Trickshooter's Vigilance 2.0


Amy_Amp

 

Posted

Quote:
Originally Posted by Martin_Rudat View Post
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?

...so that a buffer get more powerful in small teams by sacrificing a little of their ability to make 16 of their closest personal friends into gods.
Thanks, but I'll pass. Shining in big teams is core to what Defenders do. There's a challenge being the sole Empath on an 8-man team and I certainly don't want to be at my weakest then.


 

Posted

While the fact it doesn't kick in solo is somewhat saddening, Negligence works quite well for offenders in big teams.
"Oh, all of you are hurt? That's okay, I'm going to go remove a couple of spawns now."
... Sorry, thinking about my Kinergy 'fender, now. XD


Quote:
Originally Posted by Arcanaville View Post
Softcapping an Invuln is fantastic. Softcapping a Willpower is amazing. Softcapping SR is kissing your sister.

 

Posted

Overall, I like the idea of granting the defender a ~40% damage boost at full team health, then scaling that damage boost back to 0% while scaling in a powerboost effect as team health drops. This wouldn't be equally fair to every set, but so far it's the most attractive proposal I've seen.


 

Posted

Quote:
Originally Posted by Luminara View Post
instantly recharges all powers
I love this mechanic in RPGs. I'd like to see the code guys add support for breaking recharge times, even if Castle ultimately decides to give the mechanic to someone other than defenders.


 

Posted

Quote:
Originally Posted by Luminara View Post
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.
Perhaps he got the feeling you were angry because some of your posts are highly elitist *shrug*.

I respect you Luminara, you wrote a great guide on the love that is TA, but seriously...that sentence right there is in bad taste. This game, and its forum, are for people to post how they feel, what they like, and what they don't like, not eveyone has to have a multi-billion inf build to dabble in power design. Balance is a dev job, not a player job. If they like a suggestion, it is up to them to put it in to practice, and keep it balanced. Your opinion is no more valuable than mine. Your 15$ is no more valuable than mine. And your "multi-million" inf build, is no more valuable than my SO build, unless you consider in-game fake money, a determining factor of value.


 

Posted

Quote:
Originally Posted by PosterChild View Post
Perhaps he got the feeling you were angry because some of your posts are highly elitist *shrug*.
Ya think?


 

Posted

Quote:
Originally Posted by Captain_Fabulous View Post
Ya think?
I felt the need to voice my opinion backing someone as Fabulous as you


 

Posted

Quote:
Originally Posted by PosterChild View Post
I felt the need to voice my opinion backing someone as Fabulous as you
/em blush

Aw, shucks...


 

Posted

Having read through a gazillion suggestions to a new Vigilance, I think most would accept the following:

When a Defender is seriously injured he begins to radiate an aura (15 radius) which grants the Defender and any nearby teammate geometric scaling mez resistance, recovery and recharge bonuses. The Defender is unable to stealth while this aura is in effect.

This would both help the Defender with two of the weakest aspects of the AT, endurance usage and mez vulnerability. It would work in teams, benefitting the Defender and nearby teammates alike. It would enforce the role of a Defender as the natural rally point in a hard pressed team. It would not encourage the Defender to let his teammates get in harms way to leverage the inherent unlike how Vigilance 'works' today. It would also help the lackluster Defender solo ability.

We have a winner, right?


 

Posted

Your idea is a nice one, Trickshooter.

I wouldn't mind if Vigilance was reformulated to something like Kheldians have; if you're with a Tanker you do a little more damage, with a Controller you recharge a bit faster and so on. Solo, you might get a bit of Damage Resistance or Debuff.

*shrug* Not sure if that's even viable but I never notice my Inherent most of the time.


Questions about the game, either side? /t @Neuronia or @Neuronium, with your queries!
168760: A Death in the Gish. 3 missions, 1-14. Easy to solo.
Infinity Villains
Champion, Pinnacle, Virtue Heroes

 

Posted

My idea was a bit simpler, keep Vigilance the way it is (possibly smoothing out the curve it follows if anything), but add a moderate damage buff that decreases as the Vigilance discount goes up.

Solo, you get better damage, since you can't get the Vigilance discount, on a team, you have an incentive to keep the team healthy and use your secondary while they are healthy.

On top, it's a straightforward and (possibly) simple to code solution.


All that is planned fails. All that is born dies.
All that is built crumbles. This will always be true.

But memories remain, And that is beautiful.

 

Posted

Of all the Vigilance ideas being thrown around lately I like the OP's best. Though I think some of the buff values are a little low, but we'll leave balancing to the devs.

I saw a suggestion awhile ago that was very similiar to this but instead of being and auto it was a click that built with every power you used it you primary and secondary.


 

Posted

Quote:
Originally Posted by Talen_Lee View Post
OP, have you considered that it's not vigilance's job to be exciting?
Defender primary and secondary powers are normally so varied, I think they are plenty exciting. The defender AT seems to excite and interest in quite a few people actually, I do not believe they need an exciting inherent.

People, it seems, get excited about a defender. Then, after getting a few levels, they might start to feel a bit lackluster. Low damage, mostly active mitigation, and lack of mez protection often turns people off.


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.