Time to finish fixing Invulnerability
Unyielding used to root your tanker to the spot where it was activated and Perma-Unstoppable tankers were all the rage.
|
What I miss about those days mostly was the freedom to make concept characters. I skipped Dull Pain because I erroneously believed it had a hit points crash when it wore off. Unstoppable was out of the question. (Still is; one of the few key things about my concept I've kept). I actually liked the incompatibility of TI and UnS; turning Unyielding on meant that you were standing still and concentrating on deflecting attacks, something I could easily imagine my character doing.
<《 New Colchis / Guides / Mission Architect 》>
"At what point do we say, 'You're mucking with our myths'?" - Harlan Ellison
Yep, and Unyielding used to root your tanker to the spot where it was activated and Perma-Unstoppable tankers were all the rage. The only thing that I miss about I3 Invulnerability was the fact that it was the one tanker set that allowed you to go with different permutations of the powers and still be effective. The higher resistance numbers meant that you could easily min/max your primary and concentrate more on your offense or you could respec into the aforementioned Perma-Unstoppable tanker. At one point I had a tanker that relied solely on passives, Invincibility and Tough Hide as well as one that was strictly toggles. It was an interesting time.
> |
Sir Zane (Lvl 50, Inv/SS/Nrg Tank);Atomic Jake (Lvl 50, Kin/Rad/Elec Defender)
Nikolai (Lvl 50, DM/EA/GW Brute);Raging Stallion (Lvl 50 MA/SR/Weap Scrapper)
Archmage Tristam (Lvl 50 Ill/Son/Psi Controller)
--------------------------------------------------------------
-g=C800:5
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. |
I'd say its the other way round almost. At level 1 RPD does next to nothing. At level 26 you have SO's and can already have Unyielding, TI and Tough, so it could be a potentially brilliant power that cuts your incoming Smashing/Lethal damage by 50%.
Please try my custom mission arcs!
Legacy of a Rogue (ID 459586, Entry for Dr. Aeon's Third Challenge)
Death for Dollars! (ID 1050)
Dr. Duplicate's Dastardly Dare (ID 1218)
Win the Past, Own the Future (ID 1429)
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.
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. |
It is nitpicky. I agree, but its necessary. As was stated earlier, RPD gives S/L resist which is already covered by TI in that early stage. TH gives 5% def to all except psi. Now, lets not forget one important factor according to our devs, 1 def = 2 resist. So 5% def is like a 10% resist spike to everything.
It is nitpicky. I agree, but its necessary. As was stated earlier, RPD gives S/L resist which is already covered by TI in that early stage. TH gives 5% def to all except psi. Now, lets not forget one important factor according to our devs, 1 def = 2 resist. So 5% def is like a 10% resist spike to everything.
|
I remember Castle mentioning a while back about adding +HP to Invulnerability. What ever happened about that?
Just highlighting the operative, and most disagreeable (in a polite sense) word here: people are showing it's not necessary. What your proposed changes may likely be are "beneficial" or "closer to optimal," but by no means necessary, as it's pretty well pointed out that the set is doing just fine as is. It could be tweaked to be better, but it's not necessary. And if it's not necessary, yet requires a lot of headache for the Devs (i.e. needing to give freespecs out to every Invul player in the game), it's likely not to happen.
|
What this boils down to is the first two INV powers are redundant protecting against the same thing. Granted, TI does a much better job than RPD due to its higher numbers, but it makes a INV tank squishier than he would be up to lvl 18 due to a lack of def in the tri-protection INV has been built on. Keep in mind, still not asking for number tweaking or anything, I'm happy to with the way INV performs, but, a power rearrange in RPD for TH would give low level (yes, some of us like to hold aggro before the taunt aura and survive it) tanking a more super feel, and I predict that the health yo yo some people are putting forth would not even be there. Maybe Starsman could alter his chart or something to show the effect of a TH, TI, UY, DP build up to level 16 vs the current build with most INV players( excepting those that don't have a choice and are forced into RPD ie scrappers, brutes, etc) who take RPD and TI.
Also, I'm not really a math person, I pick what feels right, when I wanted the passives boosted so UY + Passives = 32%. I didn't do any calculation, I knew what my experience was playing from Issue 1 through ED and GDN. 32% felt right. This swap I'm proposing FEELs right.
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. |
I would be all for moving Invince to a lower tier, but it's more of an issue on the Secondary side. Waiting til 18 isn't too bad, but 28 is rough.
You still have to prove that there is some reason to merit changing things up, which is time and effort on the part of the devs. If Invuln is on par with other sets, especially for the first 20 or so levels you are discussing for these changes, then such a change would not be warranted. In the case of changing Temp. Invulnerability's name, it probably would make sense, and not be that much work, or so I would guess, so you might get something there if you bring it up in a PM.
As it is, Invulnerability is plenty solid for its whole career, and is hardly weaker than other sets prior to level 20. RPD can be nice for times you are low on endurance and don't want to run TI, and of course the two stack quite nicely (unslotted, you're only 7% lower resists to Smash/Lethal than Fiery Aura gets slotted from its primaries). This is even nicer when you think about how much of the damage in those first 20 or so levels is mostly smash/lethal. Sure, a bit more defense would be nice, but all tanker sets don't have all their "tricks" yet at that point. WP can't get defense until 18, either, Fiery Aura doesn't have all its offense (same for Shields, not to mention all its defenses), Ice doesn't get Energy Absorption until 26, etc.
Again, Invulnerability overall might need some regen somewhere, as Castle once suggested himself (not sure what happened to that, if he's still planning on it, or looked at it and decided not to), but other than that, it's pretty solid. My Invuln Tanker is a little behind my WP Tanker in levels (35 as opposed to 49), but I haven't found Invlun to play particuarly weaker, and I'm running most of the same content with him. They just play different, Tanking well overall.
Remember, to get a change, the burden of proof falls on you to proove such a change is warranted. That's how it is.
Guide: Tanking, Wall of Fire Style (Updated for I19!), and the Four Rules of Tanking
Story Arc: Belated Justice, #88003
Synopsis: Explore the fine line between justice and vengeance as you help a hero of Talos Island bring his friend's murderer to justice.
Grey Pilgrim: Fire/Fire Tanker (50), Victory
Wavicle, Energy/Energy Blaster, dinged 50 in Issue 4, summer of 2005.
@Wavicle, mostly on the Justice server.
Guide: Tanking, Wall of Fire Style (Updated for I19!), and the Four Rules of Tanking
Story Arc: Belated Justice, #88003
Synopsis: Explore the fine line between justice and vengeance as you help a hero of Talos Island bring his friend's murderer to justice.
Grey Pilgrim: Fire/Fire Tanker (50), Victory
I see absolutely no good reason to swap Tough Hide and RPD; in the low levels a mere 5% defense buff is, for all practical purposes, meaningless. It doesn't become really useful until you have defense from other sources to stack with it, which means after Invincibility.
I'd have to say I can't support moving a power that actually is useful at lower levels (RPD), albeit generally more so around 22, with one that really doesn't make any real difference until after Invincibility anyway (TH)... which, by some odd reason, is exactly where it comes available.
Swapping Temp. Invuln with RPD however is a slam dunk for AT's that get it as a secondary. If you were actually going to swap anything else, then swap Invincibility and Resist Elements; THAT would be a useful change. Not necessary by any stretch, but it would be a useful change.
Going from 0% to 5% of defense is nearly meaningless... but going from 25% to 30% is quite significant, and going from 40% to 45% actually DOUBLES the amount of protection. Defense works best when the values get higher. You'll never notice 5% of defense, but you most assuredly will notice the difference 40% to 45% makes.
Bottom line, there's no valid reason to swap RPD and TH and there are very valid reasons to leave them as-is. This would be a poor change and a nerf to low level Invuln.
COH has just been murdered by NCSoft. http://www.change.org/petitions/ncso...city-of-heroes
I see absolutely no good reason to swap Tough Hide and RPD; in the low levels a mere 5% defense buff is, for all practical purposes, meaningless. It doesn't become really useful until you have defense from other sources to stack with it, which means after Invincibility.
I'd have to say I can't support moving a power that actually is useful at lower levels (RPD), albeit generally more so around 22, with one that really doesn't make any real difference until after Invincibility anyway (TH)... which, by some odd reason, is exactly where it comes available. Swapping Temp. Invuln with RPD however is a slam dunk for AT's that get it as a secondary. If you were actually going to swap anything else, then swap Invincibility and Resist Elements; THAT would be a useful change. Not necessary by any stretch, but it would be a useful change. Going from 0% to 5% of defense is nearly meaningless... but going from 25% to 30% is quite significant, and going from 40% to 45% actually DOUBLES the amount of protection. Defense works best when the values get higher. You'll never notice 5% of defense, but you most assuredly will notice the difference 40% to 45% makes. Bottom line, there's no valid reason to swap RPD and TH and there are very valid reasons to leave them as-is. This would be a poor change and a nerf to low level Invuln. |
In any case, resists tend to be handier in the low levels because of the correctly explained nature of defence.
Ultimately, while there are some beneficial possible changes, I honestly would be surprised to see the Devs alter Inv's build order and require every Inv in the game to have to respec with practically no end game benefit.
If the Devs wanted to put that much effort into just Inv, they might as well go all out and do something useful by allowing the first two tier powers to be selectable at level one instead, as has been previously mentioned. About as much of a pain (handing out respecs to everyone, which is nothing new, compared to handing out respecs individually to only Inv characters) and far more beneficial to the game populace.
Going from 0% to 5% of defense is nearly meaningless... but going from 25% to 30% is quite significant, and going from 40% to 45% actually DOUBLES the amount of protection. Defense works best when the values get higher. You'll never notice 5% of defense, but you most assuredly will notice the difference 40% to 45% makes. |
(GDN may have come before ED, its been a while so I may have to the two backwards in the time frame)
No Talen its not, but I have no idea where to even begin with the math side of this. |
SETUP
Assume a continuous stream of damage. Then assume the initial chance to hit is 50% (should be true at low levels in most cases). I am only looking at low levels so no enhancements, just the raw powers and you get:
RPD + TI + UY = 45% S/L resist, 10% F/C/E/N resist, 25% Def Debuff Def
so all S/L damage is reduced by 45%, all F/C/E/N damage is reduced by 10%
and TH + TI + UY = 35% S/F resist, 10% F/C/E/N resist, 5% S/L/F/C/E/N defense, 25% Def Debuff Def
so all S/L damage is reduced by 41.5%, all F/C/E/N damage is reduced by 19%, and potential status effects are reduced by 5%
SUMMARY
RPD + TI + UY gives a slight advantage in S/L damage and a disadvantage in F/C/E/N damage compared to TH + TI + UY. The 5% reduction in status effects in low level will not be noticeable.
PERSONAL EXPERIENCE
I my case running a Inv/Fire Tanker the low levels were about more damage to survive not more armor. Then I tried to max out my S/L resist and didn't have problems till the 30s. For this I used Unstoppable when F/C/E/N was thrown my way. TH was nice to have when since it stacked well with INV and Combat Jumping, and I took it before RPD. But I would never have taken either before level 24 since travel powers, stamina, and a decent set of attacks took preference.
This seems like more of an issue for Brutes or Scrappers of which I have no personal experience how well the switch of RPD for TH would be. My guess would be that this would be beneficial for defense capping with IO sets, but in the initial levels not so much since damage is king and both ATs have plenty of it.
Overall, this change does not seem needed. Invulnerability overall is fine once you understand its limitations and how to address those with IO sets.
My main issue is with End Management even with End Red in all attacks and toggles and IO end boosting bonuses it seems to become an issue. Low level before stamina it is still unpleasant, but that is another topic.
Good Lord, Castle already buffed Invul for the better. There really is no need to rant about fixing it anymore.
"I never said thank you." - Lt. Gordon
"And you'll never have to." - the Dark Knight
Good Lord, Castle already buffed Invul for the better. There really is no need to rant about fixing it anymore.
|
I don't want TH and RPD switched, tho I would be happy to have TI and RPD switched.
Wavicle, Energy/Energy Blaster, dinged 50 in Issue 4, summer of 2005.
@Wavicle, mostly on the Justice server.
>
"I am a Tank. I am your first choice, I am your last hope." -- Rune Bull
"Durability is the quintessential super-power. " -- Sailboat