Sorry... yet another Vigilance Idea


Biospark

 

Posted

Hello Folks,

As I was playing my newest Defender last night, I had a thought regarding Vigilance.
I know everyone is dividing up into camps regarding whether we need +rech, +dmg, +HP etc...

But I think most would agree that some additional Status protection would be pretty nice.
And the more I thought about it, the more I realized that some of my biggest debacles have been related to being put to sleep while trying to do my Hero 'thing'.

What if Defenders were given 'Boss' level resistance to status ?

Scrappers get x2 dmg on crits, Controllers get x2 dmg on containment.
We are Vigilant and watchful during battle and require 2 applications of a status effect in order to be controlled.

Any thoughts ?


BIOSPARK :: DARKTHORN :: SKYGUARD :: WILDMAGE
HEATSINK :: FASTHAND :: POWERCELL :: RUNESTAFF

 

Posted

This idea I do not like. It would change the current playstyle and it would take away a bit from FF, Sonic, Traps, and to a lesser extent Rad. Therefore, I can only be wild-eyed, fanatical about the modest increases in Hit Points and Damage. Just say no to defender inherent status protection!


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.

 

Posted

Well considering Kheldians were denied status protection outside of dwarf form, and VEATs only got it because most of them are very melee oriented. Blasters only can use their first two blasts while mezzed because that is necessary for Defiance to keep function instead of shutting down completely.

However there is no specific need for status protection on defenders really at all as far as design goes, since defenders are a very ranged specific AT and blast sets almost all have a ST hold/stun to mitigate problematic mezzers.

If vigilance gets revamped it would have to be either +damage focused or be accompanied by a base damage increase and rebalance the end cost reduction and add something else in like +recharge or increase base damage and add in some sort of click team buff you build up to with blasting.


 

Posted

Quote:
Originally Posted by StratoNexus View Post
This idea I do not like. It would change the current playstyle and it would take away a bit from FF, Sonic, Traps, and to a lesser extent Rad. Therefore, I can only be wild-eyed, fanatical about the modest increases in Hit Points and Damage. Just say no to defender inherent status protection!
Hello StratoNexus,

I certainly would not turn down more HPs and DMG

Not sure how this status would take away from the sets you mentioned. They would still have the ability to provide that status protection to others. My idea would help only the Defender personally. It would offer some very helpful protection to sets like Sonic, Empathy and oddly, Kinetics.


BIOSPARK :: DARKTHORN :: SKYGUARD :: WILDMAGE
HEATSINK :: FASTHAND :: POWERCELL :: RUNESTAFF

 

Posted

Quote:
Originally Posted by Biospark View Post
Not sure how this status would take away from the sets you mentioned. They would still have the ability to provide that status protection to others. My idea would help only the Defender personally. It would offer some very helpful protection to sets like Sonic, Empathy and oddly, Kinetics.
Sonic, Empathy, and Kinetics can also provide that status protection to others. FF, Sonic, Traps, and Rad are the only sets that can grant themselves protection from status (resistance in the case of Rad). If all defenders have status protection, those sets lose an advantage, thus some of their desirability is lost.

I also just happen to think this a decent weakness and one that defenders currently have to plan for, therefore it would be a big playstyle change if they could ignore the issue. I'd prefer to keep the playstyle similar, with mitigation being active and thought needing to be put into how to approach the spawn, as opposed to scrapperlock. Its also nice that this is an area where a defender/corruptor is dependent on a tank to keep mezzes off them or another buffer to protect them.


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.

 

Posted

Quote:
Originally Posted by StratoNexus View Post
I also just happen to think this a decent weakness and one that defenders currently have to plan for, therefore it would be a big playstyle change if they could ignore the issue. I'd prefer to keep the playstyle similar, with mitigation being active and thought needing to be put into how to approach the spawn, as opposed to scrapperlock. Its also nice that this is an area where a defender/corruptor is dependent on a tank to keep mezzes off them or another buffer to protect them.
I guess thats just an example of where we are different in our game views.
Although I dont advocate that Status effects be something that are trivial, I think now with the inherent given to blasters, Defenders stand out (Some powersets) as the most effected of the Hero side ATs versus Status.

From my own personal experience with Empathy, I cannot even count how often I have been in a situation where the team needed my heals, but I was sleeping on the job.
When I switched over to a Mind/Emp controller I had less issues, because I could be more pre-emptive against mob types I knew were going to target me once I started healing.
Lets not even get into the many deaths resulting from, and immediately after using Absorb Pain.

Bottom line (from my viewpoint) is Defenders are now the ONLY AT (Hero-side) that doesnt have a consistent level of defense versus Status (Self-defense). Scrappers/Tankers get resistances. Blasters can still function with some of their more Core dmg attacks. Controllers pre-empt Status with their own. But only certain powersets of Defenders can protect themselves (even if they can offer protection to their whole team, like empathy).

I guess this would not be such an issue for me, if I didnt have such a nagging desire to play an Empath and still be able to solo (Pre-Epic pools) Psyonico ! You are Awesome !


BIOSPARK :: DARKTHORN :: SKYGUARD :: WILDMAGE
HEATSINK :: FASTHAND :: POWERCELL :: RUNESTAFF

 

Posted

Quote:
Originally Posted by Biospark View Post
Bottom line (from my viewpoint) is Defenders are now the ONLY AT (Hero-side) that doesnt have a consistent level of defense versus Status (Self-defense). Scrappers/Tankers get resistances. Blasters can still function with some of their more Core dmg attacks. Controllers pre-empt Status with their own. But only certain powersets of Defenders can protect themselves (even if they can offer protection to their whole team, like empathy).

I guess this would not be such an issue for me, if I didnt have such a nagging desire to play an Empath and still be able to solo (Pre-Epic pools) Psyonico ! You are Awesome !
But this is too funny to eliminate!


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.

 

Posted

Hehe,

Been there, done that


BIOSPARK :: DARKTHORN :: SKYGUARD :: WILDMAGE
HEATSINK :: FASTHAND :: POWERCELL :: RUNESTAFF

 

Posted

I'm with StratoNexus on this one. As nice as it would be to have status protection in some form or another, it's not a hard weakness to overcome. I usually carry a few emergency break frees and some purple insps for such situations.

Besides, if everyone has status protection then what's the point of giving NPCs mez powers at all? Or giving defenders powers to prevent/break mezzes?

Edit: Strato's link just needs Benny Hill music going on in the backround. Everything's funnier when played in fast forward with that music.


 

Posted

Quote:
Originally Posted by Silver_Tooth View Post
I'm with StratoNexus on this one. As nice as it would be to have status protection in some form or another, it's not a hard weakness to overcome. I usually carry a few emergency break frees and some purple insps for such situations.

Besides, if everyone has status protection then what's the point of giving NPCs mez powers at all? Or giving defenders powers to prevent/break mezzes?

Edit: Strato's link just needs Benny Hill music going on in the backround. Everything's funnier when played in fast forward with that music.
Yeah, I can see the slippery slope that you are hinting at. Personally, I think they may have given Blasters TOO Good of an Inherent.
Course Controllers are right up there as well.

Gonna have to learn to deal with the fact that Defenders (and to some degree Tankers) got the short straws. Oh Well

So, if there are any Devs out there listening. Give my Empathy set some Love. Make Clear Mind a PBAoE and double the base heal on Healing Aura. I can IO and Power Pool all my other woes.


BIOSPARK :: DARKTHORN :: SKYGUARD :: WILDMAGE
HEATSINK :: FASTHAND :: POWERCELL :: RUNESTAFF

 

Posted

Quote:
Originally Posted by StratoNexus View Post
Sonic, Empathy, and Kinetics can also provide that status protection to others. FF, Sonic, Traps, and Rad are the only sets that can grant themselves protection from status (resistance in the case of Rad). If all defenders have status protection, those sets lose an advantage, thus some of their desirability is lost.
I agree, but a possible way to get around this might be providing status protection/resistance Vs EVERYTHING. Ie sleeps included, terrorize, taunt, repel, KB, not entirely sure if -perception/placate are status effects but would be nice if these were also included. Nothing more annoying (besides stuns) than being blinded when you're playing a kin...


Defiant EU
Quaver: Kinetics/Sonic Defender
Semiquaver: Sonic/Kinetics Corruptor