharge primary powers since those tend to be better than anything from the secondary.
I'm thinking of double-stacked Tar Patch or Acid Mortar v. Repulsion Bomb recharging in 10 seconds; I know which I'd rather have.
How about this for Vigilance 2.0:
For every 1% above 60% health the defender gains 1% damage buff for a max of 40% damage at 100% health. Also for every 1% below 50% health the defender gains 1.5% endurance discount for a max of 73.5% end discount at 1% health.
This rewards the defender doing well with a bit more damage (also helping solo play) and keeps the idea that the defender can afford powers to help save himself (and team) when in trouble.
The numbers can be adjusted and possibly tied to the entire teams health percentage instead of just the defender but i think something like this would be perfect as it would give the defender worthwhile damage when then team is otherwise solid (like a fully def capped team taking little damage). The solo implications are good too. A bit more damage when high health (makes slotting -tohit and such more useful) and some personal end discount when hurtin.
How about a click power that does a defender style of "Vengeance" but doesn't require a dead teammate. If a handicap(s) must be included, here are some possibilities:
- Long "ignores buffs" recharge - requires below certain team total health (like between 25-50% and below) - eats a huge chunk of endurance and -recovery - has a domination style buildup bar with blasts - makes the defender vulnerable for duration(-DEF and -RES debuff) - weakens defender for duration (-Tohit and -DMG debuff) |
Hmm... what would the effect be if the various ally-targeting aura/PBAoE/AoE? powers were changed so that they had a scaling effect based on how many allies are benefiting?
Something like (pulling completely random numbers out of the air):
Players Effect Scale Total Effect 1 178% 178% 2 133% 267% 3 119% 356% 4 111% 444% 5 107% 533% 6 104% 622% 7 102% 711% 8 100% 800% 9 99% 889% ... 16 94% 1511%
Edit: silly me, target cap is usually 16 for AoE powers...
@Nitram_Tadur
I can lead as many enemies as I can herd into an OSA + Glue patch, which would permit me to skirt the fringe of the powers' AoEs safely.
I can simply fire Flash Arrow at a spawn and just stand close to them, and they'll never see me, therefore also never attack me while I'm attacking a completely separate spawn.
I could find at least a dozen ways to exploit a PBAoE endurance discount aura power, and that's just with my TA/Dark. I have at least ten other defenders, I could come up with more ways to exploit it for each of them.
See my previous comment about encouraging defenders to skip key powers because they wouldn't be able to use them in that range (powers like Force Bubble, powers which deal KB, etc.).
Additionally, it would be counter intuitive when taking the ranges of many powers into consideration. Players look at powers, see that they have 60' or 80' ranges and try to play them at those ranges. Having an inherent which would essentially "not work" because the player was doing what he/she thought was the proper thing, playing at the appropriate ranges for their powers, would lead to a great deal of confusion and more than likely, a lot more complaints than the current Vigilance has caused.
Anything less than 60' would be unacceptable, and anything greater than melee range would be exploitable.
Did I mention it would be capped? So sure, run around in circles, endlessly mezzing 32 foes, but you're only gonna get a buff for what? 10? 16? Ok, whatev. And how long, realistically, can you keep them mezzed? 10-15 seconds every 90 or so? At some point those 32 are gonna wake up, be really pissed at you, and stomp your squishy behind. And no amount of endurance discount is gonna help you.
I'm not seeing the big deal here. If you're spending that much time and energy mezzing them you're not doing anything else constructive.
And while some sets may have some advantages over others in this regard (same with Controller sets), most simply don't. The situations you present are just not going to happen in real world play. Whatcha gonna do, herd up an entire map solo so you can get an endurance discount???
I also don't see the big deal with the range. The MM inherent has a range, yet your pets can go quite far out of that range. Do you not take any powers over 60' as an MM? Do these strange limits "confuse" people who play MMs? I don't think so.
Oh, and one more thing about exploitation. If you really, really wanted to somehow game such an inherent, how would this be any different than what people go thru to make perma-Domination? Now that, IMO, is an exploit, one that Castle doesn't seem to mind. And it doesn't take a lot of work per se to get it, just a lot of inf.
As long as the buff were large enough to be meaningful, yet small enough not to be over the top, and capped out at a reasonable amount of critters I don't see why one would worry about exploitation. You simply wouldn't have much to gain compared to the amount of finagling you'd have to do, and could only do with a very small number of sets.
Hell, maybe Castle could figure a way to make it so the power only granted a buff for each foe in range that was in an alert state, meaning aggroed (not necessarily by you, but by anyone), and wasn't mezzed. That would take care of your exploits, done and done.