Time to finish fixing Invulnerability


Aett_Thorn

 

Posted

When I left I had three things on my list that would fix invulnerability.

1. -5% def debuff in unyielding - I wanted this halved because when GDN hit, this was the only defensive value in the game I know that wasn't halved as well. I wanted this set to 2.5%. It has since been completely removed.

2. Passives boosted to 32% when fully SO - this is the number that felt right, it added to resistance and gave what I'm calling time-to-live. With an increase in resistance, you have a slow down on the amount of incoming damage and that gives you time to hit a green, hit DP, or hit unstoppable if needed. That passives have been boosted and with IOs it is easy to hit this number on exotic damage.

3. Swap RPD and Tough Hide - this hasn't happened yet.

The RPD and Tough Hide swap at first doesn't seem to do anything. However, this makes the early tank game for invulnerability more survival. Invulnerability has always had a three pronged approach to tanking - defense + resistance + healing. In the early game however, you only get two of your prongs to survive. You get resistance and healing from levels 1 to 18. At 18 you get invincibility and there is +def. It is my belief that this is why INV tanks don't start feeling like tanks until level 18. And this swap not only helps INV tanks. It helps INV scrappers and brutes as well by getting all the components of INV in place so they can survive to.


 

Posted

Yes the swap would be nice, but also it would help new players choose between temp. invul and tough hide. Many players skip TI not knowing what it does due to the name alone, but TH would be better than just having RPD for early newb tanks. They'll encounter more experienced players that can tell them about defense and resistance instead of trying to explain why temporary invulnerability isn't temporary.


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Posted

I was always of the mind that Invulnerability's protection should have been about 95% resistance with a little defense.

Keep Tough Hide and Dull Pain to help mitigate psi and toxic damage but change Dull Pain from a self heal to a click power that offers limited resistance to psi and toxic damage. Change up Invincibility so that the def buff is a resistance buff but keep the to hit debuffs. Keep Unstoppable for the panic button that it is when things go south.

Basically you have the ability to shrug off a lot of damage but you trade out any healing or meaningful defense. You would be very survivable up to a point where the incoming damage overcomes your resistance. Of course the game has changed to the point that something like this won't work anymore. Still it was always the way I saw Invulnerability working, you don't evade damage or heal it after the fact you simply take it on the chin and smile through the pain.


>


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Originally Posted by Lohenien View Post
Yes the swap would be nice, but also it would help new players choose between temp. invul and tough hide. Many players skip TI not knowing what it does due to the name alone, but TH would be better than just having RPD for early newb tanks. They'll encounter more experienced players that can tell them about defense and resistance instead of trying to explain why temporary invulnerability isn't temporary.
This is why my final fix for Invulnerability would be re-naming TI. My suggestion is "Bulletproof", feel free to throw in your own idea.

Swapping Tough Hide into the first power is a good idea, or even just swapping RPD and TI, but they're not "must do" changes for me. "Temp Invulnerability" should have been changed a long time ago though, it's completely misleading.


 

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Originally Posted by Profit View Post
When I left I had three things on my list that would fix invulnerability.

1. -5% def debuff in unyielding - I wanted this halved because when GDN hit, this was the only defensive value in the game I know that wasn't halved as well. I wanted this set to 2.5%. It has since been completely removed.

2. Passives boosted to 32% when fully SO - this is the number that felt right, it added to resistance and gave what I'm calling time-to-live. With an increase in resistance, you have a slow down on the amount of incoming damage and that gives you time to hit a green, hit DP, or hit unstoppable if needed. That passives have been boosted and with IOs it is easy to hit this number on exotic damage.

3. Swap RPD and Tough Hide - this hasn't happened yet.

The RPD and Tough Hide swap at first doesn't seem to do anything. However, this makes the early tank game for invulnerability more survival. Invulnerability has always had a three pronged approach to tanking - defense + resistance + healing. In the early game however, you only get two of your prongs to survive. You get resistance and healing from levels 1 to 18. At 18 you get invincibility and there is +def. It is my belief that this is why INV tanks don't start feeling like tanks until level 18. And this swap not only helps INV tanks. It helps INV scrappers and brutes as well by getting all the components of INV in place so they can survive to.
Adding the resistance values you're talking about to the passives would force a nerf in the defense... otherwise you'd have a tanker that was tougher than a Granite with none of the penalties. As it is a mature Invuln can almost equal a Granite in durability; the last thing I want is to have penalties tacked on.

Ah, I just re-read your paragraph, you were referring to a TOTAL resistance fully enhanced of the passive + unyielding, not the enhanced value of the passive itself. I read it as you wanting the passives boosted to around 18-20% to give an enhanced value in the low 30% range.

It's my experience that Invuln is now extremely capable at almost all levels; the pre-20 game isn't dangerous enough that Temp. Invuln, Unyielding and Dull Pain can't handle the incoming damage... once you get up to the mid-20's the set really takes off now and it can be an unkillable monster by around level 30 with a bit of IO slotting. I don't really see any need for further buffs to the set and I'd be afraid that if we got them we'd loose something more important. I've run newbie Invuln tankers thru the Posi TF in the last couple of issues; they handled things just fine.

The RPD/TH swap would be pretty much a wash; after all the 5% def by itself doesn't mean anything until you have an additional source of defense to stack with it. What I would support would be swapping TI and RPD; that way scrappers and brutes wouldn't be stuck with the lesser power by default.

Overall I truly don't have any problems with the current state of Invulnerability; once it matures its second only to Stone in durability and if you have a reasonably good build it'll handle the lowbie game quite nicely. The biggest lowbie problem is the long wait for your taunt aura and frankly I'd rather just tough it out as opposed to asking for something like moving Invincibility up in the power order.


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Originally Posted by Vox_Populi View Post
This is why my final fix for Invulnerability would be re-naming TI. My suggestion is "Bulletproof", feel free to throw in your own idea.

Swapping Tough Hide into the first power is a good idea, or even just swapping RPD and TI, but they're not "must do" changes for me. "Temp Invulnerability" should have been changed a long time ago though, it's completely misleading.
Bulletproof. I like that a lot.


 

Posted

Probably the biggest problem for Invuln is "health drain," from small amounts of damage slowly adding up. As it is, it has a good combination of defense, resists, and Dull Pain. I don't think it needs much, other than perhaps a small amount of regen. Oh, and the name change to Temp. Invulnerability is definitely a good idea as well.


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Posted

In my opinion, Invulnerability is fine where it is. Sure, it lacks flavor - but the power boosts it received has made the set not simply competitive again, but excel. This is especially true with Invention Origins which have a distinctive relationship with Invulnerability due to its diversity. Where as Willpower overshadowed Invulnerability by far when it was released, Invulnerability's survivability and augmentative capabilities now arguably exceed Willpower by a significant margin at the expense of Willpower's endurance utility. Castle did good.


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Posted

I think Invuln is fine now. The last set of fixes, especially when it came to the def debuff resistance made it fine.

Invulns gained survivability by playing to their strengths. In teams where those strengths couldn't be well sustained, they simply weren't as fun. The fixes pretty much helped compensate for that.


He will honor his words; he will definitely carry out his actions. What he promises he will fulfill. He does not care about his bodily self, putting his life and death aside to come forward for another's troubled besiegement. He does not boast about his ability, or shamelessly extol his own virtues. - Sima Qian.

 

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Originally Posted by Profit View Post
It is my belief that this is why INV tanks don't start feeling like tanks until level 18.
No tank feels like a real tank before lvl 18. Inv is fine as it is now.


 

Posted

All I'm asking for is two powers to be swapped. I don't want any numbers changed, I don't want any buffs. Just swap RPD and TH. I promise it will help the low level game. You guys will just have to trust me when I say that 5% +DEF makes a ton of difference. I could see it back when UY had the -5% DEF, I wouldn't run UY most of the time and it was tons more survival that way (provided the mobs weren't status effect).


 

Posted

Since I'd wager that most of us were around and leveled Invul tanks before the change, we don't need to trust you to understand the affect the def debuff had on low-level tankers.

I can't speak for everyone else, but although I'm not against swapping RPD and TH, I just don't think it's as needed now as it would have been had the def defbuff remained. And you know, it feels a little ungrateful to push for another change to Invul when the past changes were so helpful and the set is performing so well now.

I do agree that TI needs to be renamed; we still get players new to the set coming in and saying that they took RPD since it sounded stronger than TI.

I'd also support swapping TI and RPD so brutes and scrappers don't have to RPD as their first power. But what I'd really like to see is getting rid of the silly rule that all players have to take the first power in their secondary. That extra flexibility would help all ATs, not just tanks.


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Posted

I don't see a particularly pressing reason to fiddle with the order of RPD and Tough Hide for tankers. I could see it for brutes and scrappers (so that they aren't stuck with a tier 1 power that's not very useful at low levels).

If there's one thing I'd like to see changed for tankers, it's moving Invincibility to an earlier level (say, switching it with Resist Elements). No other tanker primary gets its aggro aura later than level 8, and if you actually want to tank for teams before level 18, you are very disadvantaged as an Invulnerability tanker. (Brutes and scrappers may also appreciate not having to wait until level 28.)


 

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Originally Posted by Finduilas View Post

I'd also support swapping TI and RPD so brutes and scrappers don't have to RPD as their first power. But what I'd really like to see is getting rid of the silly rule that all players have to take the first power in their secondary. That extra flexibility would help all ATs, not just tanks.
I'm of the opinion that it's not really a large issue either way but if you're going to do it for Brutes and Scrappers ostensibly for allowing them a more useful mandatory T1 power, and you've already admitted that new players have taken RPD because it sounds stronger then TI, then for the same reasons it should be done for Tankers as well.

Also the idea of Invuln Tankers being "ungrateful" (visions of Invuln Tankers holding their porridge cup out like little David Copperfield) is not pertinent. If it were, then this game has much larger issues then anything Tankers can claim.


 

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Originally Posted by Kruunch View Post
I'm of the opinion that it's not really a large issue either way but if you're going to do it for Brutes and Scrappers ostensibly for allowing them a more useful mandatory T1 power, and you've already admitted that new players have taken RPD because it sounds stronger then TI, then for the same reasons it should be done for Tankers as well.
Well, for Tankers it really doesn't matter, since you get the choice between the two anyways. Having TI as the Tier 2 power, though, might make it seem more powerful, since it's of a higher Tier. However, a name change would definitely clarify this. A switch in the 'order' for Tankers, though, just doesn't seem necessary when a simple rename would do.


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Originally Posted by Sorciere_NA View Post
If there's one thing I'd like to see changed for tankers, it's moving Invincibility to an earlier level (say, switching it with Resist Elements). No other tanker primary gets its aggro aura later than level 8, and if you actually want to tank for teams before level 18, you are very disadvantaged as an Invulnerability tanker. (Brutes and scrappers may also appreciate not having to wait until level 28.)
I absolutely agree. I think making Invuln Brute/Scrappers wait until lvl28 for Invincibility is really lame - it's been a big gripe of mine for a while. It could be a turn off for some people to wait that long before your set comes into its own.

Having said that, I know that changing the level powers open is considered a last resort, so I don't really see it happening.


 

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Originally Posted by Sarrate View Post
I absolutely agree. I think making Invuln Brute/Scrappers wait until lvl28 for Invincibility is really lame - it's been a big gripe of mine for a while. It could be a turn off for some people to wait that long before your set comes into its own.

Having said that, I know that changing the level powers open is considered a last resort, so I don't really see it happening.
As an Elec Brute, waiting till lvl 28 to come into your own is nothing


He will honor his words; he will definitely carry out his actions. What he promises he will fulfill. He does not care about his bodily self, putting his life and death aside to come forward for another's troubled besiegement. He does not boast about his ability, or shamelessly extol his own virtues. - Sima Qian.

 

Posted

Quote:
Originally Posted by Kruunch View Post
I'm of the opinion that it's not really a large issue either way but if you're going to do it for Brutes and Scrappers ostensibly for allowing them a more useful mandatory T1 power, and you've already admitted that new players have taken RPD because it sounds stronger then TI, then for the same reasons it should be done for Tankers as well.
I don't think anyone is saying the switch should be made just for scraps and brutes--it would really only help those ATs because they currently they can't choose. If they are going to switch it, they should switch it for all Invul players, though as I mentioned, I would prefer that they just stopped requiring players to take the T1 in their secondary.

Quote:
Also the idea of Invuln Tankers being "ungrateful" (visions of Invuln Tankers holding their porridge cup out like little David Copperfield) is not pertinent. If it were, then this game has much larger issues then anything Tankers can claim.
Which completely ignores the reasons *why* I don't think it makes sense to push for a TH/RPD switch, as stated in my post:

1) It's not needed--without the def debuff, there's no no-level defense "hole" for TH to plug.

2) Invul on the whole is performing very well, and certainly no worse than other tank primaries at low levels.

Maybe ungrateful is the wrong word; "nitpicky" also comes to mind. If Invul were really underperforming, I'd say campaign away, no matter how much we liked previous changes. But IME, Invul is NOT underperforming by any metric I've seen.


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Posted

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Originally Posted by Profit View Post
3. Swap RPD and Tough Hide - this hasn't happened yet.
So your level 26 unlock is something that sucks and your level 1 unlock is something that won't be good until you have other stuff to stack with it?

Really?


 

Posted

Quote:
Originally Posted by Aett_Thorn View Post
Well, for Tankers it really doesn't matter, since you get the choice between the two anyways. Having TI as the Tier 2 power, though, might make it seem more powerful, since it's of a higher Tier. However, a name change would definitely clarify this. A switch in the 'order' for Tankers, though, just doesn't seem necessary when a simple rename would do.
True ... can't really debate that.

I think they should rename Temporary Invulnerability to "Pick This One Before RPD ... Unless You're a Brute or Scrapper in which case you're stuck with it NYAH NYAH!"

We could call it PTOBRPDUYBSWCYSWINN for short.

Think it'd fit on the tool tip?


 

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Originally Posted by Talen_Lee View Post
So your level 26 unlock is something that sucks and your level 1 unlock is something that won't be good until you have other stuff to stack with it?

Really?
Better then the Level 1 one just sucking no?


 

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Quote:
Originally Posted by Vox_Populi View Post
This is why my final fix for Invulnerability would be re-naming TI. My suggestion is "Bulletproof", feel free to throw in your own idea.
I read from somewhere that temporary invulnerability was actually temporary in beta. It was a click instead of a toggle.


 

Posted

Noooo! Don't touch my Invuln because nothing's wrong with it!

RPD is now a great power thanks to 25% Def Debuff resistance. No reason to switch it with TI to allow Brutes and Scrappers to choose when RPD is now an obvious pick.

Also don't touch Invincibility's Defense. I don't want more Resistance. I want to keep the Defense. Not being hit = 100% Resistance = Invulnerability. See where I'm going? :P


P.S. I could agree on renaming Temp Invuln into something more fitting, and also switching Invincibility to a lower tier (especially from a Tanker PoW). Fiddling with the power effects, on the other hand, gets a no from me.


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Posted

I would be happy to see Invulnerability get a viable non-toggle option selectable at level 1. Not sure that fronting Tough Hide would feed the weasel, though.

RPD gives a base resistance 10% to physical damage. If you three-slot it before level 12 you can get that to just under 12%.

TH gives base defense of 5%, general coverage except Psionics. Three slotted, you get under 6% at TO levels.

The only advantage you'd get from Tough Hide at level 1 is that the bit of defense it would give you would be valid against all but Psionics. Other than that, the two powers look about equally weak - especially given that non-physical damage is not all that common at those levels. Defense rather than resistance would mean that low level Invuln tankers would have health that yo-yos a lot more, which would be a problem given that Invuln was never intended to rely to a great extent on its slooow self heal for survivability.

If we want to make life easier for lowbie Invuln tankers, swapping Unyielding and Resist Energies would make a lot more sense.



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Originally Posted by Twilight_Snow View Post
I read from somewhere that temporary invulnerability was actually temporary in beta. It was a click instead of a toggle.
It was a toggle in beta ... at least from beta 3 on.