Defenders vs Everyone Else
Technically, perhaps, but they are NOT better for Defenders than they are for Controllers. They are exactly the same.
Knockback and Slow seem to be treated, in regards to AT modifiers, as equally debuffs and control powers. (With Slow you might argue that the -speed is a control power, and the -recharge is a debuff, thus making it an even split)
Missed this followup:
This does not explain why they did not increase the modifier for Defenders to be HIGHER than Controllers. (It also doesn't explain why Knockback is equal for both. Or why Corruptors should have weaker Slows than Controllers)
In what way is Placate measured as a percentage? Placate is not a -perception or -aggro, it is a flag applied to a foe which causes it to ignore aggro on that target. And it does have a magnitude. (CoD lists typically mag 4)
Knockback and Slow seem to be treated, in regards to AT modifiers, as equally debuffs and control powers. (With Slow you might argue that the -speed is a control power, and the -recharge is a debuff, thus making it an even split)
Missed this followup:
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When the developers realized their mistake with the modifiers, they made a public statement that they were increasing the defender value to the proper number, but not decreasing the controller value specifically because they felt that it would be disruptive while providing little or no actual benefit to the game.
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All status effects are measured in magnitude, whereas all debuffs are measured in percentages. [...] And while I'm on the subject, Paragonwiki is incorrectly referring to Slow and Placate as status effects. Both are debuffs. Someone edit the information, please. |
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I may be misremembering. I thought the developers said they felt that slows were controls, which is why they originally had the controller value higher. They changed the defender value to be the same, due to the primary/secondary complaints, but I do not recall them stating a change in opinion as to it being a control or debuff (which is probably a pointless semantic debate anyway).
The developers never referred to Slows as control. The only developer statement ever made on the "debuff or control" debate was a conclusive post in which the developer said, "Slows are debuffs".
The misconception that -RunSpeed is a control comes partially from the players believing that it must be a status effect if it "controls" movement speed; and partially because the developers mistakenly had the defender and controller Ranged Slow modifiers swapped. When the developers realized their mistake with the modifiers, they made a public statement that they were increasing the defender value to the proper number, but not decreasing the controller value specifically because they felt that it would be disruptive while providing little or no actual benefit to the game. |
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.
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I hate to say it, but it sounds like one developer disagreeing with another developer. Whether that be the one who originally implemented it, or an argument between two developers at the time that it was changed.
I may be misremembering. I thought the developers said they felt that slows were controls, which is why they originally had the controller value higher. They changed the defender value to be the same, due to the primary/secondary complaints, but I do not recall them stating a change in opinion as to it being a control or debuff (which is probably a pointless semantic debate anyway).
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Have to agree with this. Placate is a status effect. It's either on or not. There is no 50% Placated.
Wavicle, Energy/Energy Blaster, dinged 50 in Issue 4, summer of 2005.
@Wavicle, mostly on the Justice server.
You miss the point because the devs don't balance base damage around the presence of -res/+dmg powers in sets. EATs are proof of this with warshade's doublemire+eclipse being considered balance with the same mod as PBs and Arachnos Soldier's venom grenade being considered balanced with the same mod as widows get. Including enervating field and accelerated metabolism in your calculations blows all creditability you might have on the issue, because you're making the assumption every support set has the same balanced +25% dmg buff and -30% res debuff opportunities.
I disagree. Both ATs are already significantly better than others. There's a reason why the old LRSF team of choice was 1 brute and 7 corruptors.
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Bad strike force design (just the last mission, the rest of it is fine) should not dictate the majority of the game experience. Most teams do not include 7 corruptors and therefore that is highly abberant behavior and has little impact on overall play experience.
I disagree. Both ATs are already significantly better than others. There's a reason why the old LRSF team of choice was 1 brute and 7 corruptors.
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Blasters, scrappers, and brutes will still be the premier damage dealers and will still be highly desirable to play and to include on a team.
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.
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Controllers used to be better at slows. The player base had to convince the devs that slows were as much a debuff as it was a control.
Technically, perhaps, but they are NOT better for Defenders than they are for Controllers. They are exactly the same.
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Oddly enough they did start out with 4 ATs. Controllers were added late.
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Only because the developers screwed up. They flat out said that the defender and controller modifiers were reversed. Not that they considered the two ATs to be equal in regard to Slow, not that they consider Slow to be a combination of status effect and debuff, but because they made a mistake.
Technically, perhaps, but they are NOT better for Defenders than they are for Controllers. They are exactly the same.
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And the only reason controllers didn't have their modifier reduced when the defender modifier was increased to the correct value was that the developers didn't think it was important enough for the complaints it would generate.
There is no technicality here. Slows are debuffs.
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Knockback and Slow seem to be treated, in regards to AT modifiers, as equally debuffs and control powers. (With Slow you might argue that the -speed is a control power, and the -recharge is a debuff, thus making it an even split) |
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This does not explain why they did not increase the modifier for Defenders to be HIGHER than Controllers. |
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(It also doesn't explain why Knockback is equal for both. Or why Corruptors should have weaker Slows than Controllers) |
As for corruptor Slows, that should be obvious. The developers didn't repeat their mistake when they set the scale for corruptor Slow, so the AT is using the intended, correct number. Yes, it's lower. It's intended to be lower.
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In what way is Placate measured as a percentage? |
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Placate is not a -perception or -aggro, it is a flag applied to a foe which causes it to ignore aggro on that target. |
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And it does have a magnitude. (CoD lists typically mag 4) |
Log into the game and check it for yourself. It's a debuff, with a percentage listed, not a magnitude.
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You are misremembering. They unambiguously stated that the defender and controller values were swapped. The developer comment was made when I7 was on the test server, the change was made with I7 and went live with that update.
I may be misremembering. I thought the developers said they felt that slows were controls, which is why they originally had the controller value higher. They changed the defender value to be the same, due to the primary/secondary complaints, but I do not recall them stating a change in opinion as to it being a control or debuff (which is probably a pointless semantic debate anyway).
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You miss the point because you're convinced that you know what the developers think and how they approach design issues. They do balance around the existence of force multipliers, even if you wouldn't.
You miss the point because the devs don't balance base damage around the presence of -res/+dmg powers in sets.
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EATs are proof of this with warshade's doublemire+eclipse being considered balance with the same mod as PBs and Arachnos Soldier's venom grenade being considered balanced with the same mod as widows get. |
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Including enervating field and accelerated metabolism in your calculations blows all creditability you might have on the issue, because you're making the assumption every support set has the same balanced +25% dmg buff and -30% res debuff opportunities. |
Let me put it another way. In order for the developers to disregard powers like AM or EF, they would have to balance every potential combination of powersets individually, with individual modifiers applied to every one of those powerset combinations, throwing away the AT modifiers completely. Every defender build would be an entire AT unto itself, with its own scalars.
Before you make another laughable attempt to call my credibility into question, PM Castle and ask him whether or not he takes force multiplier powers into consideration when balancing an AT. I already know he'll tell you that he does, but you apparently need him to tell you directly.
A well written and researched OP, and one in which I largely agree. While I wouldn't be opposed to a defender buff (a bit more damage or a rework of vigilance), I largely agree that defenders are just fine.