Defender/Controller Theorizing


Amy_Amp

 

Posted

I've been chewing on the question of the defender/controller disparity - whether it exists mechanically or just psychologically, what form it takes, etc. I have a theory.

First let me define some terms.
- Mitigation is any effect which reduces or compensates for incoming damage to the team. If it helps the team survive and it's not damage to enemies, it's mitigation.
- Damage is any effect which directly inflicts damage on enemies. If it creates an orange number, it's damage.
- Force multiplication is any effect which increases the rate of outgoing damage from the team. If it makes orange numbers bigger, or makes them come up faster, it's force multiplication.

Now, the theory:

A Defender can be built which exceeds any Controller in any two of mitigation, damage output, and force multiplication. However, that Defender will lag behind its nearest competing Controller in the remaining category.

In other words, no matter what's important to you, you can do it almost as well on a Controller and not have to make the sacrifices you would have to make to be better on a Defender.

I'm not at all sure this is true, though. I'd like to see if the forumgoers could provide some counterexamples.

To be perfectly clear, I am not trolling, I don't have hate for either AT, and I have no dog in this fight. I'm just trying to see if I've laid my finger on anything interesting.


@SPTrashcan
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Posted

I think the problem is defenders can't out mitigate controllers. Even if you take the king of easy mode mitigation, FF, a controller can take FF with lower numbers, but has at least one AoE control that's up often and then you add in a hold and whatever other tools they have and the difference in FF def numbers really comes across as minor. The amount of defenders that could really stand toe-to-toe with controllers for controls is on the low side.


 

Posted

One thing that comes to my mind is this.

Take a controller out and try to defeat a spawn using only your primary set.

Then take a Defender out and try the same using only your blasts.

The controller will be complete and fully capable of soloing, while the Defender will be in serious need of His Primary in order to compete.


BIOSPARK :: DARKTHORN :: SKYGUARD :: WILDMAGE
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Posted

Here's my thing: MOST CONTROLLERS SUCK AT CONTROLLING*. Which means they are basically gimp defenders. Might as well get the better buff/debuff numbers and the extra attacks.

*I realize not all controllers suck, but the good ones are a minority.


 

Posted

That may be your experience, but it's certainly not by design. If there is any disparity in the level of team support provided between controllers and defenders that can be attributed to AT-design-encouraged playstyle, it is that controllers are led to believe that their primary is worth using, so they spend time using it and not ther secondary; while defenders are led to believe (not entirely wrongly) that their secondary is useless, and so they focus on applying their primary.

Here are some examples of what I'm talking about:
- Kin/Son defender (superior damage and force multiplication) vs Fire/Kin controller
- FF/Dark defender (superior mitigation) vs Earth/FF controller
- Rad/Son defender (superior damage and mitigation) vs Fire/Rad controller

And here's a more refined version of the challenge:
For any defender support and blast set pairing, if that support set is available to controllers, then there exists a controller control set to match with that support set whose resulting performance is comparable in at least two of three categories and superior in the remaining.

That is, for any A/B defender, there's a C/A controller with more evenly distributed strengths.

Again, I would be keenly interested in being proven wrong.


@SPTrashcan
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Posted

Quote:
Originally Posted by SpittingTrashcan View Post
Here are some examples of what I'm talking about:
- Kin/Son defender (superior damage and force multiplication) vs Fire/Kin controller
- FF/Dark defender (superior mitigation) vs Earth/FF controller
- Rad/Son defender (superior damage and mitigation) vs Fire/Rad controller
The /sonics are only out damaging the Fire controllers if you look at team damage. I have a hard time believing a FF/dark brings more mitigation than a Earth/ff. Even if the defender does bring more mitigation, how much of it is practical? If one stops 99% of everything and the other stops 98%, does that one percent really matter? No, because you would have to be pretty much finding a way to die in either situation. A FF/dark will be bringing more damage though. Even with epics, Earth isn't overcoming two fast recharging AoEs.


 

Posted

I don't disagree with any of that (well, except for noting that the difference between 40% and 45% defense is actually rather large, though it also rarely matters in most play), but I'm also not sure how it relates to my point. If Earth/ is more than enough to make up the mitigation gap in FF/ versus /FF, then another, more damaging primary might be just sufficient.

It's also worth noting that until recently, leveraging the superior maximum damage potential of AoE required some extra work when solo, while Earth's pet supplies some pretty good ST DPS. It will be interesting to see how I16's team size increase option affects that - a tough, AoE-centric build such as FF/Dark might become a more attractive soloer for those who know what they're doing. That's more detail-oriented than this level of analysis supports, though.


@SPTrashcan
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Posted

I spend a lot of time on both a Fire/TA controller and a TA/A defender. I've had moments on both of them where I thought "hmm, this situation would be better with my other TA."

When it comes to damage, an abstract comparison of potential DPS doesn't tell the whole story.

Pets are kind of an x factor. Sometimes they're a lifesaver in occupying some agro... and other times a nuisance in drawing it. You can't reliably put them on a single target and there are many encounters where they either can't be brought to bear or are a liability for one reason or another. On the other hand, "fire and forget" damage that continues to work while you do other things is very handy.

Whether the steady slow burn of controller dps or the burst capability of a blast set attack chain is "better" is really kind of subjective and depends on the situation. How does one factor in the utility of something like a snipe or the tradeoffs involved in milking the damage out of a power like hot feet?


 

Posted

Another factor besides "what kind of build is theoretically possible", especially in the mid levels, is "what are you likely to get from them on a team".

In my experience as a team leader, if I recruit a mid 30s defender, I'm about 90% likely to get someone who will provide significant team support. Yes, once in awhile you get the rad who didn't take Rad Infection, or the bubbler who doesn't bubble, but most defender players are playing defenders because they have some intent to help a team. They build that way, at least on one build, and they've probably learned to do it since leveling a defender is so much faster on a team.

If I recruit a controller, I'd estimate about a 50% chance of getting someone who will support the team with their secondary, 30% chance of someone who mainly uses their primary (which may also keep the team alive, but may not provide as much multiplication factor) and 20% chance of someone who will play like they are solo. I think thats a combination of (1) its usually easier/faster to solo on a controller then a defender, so they may have developed a solo build or playstyle, (2) they may have slotted up their primary powers before their secondary, which is understandable if you aren't a number cruncher and realise the power of buffs/debuffs, and (3) they rolled a controller because they want to control, if they'd wanted a defender they'd have rolled a defender.

So I don't blame a controller for not necessarily being as good a team support or force multiplier in practice, its a completely valid build and playstyle choice, but I do keep it in mind when building a team.

Particularly since a 6 hour STF, where the /storm controller I was counting on for -resist debuffing didn't have their Freezing Rain slotted for recharge, and the /kin controller didn't have Siphon Power or keep SB applied, sigh. . .


 

Posted

I note that these are excellent reasons why one would choose a defender over a controller as a teammate. They're clearly better team support, both by mechanics and by inclination. Unfortunately, the same design decisions that push Defenders firmly into the team support role also make them undesirable to actually play if team support isn't an end you are willing to sacrifice for.

I'm not saying that dedicated team support isn't a niche that some want to fill, and clearly Defenders fill that niche admirably. What I am saying is that low Defender population is a natural consequence of human nature and the design of Defenders. It's not that Defenders have a perception problem in the sense that they are misunderstood; it's that they are accurately perceived as the most altruistic AT. If low Defender population is actually a problem to be solved, and I'm not saying it necessarily is, then greater team support will make the problem worse rather than better.


@SPTrashcan
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Posted

Quote:
Originally Posted by Biospark View Post
One thing that comes to my mind is this.

Take a controller out and try to defeat a spawn using only your primary set.

Then take a Defender out and try the same using only your blasts.

The controller will be complete and fully capable of soloing, while the Defender will be in serious need of His Primary in order to compete.
I think it depends on the controller.

My Earth/Storm (37) and Grav/TA (46) are slow as dirt solo and need to use every possible power including three vet powers to get through anything.

My Ill/Kin (50) tore through groups solo, but not until it got into his epic and loaded him with set IO's.

Before that it was dinking 1 enemy at a time, no AOE's available.


 

Posted

At some point it'd be interesting to do an exhaustive analysis of how all possible Defender and Controller primary/secondary combos compare. I would but math is hard.

I honestly don't know whether Controllers or Defenders solo faster, on average. I do think it's possible that as they mature, the difference in performance between solo and teamed grows smaller for Controllers and larger for Defenders. Many other ATs become more self-sufficient as they mature, and while Defenders do as well, the widening gap between solo and teamed performance might lead to the perception of bad soloability (regardless of whether this is actual or not).


@SPTrashcan
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Posted

Quote:
Originally Posted by SpittingTrashcan View Post
If low Defender population is actually a problem to be solved...
Trash, I think this point right here is extremely lucid and is really the first thing to be determined. It would really help if we could find out from a dev if the ratio of defs in the game really is what we think it is (very low) and if that is how they want it to be. It's very possible that they want the number of defs to be low... for some reason I can't currently fathom.

If we can even get them to look at that and make some kind of a statement about their desires, we'd not only have found out if this debate is worth having but also possibly nudged them towards some kind of decision about working on things.

Robin


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Posted

I'm not looking at defender population as a practical problem, though. I think someone has already said it better, but I'll stumble toward it anyway: is extreme support specialist, at the expense of other attributes, a role that many people will ever want to play? If the answer is what I think it might be, then it's quite possible that the Defender AT needs no changes because it is already well suited to a niche that is naturally small.


@SPTrashcan
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Posted

Mitigation will always be higher for a Controller than a Defender, because the Controller has a mitigation tool Defenders don't have: Control powers. While a Defender might have a control power (Choking Cloud, just as an example) it will be inferior to a Controller's dedicated Control powers.

While your analysis is a good subject for discussion, there is another way to look at it. There are three types of powers in this game, offensive powers, defensive powers, and status effect powers. As you put it, offensive powers deal damage or multiply the force of that damage, while defensive powers mitigate damage, or multiply the magnitude of that mitigation. For instance, a +Def buff mitigates damage, but a -Res debuff on a foe hitting an ally protected by that +Def multiplies the mitigation of the +Def by the reduction in damage from the -Res.

Status effect powers also mitigate damage, while also controlling the location of the foe, thus giving the opportunity for greater damage. These three types translate into the five types of Power Sets the devs define, Melee, Ranged, Defense, Buff-Debuff, and Control. In its simplest form, Melee is damage in melee, Ranged is damage at range, Defense is personal damage mitigation, Buff/Debuff is either damage mitigation or force multiplication (greater damage) and Control is status effect.

Each AT in the game has two of these five types as a major capability, with lesser capabilities with the other. For instance, a Tanker is Defense/Melee, with a little bit of Ranged, and Control, mixed in with his Primary and Secondary powers. A Defender, obviously, is Buff-Debuff/Ranged, and a Controller is Control/Buff-Debuff. No surprise there.

It's the lesser capabilities that are the problem. A Defender doesn't lack control powers completely, some of his Primary offers "soft" control powers instead of or in addition to buffs and debuffs. And a Controller doesn't lack damage, some of HIS Primary applies damage to the foes that it holds. The problem is that with Containment providing the Controller with more damage, does that damage exceed what the Defender is capable of?

It should be like this:

Defender:
Buff-Debuff: High
Damage: Moderate
Control: Low

Controller:
Control: High
Buff-Debuff: Moderate
Damage: Low.

It is more like this:

Controller:
Control: High
Buff-Debuff: Moderate
Damage: Moderate

There is no arguing this is imbalanced. The Controller has the same amount of damage, almost as much Buff-Debuff, and MUCH more Control. So if you want to argue this you must either claim that:

1) Controllers don't do as much damage as Defenders. (Note: not that Controllers don't do MORE, just that they can do as much)

or

2) Defenders are as good at controlling as Controllers are at buffing and debuffing.

The claim is usually that a Controller's specialization with single target damage, and the Defender's with AoE, puts their damage in balance, or even for some Controllers, makes it worse. The problem with this is that the Controller is more soloable, because it has more single target damage, while the Defender's reliance on AoE makes him more reliant on a team. Particularly without the defenses or control powers to back up that damage. (As with a Kin) At least a Corruptor does enough damage to make that significant, and it has an Inherent that supports soloing as well. The Defender is only marginally better than the Controller at AoE, and then only if you are not talking about the Controller outliers that are capable of great AoE damage.

Alternately, the claim can be made that Dark or Force Field Defenders are capable of using control powers that are close to as effective as Controllers. But Defender controls are, as mentioned above, "soft" controls, usually knockback, slow, or fear. These are only partial damage mitigation. The holds that are available are obviously inferior to Controller holds, both because they are not in a Control set, and because the Defender's AT modifier with those powers is lower as well.

In short, as you said, while you may be able to make a Defender which is better at control than the others, he will usually give up some other attribute, such as damage, for Dark. Or if you make a Controller that is going to have lower damage, he will usually have greater damage mitigation through controls. The idea that a Defender and a Controller should both do the same damage, because they are both support classes, ignores the fact that Defenders and Controllers are already balanced around control. You cannot just compare damage mitigation to offense and say the two are balanced, the control aspect has to come into the comparison as well.


 

Posted

I was under the impression that I was already encouraging the categorization of control as a form of mitigation when comparing controller and defender performance, and in fact I believe this to be the case. I should have been more clear, I suppose.

I do think your observation that when Defenders outdamage Controllers they tend to do so via AoE is interesting. It's another way that the difference in performance solo and on teams increases for Defenders and decreases for Controllers as the two ATs go up in level.


@SPTrashcan
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Posted

Quote:
Originally Posted by SpittingTrashcan View Post
I was under the impression that I was already encouraging the categorization of control as a form of mitigation when comparing controller and defender performance, and in fact I believe this to be the case. I should have been more clear, I suppose.
Well, I think when you look at it that way, it is clear that the damage mitigation of a Controller is superior. A Defender has damage mitigation of 100% relative to his AT modifier from his Primary. A Controller has damage mitigation of ~80% relative to the Defender's AT modifier from his Secondary, plus damage mitigation from his Primary.

All too often when damage mitigation is discussed, it is a straightforward comparison of Primary to Secondary. Which is my point, if you leave the capabilities of the Control powers out, your comparison is incomplete. And while your definition of mitigation clearly includes status effects, you did not explicitly include them in your description.

Along the same lines, if you discuss offensive damage dealing, then you are discussing the Secondary of the Defender, compared to the Primary of the Controller, with Containment applied. Force multiplication for any offensive buff/debuffs applies as well, but Containment will easily make up for the weaker force multiplication of the Controller. So the question becomes, as Containment was introduced to make soloing possible, does the solo output of the Controller's offensive choices, from his Primary, match the Defender's?

Obviously, though, the Defender cannot match the control capabilities of the Controller's Primary with his Secondary. His damage is ALL that he has to make his attacks of equal utility to the Controller.


 

Posted

Quote:
Originally Posted by MunkiLord View Post
Here's my thing: MOST CONTROLLERS SUCK AT CONTROLLING*. Which means they are basically gimp defenders. Might as well get the better buff/debuff numbers and the extra attacks.

*I realize not all controllers suck, but the good ones are a minority.
LOL

Why do you say that MunkiLord?

Do you think it is a playstyle thing? poor power selection? Poor slotting? Something else?


 

Posted

One of these days people are going to start smacking me for sounding like a broken record, but I think the real problem is that the comparison is valid in the first place. One can quite validly compare defenders to controllers and defenders to blasters. If you look at either comparison based only the common sets the results are obvious: defenders are better than controllers and worse than blasters.

But when you take into account the whole of the ATs, the comparisons are just as valid and obvious, but now they become laughable. Blasters are actually damage dealers. Controllers are mitigators/mulitpliers: it's not their place to do direct damage so they're only mediocre at it, but when it comes to mitigation in any form they rock hard. Defenders are mitigators/multipliers/damage dealers: Both their primaries and secondaries are split between those three, with much more damage in the secondary and much less in the primary. So think about it: you can still compare defenders to blasters, but the defender is obviously inferior in damage. You can still compare defenders to controllers but taking into account the mitigation/multiplication of the controller primary the controllers win out in this field by quite some distance.

There is, in my opinion, no possible way to fix this by nudging numbers around or modifying the inherent. The only way to change it is to make it so they simply aren't comparable. That would mean changing the defender's secondary to something that would fundamentally alter their role in the team. At the same time, this could be used as an opportunity to give them the boost they need for soloing. Creating some melee offense/defense combo sets for their secondaries would do this quite well, and in my opinion is the only thing that would (this is because I haven't thought of anything else and no one else has pointed out any other options).

Do I think that's remotely likely? Of course not. It would take a huge amount of effort and resources for the devs to accomplish something like that. Do I think it's possible? Absolutely. They did something similar with the Dominator secondaries (ranged/melee as opposed to melee/defense) and all the powers already exist and are seen together in all four of the melee ATs (tanks/scraps/brutes/stalkers).

Unless/until someone else chimes in on this concept, however, I think this is going to be the last time I bring it up. I don't want to get smacked.

Robin


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Quote:
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Posted

Quote:
Originally Posted by SpittingTrashcan View Post
It's an odd thought, but Defenders would be a lot handier if they came in pairs. In fact, two half-Defenders would do as well or better together than one whole-Defender does alone. After all, consider the Mastermind, and the amazing all-VEAT teams when they were first made available...
Are you suggesting giving them a pets secondary where the pets would do some de/buffs instead of damage?


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Posted

Quote:
Originally Posted by CoyoteShaman View Post
Trash, I think this point right here is extremely lucid and is really the first thing to be determined. It would really help if we could find out from a dev if the ratio of defs in the game really is what we think it is (very low) and if that is how they want it to be. It's very possible that they want the number of defs to be low... for some reason I can't currently fathom....
Defenders in mass are overpowered?


 

Posted

Quote:
Originally Posted by m3lon View Post
Defenders in mass are overpowered?
Not remotely likely, since having a roughly similar ratio of defenders in the game does not equate to having them being huge numbers on every team. A perfectly equal ratio would be just under 20% (just under because of the lower number of khelds). Even if you assume a full 20% for a slightly high ratio, you're still only looking at about 3 for every two teams. On one team you've only got one and the other team only two. Most certainly not what anyone would consider en masse nor what I would consider being overpowered.

Robin


--If we can have huge sig images, why can we have only five lines of text?
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Quote:
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...I have the patience of a coffee-fueled flea...

 

Posted

Quote:
Originally Posted by CoyoteShaman View Post
Are you suggesting giving them a pets secondary where the pets would do some de/buffs instead of damage?
Possibly. I haven't a clue how that would be implemented at this stage, though - perhaps allowing ally-only powers to self-target for half strength would be equivalent?

But I'm also thinking about availability. The statistics we as players can get tell us nothing about how many defenders exist, but they do tell us how many defenders are available. And that number appears to be low.

In other words, in aggregate, Controllers and other lesser team-support ATs provide more team support (and also receive more team support) than Defenders by virtue of being around. And why are they around to be invited to teams? Because they don't need to be invited to teams, perhaps...


@SPTrashcan
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Posted

Quote:
Originally Posted by CoyoteShaman View Post
They did something similar with the Dominator secondaries (ranged/melee as opposed to melee/defense) and all the powers already exist and are seen together in all four of the melee ATs (tanks/scraps/brutes/stalkers).
Well, while the Dominator Secondaries are arguably stronger in principle than the Defender Secondaries, because they include melee attacks as well as ranged, and melee attacks generally deal greater damage, the fact is, both Dominator Secondaries and Defender Secondaries have the same purpose: they deal damage. Castle went out of his way to say that the concept behind the Dominator revamp would be that Dominators will have two "Primary level" attributes: control and damage.

Defenders, on the other hand, get one "Primary level" attribute, buffing and debuffing, and a secondary attribute of damage. A secondary attribute which is weaker than a Tanker's, and no stronger than a Controller's. When a Controller doesn't even HAVE damage as its secondary attribute. To argue that this is intended because a Defender is supposed to be a support class invalidates the purpose of its Secondary.

Note also that with the same purpose to their Secondaries, dealing damage, Dominators have a 0.90 to 1.05 modifier to their damage. The offensive buffs of a Defender must go very far to boost a modifier of 0.65 to this level. Even 0.85 (which is what I usually calculate as the average boosted damage for a Defender) would still be considered "secondary". So even with Buff/Debuff as their Primary instead of Control, they would still, on average, deal way less damage than a Dominator even with melee attacks. (Even if, as I would assume, the Defender melee damage would be raised to be greater than ranged damage, instead of less as it is now)