Trickshooter's Vigilance 2.0
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
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.
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.
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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.
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?
"More vulnerable to foolish exploitation attempts than Defiance 1.0" does not strike me as a good thing to aim for.
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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.
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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.
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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.
OP, have you considered that it's not vigilance's job to be exciting?
OP, have you considered that it's not vigilance's job to be exciting?
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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.
...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.