Regarding Defenders and Controllers


Amy_Amp

 

Posted

Looking at the data and the graphical representation, I think I'll refer to this theory of Defender unpopularity as "The Defender's Cross To Bear" or just The Defender's Cross for short.


 

Posted

Quote:
Originally Posted by Luminara View Post
Prove it.

I've seen "under" statements thrown around a lot, but I have yet to see direct side by side comparisons of defender and controller capability, which is actually the only way anyone can say whether anything is "underpowered".
I do not think defenders are underpowered, especially if they are played full tilt. I did not think blasters were underpowered pre-I11, especially when played full tilt. I do not think scrappers were underpowered before they decided to modify tons of animation times.

If you do a paper analysis of defenders, I think you will find that they hold their own quite well. If you play them very well, they will hold their own. If you get in game with the average defender player, they will keep one Fort on the Granite Tanker, CM at the beginning of (or between) missions, require the whole team to stop moving for 12-20 seconds to put RAs up less frequently than they could be, heal people barely hurt, and in general not shoot stuff a lot.

Or they will spam Radiant Aura, require the whole team to stop moving for 12-20 seconds to put AM up less frequently than it could be, throw out LR when the tanker is trying to move the spawn so now they are all running too slowly to gather reasonably, put their toggles up every fifth spawn on a minion sure to die first, no Fallout because they do not like powers that require a dead teammate, they will use Mutation and be proud that it recharges so fast because they slotted it for recharge, and in general not shoot stuff a lot.

Its not all that surprising that so many people think controllers are better. After all, the average controller player will lock a whole spawn in place, preventing good use of AoEs, throw out single target holds on minions who won't hurt the team anyway, be totally incapable of preventing even one Fake Nem or PP from using their annoying near end of life powers, spend time attacking one target with their immob and Sands of Mu, use an AoE immob on a spawn the tanker is trying to gather up, and in general not buff/debuff stuff a lot. But everytime they stun a whole spawn, people think its impressive and it is extremely visible. Everytime they AoE immob a whoe spawn, people think it is impressive and it is extremely visible.

No one notices that the two blasters do not die, even when they split from the group, because of the bubbler. No on cares that they do not get stunned becasue of CM. No one notices Frost Breath on the whole spawn + BiB on the boss, + Freeze Ray on the Lt. (and if they do, they think it's a controller anyway).


Why Blasters? Empathy Sucks.
So, you want to be Mental?
What the hell? Let's buff defenders.
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Posted

I really doubt that the controller/defender differential has anything to do with their perceived value on teams, whether they are played well or poorly. Experienced players know that support powers speed up a team remarkably, and don't really need AoE control to survive. New players look for a tank and a healer.

What makes defenders unpleasant for me, at least, is the combination of low damage and low mitigation when soloing. Tankers are no shining stars in the damage department, but at least they can survive their long fights. Controllers can be pretty poor on damage depending on choice of powersets, but the combination of control and support makes even the very slowest controller combos safe as houses. Blasters have worse mitigation, but with their high and guaranteed damage output they have a good chance of shortening the fight to the point where their HP outlasts their opponents'.

But for defenders, especially in the 41-50 range, you end up fighting a lot of enemies who circumvent debuffs and/or throw a lot of mez. And the longer a fight drags on with one of these enemies, the more likely it is that they'll get lucky, cut through my protections, and leave me vulnerable. I can't even begin to express how much I hate this. It's basically why I never play my Rad/Rad def unless I'm specifically asked to by a friend - and this is supposed to be one of the more solo-friendly combos.


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Posted

Quote:
Originally Posted by PhiloticKnight View Post
Also interesting to note that at a low population time, Defenders and Blasters seem to be in the lowest population, while those that can solo the best without the need of outside support (Controllers, Tankers and Scrappers) are at the highest population. No surprise here. In this low pop solo friendly environment, Scrappers are king.
I was going to reply to your OP that a big reason for the popularity disparity is that ppl don't like to solo defenders. Your low population findings back this up. I think on teams, defenders are fine, but they need help soloing. I suspect the numbers would even out if defenders were better able to solo. To that end, defenders need some combination of better damage, able to self-buff w/buff-other powers and a tweaking of Vigilance.

Note, "better able to solo" doesn't mean safety. Most defenders can solo stuff in perfect safety and yes, you can even solo AVs and pylons with an IOed out defender. Most ppl don't want to solo safely. They want to solo quickly. Defenders need a way to increase their kill speeds while solo (as a force multiplier, they increase team kill speeds plenty).


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Posted

Quote:
Originally Posted by dave_p View Post
I was going to reply to your OP that a big reason for the popularity disparity is that ppl don't like to solo defenders. Your low population findings back this up. I think on teams, defenders are fine, but they need help soloing. I suspect the numbers would even out if defenders were better able to solo. To that end, defenders need some combination of better damage, able to self-buff w/buff-other powers and a tweaking of Vigilance.

Note, "better able to solo" doesn't mean safety. Most defenders can solo stuff in perfect safety and yes, you can even solo AVs and pylons with an IOed out defender. Most ppl don't want to solo safely. They want to solo quickly. Defenders need a way to increase their kill speeds while solo (as a force multiplier, they increase team kill speeds plenty).
I can agree to this sentiment Dave. I think my adamant opposition to increasing solo-ing speed for Defenders in the past was because *I* personally had "no problem" with solo-ing Defenders.

And I think you hit the nail on the head. Defenders aren't "hard" to solo, they are just SLOW. And I think that my "belief" had blinded me to the fact.

Contributing to this blinding was probably the fact that I have what has been told to me by many others "an infinite and inhuman amount of patience".

So perhaps my experiences are really not the best judge for how well Defenders play.


 

Posted

The other problem with measuring the rate at which Defenders can solo is it depends greatly on the powersets chosen.

Having a -res primary such as Rad, Dark and Storm does help compared to say Empathy or Force Fields.

They are still slow but for me its the difference between bearable and not.


 

Posted

Quote:
Originally Posted by PhiloticKnight View Post
Defenders aren't "hard" to solo, they are just SLOW.
Defenders are force multipliers and that potential is wasted solo. I don't consider it a problem that this feature makes the AT less popular.


 

Posted

Quote:
Originally Posted by SkeetSkeet View Post
Defenders are force multipliers and that potential is wasted solo. I don't consider it a problem that this feature makes the AT less popular.
Here's a question, how are Controllers not force multipliers?

Does a team consisting of a

Kin/Rad Defender
Rad/Energy Defender
ForceField/Archery Defender

really that much better off than a team consisting of a

Ice/Kin Controller
Earth/Rad Controller
Illusion/Forcefield Controller?


Is it not the case that the higher level these team go, the more Controllers edge farther and farther ahead?

Once you get to the 40's and EPP's, there is effectively no more reason to BE a Defender over a Controller.


 

Posted

Quote:
Originally Posted by PhiloticKnight View Post
And I think you hit the nail on the head. Defenders aren't "hard" to solo, they are just SLOW. And I think that my "belief" had blinded me to the fact.
I'd consider my Emp/Psi both hard AND slow to solo.

This is what might typically happen when I log on my Emp:

1. I log on, set my flag to "looking for team", do some standard toon maintenance (selling, marketing).

a. I get invited to a team. Yay!

b. I don't get invited to a team. I don't really have any up-to-date contacts, so I do a paper mission (or a level-independent mission like from Montague). I enter the paper mission, and encounter a spawn of CoT. Take care of them in what seems like way too long of a battle. Next spawn - 2 +1 thorn casters and a +1 Behemoth lt. I get pwned. I think to myself "Self - that would have been a trivial spawn given one of your blasters, controllers, scrappers, your mastermind, maybe your corruptor. Eh, forget this - time to play one of those."


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Posted

I'm going to jump in at this point because I find some inherent flaws in some arguments here, along with the equally strong inherent accuracies. I'd like to keep the accuracies but at least point out some of the flaws I'm seeing.

First, Phil, I think your methodology is very sound and definitely goes quite some distance towards proving TS's, and now your, point. Defenders need to be adjusted and it seems obvious. The problem, however, is not with your methodology or your final analysis, but with how you get from the data to the conclusion. You're using inductive, rather than deductive reasoning. This has been pointed out indirectly at least once in this thread, but I think it's important to be more direct and explicit so that the main strength of your argument can shine through more fully.

Your premise is that Underplayed = Underpowered. That is inductive reasoning based on the assumption that Power = Fun. The problem there is that "power" is subjective rather than objective, just as is "fun", and therefore cannot be used in the factual analysis. You have, without a doubt, proven that defenders are underplayed. That does not prove, nor is necessary or even relevant to prove, that they are underpowered. What it proves is that the player base doesn't like them nearly as much as they like the other ATs. Different players like different kinds of things, true, and therefore will tend toward different play-styles and goals. Using some simple sociological truisms (I do not say "facts" because there are no "facts" in the soft science of sociology) we can build towards a deductive application of the results of your survey.

1) The long tail is a vital part of marketing in a massive customer base.
2) Massive, in the context of the MMO, does not equate to a massive customer base in the context of marketing.
3) Discounting the long tail, due to the size of the customer base, the importance of each product (AT in this context) in the product line must draw and keep customers.
4) One of the best product development strategies is to "manage from the bottom". This means to find the least productive product and adapt it until it is no longer the least productive.
5) In this case, it has been shown to be obvious that the Defender product is the least productive, and therefore in the greatest need of modification.

The next step is not to argue about how to change the defender product, but instead to discover the truth of why it is underproducing. We can make assumptions based on our own preferences and how we feel about other ATs, but those assumptions are inherently biased and therefore invalid. Instead, I'd recommend we use the methodology you've already established to narrow down the field.

First, we need to discover the base-line of defender performance. By "performance" I mean the productivity of the AT relative to acquiring and keeping customers. In order to do this, it would be best to make another survey of only the starting level defender counts. Lets see the ratios from level 1-10 by themselves and not as they relate to anything outside that range. This will show us how well they are liked based on, essentially, the views of new players seeing only the description during character generation; short-term players seeing only how they relate to other low-level ATs; mid-term players who have seen a bit of how they solo and how they team without knowing about the end-game values; and long-term players who have seen defenders run the whole spectrum of strengths and flaws. This will give us our base-line.

We then would need a "drop-off" chart showing not how defenders rate against other ATs, but how defenders of level 1-10 rate against defenders of level 12-20, etc. I would recommend using two surveys with one having no overlapping datapoints and the other having half-mark overlaps. In other words, the first survey would study 1-10, 11-20, 21-30, 31-40 and 41-50 and the second survey would study 6-15, 16-25, 26-35 and 36-45. Both surveys could then be combined for a more detailed overlap study. This would show us in much greater detail if it's the basic function of the AT or if it's how the AT relates to other ATs (Controllers getting the last of the Defender AT's powers at level 35 and 38 would cause a significant drop-off at 35-40, Tanks getting taunt and therefore being stronger protectors would cause a significant drop-off at 10-20, Blasters doing a ton more damage would cause a significant drop-off at 30-40 when both ATs have gotten their nukes, etc.).

Right now all we can say for sure is that Defenders are under-appreciated. We don't know why and claiming to merely shows our biases. We don't have access to the datamining capabilities of the developers so we have to rely on our own datamining techniques. I think Phil's methodology gives us some excellent extrapolation possibilities and combining that with Turbo's understanding of data-interpretation can get us what we need to find out exactly what is wrong, why it's wrong and how to correct it.

Thank you for your time. I know I'm very long winded.

Robin


--If we can have huge sig images, why can we have only five lines of text?
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Quote:
Originally Posted by Techbot Alpha View Post
...I have the patience of a coffee-fueled flea...

 

Posted

Quote:
Originally Posted by gec72 View Post
I'd consider my Emp/Psi both hard AND slow to solo.

This is what might typically happen when I log on my Emp:

1. I log on, set my flag to "looking for team", do some standard toon maintenance (selling, marketing).

a. I get invited to a team. Yay!

b. I don't get invited to a team. I don't really have any up-to-date contacts, so I do a paper mission (or a level-independent mission like from Montague). I enter the paper mission, and encounter a spawn of CoT. Take care of them in what seems like way too long of a battle. Next spawn - 2 +1 thorn casters and a +1 Behemoth lt. I get pwned. I think to myself "Self - that would have been a trivial spawn given one of your blasters, controllers, scrappers, your mastermind, maybe your corruptor. Eh, forget this - time to play one of those."
c. Start a team. You're a defender so you've already got the cornerstone for a successful, productive team. All you need to do is start inviting some of the people who, just like you, took option a and are sitting back waiting for the magic to happen.


 

Posted

Quote:
Originally Posted by Peacemoon View Post
Here's a question, how are Controllers not force multipliers?
Controllers aren't not force multipliers. Wait, how many negatives was that? I mean to say, sure, I'll go with you on that and say yes, controllers are force multipliers.

Quote:
Does a team consisting of a

Kin/Rad Defender
Rad/Energy Defender
ForceField/Archery Defender

really that much better off than a team consisting of a

Ice/Kin Controller
Earth/Rad Controller
Illusion/Forcefield Controller?
Six of one, half dozen of the other. I view controllers and defenders as different but roughly equivalent and mostly interchangeable. They fill the similar roles but do it differently so it just depends on what your style preference is.

Quote:
Is it not the case that the higher level these team go, the more Controllers edge farther and farther ahead?
No.

Quote:
Once you get to the 40's and EPP's, there is effectively no more reason to BE a Defender over a Controller.
Only if one accepts the premise that having a better inherent makes controllers inherently better. I don't accept that particular premise.


 

Posted

While I agree with c., Skeet, I'd like to point out that since teams can have up to 8 people and only one of them needs to lead, it should be basic logic that only 1 in 8 players needs to be a leader-type personality and therefore 7 in 8 shouldn't have to be the kind of player that likes the star.

I hate the star. With a comment by Phil I have started to be willing to start teams and run with them, but that doesn't mean I wouldn't prefer to have someone else do the starting. Even if you assume half the people who aren't the leader-type are willing to lead, you've still got 4 in 8 players who would rather just go roll a scrapper or some other AT who can solo better. Being a defender is kind of a "behind the throne" play-style and therefore isn't going to generally appeal to leader-types. That further decreases the number of defenders as those people give up and go build something else. That's the real problem here. Attrition. We are trying to stop that and we're not going to do it by telling people "well your personality just isn't cut out for being a defender 'cuz if it was you'd just start your own team". To a lot of players saying "start your own team" is going to be the same as saying "go play something more solo-able." That promotes attrition.

Robin


--If we can have huge sig images, why can we have only five lines of text?
--...faceplanting like a Defender pulling an AV (Nalrok_AthZim)
Quote:
Originally Posted by Techbot Alpha View Post
...I have the patience of a coffee-fueled flea...

 

Posted

Quote:
Originally Posted by Turbo_Ski View Post
Also of course fix the inherent or completely revamp it to add more distinct flavor to the defender AT.
^ ^ This is a must. ^ ^

We need Vigilance 2.0. I'm typing this as a person who has twice as many Defenders at 50 than any other AT. I've stopped rolling them now because Corruptors are much more fun to me because of damage output.

If the devs don't want Defenders doing more damage, then there needs to be some greater inherent benefit of being a Defender over being a Controller or Corruptor. Right now, I'd rather just keep making Corruptors to "Redeem" later (especially with the current Fire Blast option not being available to Defenders).


 

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Quote:
Originally Posted by CoyoteShaman View Post
While I agree with c., Skeet, I'd like to point out that since teams can have up to 8 people and only one of them needs to lead, it should be basic logic that only 1 in 8 players needs to be a leader-type personality and therefore 7 in 8 shouldn't have to be the kind of player that likes the star.

I hate the star. With a comment by Phil I have started to be willing to start teams and run with them, but that doesn't mean I wouldn't prefer to have someone else do the starting. Even if you assume half the people who aren't the leader-type are willing to lead, you've still got 4 in 8 players who would rather just go roll a scrapper or some other AT who can solo better. Being a defender is kind of a "behind the throne" play-style and therefore isn't going to generally appeal to leader-types. That further decreases the number of defenders as those people give up and go build something else. That's the real problem here. Attrition. We are trying to stop that and we're not going to do it by telling people "well your personality just isn't cut out for being a defender 'cuz if it was you'd just start your own team". To a lot of players saying "start your own team" is going to be the same as saying "go play something more solo-able." That promotes attrition.

Robin
Too much is made of being leader or having the star. I know some people view it as a kind of cross between James Kirk and Pol Pot but it doesn't have to be that way. A minimalist "behind the throne" approach works just as well. As long as you ensure a workable mix of AT and levels as you invite people, the rest will fall into place.


 

Posted

Quote:
Originally Posted by SkeetSkeet View Post
Controllers aren't not force multipliers. Wait, how many negatives was that? I mean to say, sure, I'll go with you on that and say yes, controllers are force multipliers.



Six of one, half dozen of the other. I view controllers and defenders as different but roughly equivalent and mostly interchangeable. They fill the similar roles but do it differently so it just depends on what your style preference is.



No.



Only if one accepts the premise that having a better inherent makes controllers inherently better. I don't accept that particular premise.
So Defenders can't get increased damage because they are "Force Multipliers" and it would be overpowered. However you yourself admit that Controllers are "Force Multipliers" and thus its okay for them to not only bring more to a team but also bring more damage?

To me, any arguement that Defenders shouldn't get more damage is an arguement for why Controllers should have Containment nerfed.


 

Posted

Quote:
Originally Posted by SkeetSkeet View Post
Only if one accepts the premise that having a better inherent makes controllers inherently better. I don't accept that particular premise.
I'm lost. How does that at all relate to saying that the EPPs make controllers edge out defenders? How do inherent powers have anything to do with EPPs?

There are two characters: one's a level 38 controller (C), the other is a level 38 defender (D). C now has all of D's primary powers. C also has some of the best mez powers in the game while D has some additional watered down blaster powers. Which is more appealing to your average player (not players of any particular play-style, the average player)? We're completely discounting inherents here, mind you. Assume their damage potentials are the same, even though in the actual game they're not. Most players don't look at numbers so don't consider numbers when you answer.

Now both characters are three levels higher and getting their first EPP. C has a chance to get some blaster-type powers which means that D no longer has that advantage. D has a chance to get some personal defense powers and maybe a minor soft mez or a melee attack. The effective difference between melee attacks and ranged attacks is only that melee attacks can't be used at range so that can be discounted. D already has defensive powers so while the personal defense powers are nice, they're not really an additional advantage over C. The mez will never compare to the C's mezzes so that's irrelevent.

In the final analysis, C has everything D could want and D gets nothing to outshine C even in their own specialty. Of course C is going to edge farther ahead and it has absolutely nothing to do with inherent powers.

Robin


--If we can have huge sig images, why can we have only five lines of text?
--...faceplanting like a Defender pulling an AV (Nalrok_AthZim)
Quote:
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...I have the patience of a coffee-fueled flea...

 

Posted

Quote:
Originally Posted by Peacemoon View Post
thus its okay for them to not only bring more to a team but also bring more damage
I don't agree that either of those assertions is necessarily true.


 

Posted

Quote:
Originally Posted by SpittingTrashcan View Post
Tying into what I said before, I think it's worth noting that faster soloing is safer soloing. Solo speed is determined almost entirely by DPS, and high DPS also means being able to get rid of threatening enemies faster - that is, before they manage to degrade or circumvent your defenses.
Disagree with this somewhat. My blasters can stay safe by increasing their DPS, but this only works so far. My Fire/Ice stays a lot safer by using Ice Patch & Freezing Touch than throwing more Fireballs, though of course a combination of both works best.

My Son/Son defender has near capped resists for S/L/E, like 40% ranged def and mez protection. He has zero fear of most enemies in the game, no matter how long they stay alive. Even w/one of the better damaging secondaries, it takes him forever to kill stuff, esp bosses. Likewise for my Cold (capped ranged def) & Dark (debuffs & controls aplenty) defenders who can bring enemies to their knees while I slowly tick away at their health.

Yes, that perception of "forever" and "slowly" is biased by the fact that my high level blasters/controllers/scrappers mow through solo missions (bosses & all) like butter, and my tanks not much slower. Still, perception is what drives the lower populations for defenders, so it must be addressed all the same.


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Posted

Quote:
Originally Posted by SkeetSkeet View Post
Too much is made of being leader or having the star. I know some people view it as a kind of cross between James Kirk and Pol Pot but it doesn't have to be that way. A minimalist "behind the throne" approach works just as well. As long as you ensure a workable mix of AT and levels as you invite people, the rest will fall into place.
Again you're ignoring preference and saying "just do it". Please try to at least consider the possibility that some people will never think it's easier to start/lead a team than it is to just roll up a different AT. We're not here to argue about whether or not people should lead teams. We're discussing the qualitative differences between defenders and other ATs that make defenders less-often played, and how to make the AT more enjoyable to a broader range of people. No one will ever convince the broad range of people that they should change their likes and dislikes so the option is to change the product being offered to them. How many different kinds of pickles are there in the pickle aisle at the store where you shop? Do the pickle companies say "Gee, if you don't like they way we make pickles then you should just make your own."? No, if people want different pickles they make different pickles.

Robin


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--...faceplanting like a Defender pulling an AV (Nalrok_AthZim)
Quote:
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Posted

Had my FF/NRG Defender since at Least June of 2004. Mostly soloed, except a little bit of teaming in the late 40's. Always wanted my blasts to do more damage, but always told that's the give and take of it, quit complaining make a blaster, or make a Real defender (meaning one with green numbers). Still play him, often. He's my main.

Guess I'm wierd.


 

Posted

Quote:
Originally Posted by dave_p View Post
Still, perception is what drives the lower populations for defenders, so it must be addressed all the same.
EXACTLY! We can argue numbers until we're blue in the face but the majority of players are not playing level 50s and are not crunching numbers. It's about how it feels to play a defender. And that's what we have to address.


--If we can have huge sig images, why can we have only five lines of text?
--...faceplanting like a Defender pulling an AV (Nalrok_AthZim)
Quote:
Originally Posted by Techbot Alpha View Post
...I have the patience of a coffee-fueled flea...

 

Posted

Quote:
Originally Posted by CoyoteShaman View Post
Again you're ignoring preference and saying "just do it". Please try to at least consider the possibility that some people will never thing it's easier to start/lead a team than it is to just roll up a different AT.
If you look back at the post I replied to, his plan A was to play his defender on a team. When setting the LFT flag doesn't get what you want in a reasonable amount of time, starting a team is a practical means to achieve that goal. Roll up a different AT isn't.

Now if your main priority is solo speed, I don't see a problem with saying "Take a step back and choose an AT that best matches what you want." The fact that defender may not satisfy that requirement doesn't mean defenders are broken. Then entire point of having a variety of AT's is that each one doesn't have to be all things to all people.


 

Posted

Quote:
Originally Posted by SkeetSkeet View Post
c. Start a team. You're a defender so you've already got the cornerstone for a successful, productive team. All you need to do is start inviting some of the people who, just like you, took option a and are sitting back waiting for the magic to happen.
True, I could start my own team. In-game though I'm not really the leader type (in four years I've probably started only a handful of teams, and those have been for GM/events) nor do I really like recruiting. I'd be worried that I wasn't doing a good job with the star. Much more comfortable as a follower or doing my own thing.

edit: yeah...what CoyoteShaman said, basically


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