Vigilance change considerations!


Amy_Amp

 

Posted

Rather than posting this where it will get lost in the bowels of the "What the hell, let's buff Defenders" thread, I'm hoping to get more exposure here in the open. While pondering ways to fix Vigilance, I came across a slight revelation:

Almost all other inherent powers affect an AT's playstyle, and can be taken advantage of with the right strategy and finesse.

Blaster - Players need to put a lot of thought into their attack chain to maximize the usefulness of the Defiance damage buffs.
Controller - A good bit of strategy goes into setting up and maintaining Containment to maximize damage output while remaining safe.
Defender - The flaws and faults of Negligence are well documented...
Scrapper - Scrappers can focus bosses and lieutenants to maximize their Critical Hits.
Tanker - Punchvoking with Gauntlet is important for holding aggro and saving allies.
Brute - A good bit of strategy goes into maximizing Fury's usefulness, including: end usage, power picks, slotting, and situational power usage. Example: only using Shadow Maul when your fury bar is high.
Corruptor - By carefully picking off low-HP enemies, Scourge can be used to great effect, especially on higher HP foes like lieutenants and bosses.
Dominator - Players can maximize the effectiveness of Domination by carefully timing it when needed, be it for endurance, mez protection, or high magnitude mezzes.
Mastermind - Supremacy is a lot less playstyle-affecting than the other inherents, but encourages Masterminds to stay near and support their pets, and to use Defensive stance when appropriate.
Stalker - Proper utilization of "Stalker powers" (Hide, Assassin's Strike, Placate) is an important strategy consideration closely tied to the Assassination inherent power.

I believe that the best fixes to Vigilance will keep these mostly successful and beloved inherents in mind. Although an improved version of Vigilance should not completely change Defender playstyle, players should be able to maximize its usefulness with the right strategy and finesse! I know I'm not actually suggesting a fix, I'm just trying to help get the creative juices flowing in the community. Let me know what you guys think, and if anyone has ideas that fit this "model," feel free to post them here.

Peter

P.S. I also think it's very important to keep in mind that there is a LOT of variance between the different defender primaries, i.e. buff sets (FF), debuff sets (TA), and mixed sets (rad). As such, an inherent that relies on primary powers (like the previously suggested damage buffs when you use your primary powers) must be carefully balanced to affect all defenders relatively equally.


 

Posted

Another week, another let's change vigilance thread. We're going to need a bigger suggestion box!

Anyway, if Castle doesn't want to do anything ambitious with Vigilance (like most Vigilance suggestions), he could always go for something easy cheesy to code, like passive endmod/slow/debuff resistance.


 

Posted

It seems to me that basing an ability on letting your team mates die or come close to it is full of /fail to begin with. "Yeah I would help you but..well..if you get the crud kicked out of you some more I get better boosts!"

Yeah..I dont play defenders but the thought that some one would think this was a good thing kinda makes me sad. On top of this it doesnt even help if you play solo like most of the others do.

If its truly ment to help in a team situation it should randomly spike heals 20% of the time and 10% of the time reduce the cost of buffs. Or some thing like that.


 

Posted

Rigel, almost all of us can agree that it's broken, and the devs know it too. I'm just trying to help the community constructively discuss ideas toward a reasonable solution.

Quote:
Originally Posted by Rigel_Kent View Post
Anyway, if Castle doesn't want to do anything ambitious with Vigilance (like most Vigilance suggestions), he could always go for something easy cheesy to code, like passive endmod/slow/debuff resistance.
I agree that the solution can't be anything ridiculously difficult to code, but a passive like you suggested doesn't fit the model for inherents I outlined above (which I believe is the right way to steer these ideas).


 

Posted

Quote:
Originally Posted by PeterAlmighty View Post
I agree that the solution can't be anything ridiculously difficult to code, but a passive like you suggested doesn't fit the model for inherents I outlined above (which I believe is the right way to steer these ideas).
A "vigilant" defender shouldn't be falling asleep on the job (or being held or stunned). Having end reduction when your team mates are dying is worthless if you're under some kind of status effect.

My latest suggestion is a "Vigilance" bar that builds up when you use your defender primaries. It's a lot like the Domination bar. It would come with a click power like Dominate.

Like Dominate, it would provide status protection and an endurance boost of some sort (power use end reduction would be better, to make it more unique and consistent with the current implementation). But unlike Dominate, you could click it even when held. It would also be nice if it provided some form or status and debuff resistance, or maybe a minor +recharge, or maybe a "Power Boost" effect to all primary powers.

The duration of the buffs and the recharge time would be up to the devs' judgment from data analysis.


 

Posted

Quote:
Originally Posted by Rodion View Post
A "vigilant" defender shouldn't be falling asleep on the job (or being held or stunned). Having end reduction when your team mates are dying is worthless if you're under some kind of status effect.
THIS !

Every Hero-side AT can deal better with status effects than Defenders.

Tanks/Scraps resist outright
Blasters keep on blasting
Controllers are pre-emptive (control them before they control you)
Defenders zzz


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

 

Posted

Maybe Vigilance ought to somehow increase the power of buffs and debuffs in critical moments. Perhaps that instead of decreasing endurance costs dependent on the health of the party, Vigilance ought to increase buff and debuff power dependent on the health of the party(Defender included). Thus, the more the party needs defending, the stronger the Defender gets.


I will not rest until we have in-game throwable pies!

 

Posted

Quote:
Originally Posted by Biospark View Post
THIS !

Every Hero-side AT can deal better with status effects than Defenders.

Tanks/Scraps resist outright
Blasters keep on blasting
Controllers are pre-emptive (control them before they control you)
Defenders zzz


I support this if implemented carefully.


 

Posted

Any change to vigilance will, I expect, achieve one of two results:

1) players will still think it's not good enough because they will still feel the AT is "underperforming" or is "underrepresented".
2) players will realize the fact that the AT is "underperforming" or is "underrepresented" has nothing to do with the inherent but instead to do with the relationship between the defender and his/her role.

In the first case, they'll come up with something else eventually and the process will repeat itself until the second case is finally achieved. At that point they'll start actually looking at why the defender is not making the showing they could.

The "why" of it, in my opinion, is this:

The defender serves two roles, the first being mitigation/multiplication and the second being damage. They have one power set for each role. Their primary power set is the best for their primary role, their secondary power set is paltry for their secondary role. In the defender's secondary role they can't (and shouldn't be able to) compete at all with those ATs that have damage as their primary role. The problem that needs to be addressed lies in their primary role. The controller has two power sets devoted to mitigation/multiplication. All control primary effects are mitigation (whether that's their main purpose or not, their primary effect does cause mitigation) and a number of the secondary effects either cause more mitigation or multiplication. And then they get a slightly reduced mimic of the defender primaries as their secondaries. When taken as a whole, the controller makes a much, much better mitigation/mulitplication specialist than the defender. Therefore the defender is relatively very weak in their secondary role and relatively slightly weak in their primary role. Other than a desire for a specific theme, why would people ever play a defender?

There are two possible ways to fix this that I've been able to see:

1) change the relationship between the AT and its primary role.
2) change the secondary role entirely.

Short of getting rid of the primary competition for mitigation/multiplication (i.e. controllers), there's no way to make defenders the singular, undeniable rulers of that role while still maintaining any semblance of power balance. Since getting rid of controllers would be even worse, IMO, than mangling defender balance, I would think option two would be the way to go.

While considering changes to the secondary role of the AT, one should keep in mind that the reason for needing this change is that the AT is in competition with two others. None of the other ATs really compete on two fronts like that. Whatever their new secondary role is it should not repeat that mistake by making them compete with another AT for that secondary role, or at the very least their secondary role should not compete with another AT's primary role.

That's my addition to the "food for thought" element of this thread.

Robin


--If we can have huge sig images, why can we have only five lines of text?
--...faceplanting like a Defender pulling an AV (Nalrok_AthZim)
Quote:
Originally Posted by Techbot Alpha View Post
...I have the patience of a coffee-fueled flea...

 

Posted

Quote:
Originally Posted by PeterAlmighty View Post
Rather than posting this where it will get lost in the bowels of the "What the hell, let's buff Defenders" thread, I'm hoping to get more exposure here in the open. While pondering ways to fix Vigilance, I came across a slight revelation:

Almost all other inherent powers affect an AT's playstyle, and can be taken advantage of with the right strategy and finesse.

Blaster - Players need to put a lot of thought into their attack chain to maximize the usefulness of the Defiance damage buffs.
Controller - A good bit of strategy goes into setting up and maintaining Containment to maximize damage output while remaining safe.
Defender - The flaws and faults of Negligence are well documented...
Scrapper - Scrappers can focus bosses and lieutenants to maximize their Critical Hits.
Tanker - Punchvoking with Gauntlet is important for holding aggro and saving allies.
Brute - A good bit of strategy goes into maximizing Fury's usefulness, including: end usage, power picks, slotting, and situational power usage. Example: only using Shadow Maul when your fury bar is high.
Corruptor - By carefully picking off low-HP enemies, Scourge can be used to great effect, especially on higher HP foes like lieutenants and bosses.
Dominator - Players can maximize the effectiveness of Domination by carefully timing it when needed, be it for endurance, mez protection, or high magnitude mezzes.
Mastermind - Supremacy is a lot less playstyle-affecting than the other inherents, but encourages Masterminds to stay near and support their pets, and to use Defensive stance when appropriate.
Stalker - Proper utilization of "Stalker powers" (Hide, Assassin's Strike, Placate) is an important strategy consideration closely tied to the Assassination inherent power.

I believe that the best fixes to Vigilance will keep these mostly successful and beloved inherents in mind. Although an improved version of Vigilance should not completely change Defender playstyle, players should be able to maximize its usefulness with the right strategy and finesse! I know I'm not actually suggesting a fix, I'm just trying to help get the creative juices flowing in the community. Let me know what you guys think, and if anyone has ideas that fit this "model," feel free to post them here.

Peter

P.S. I also think it's very important to keep in mind that there is a LOT of variance between the different defender primaries, i.e. buff sets (FF), debuff sets (TA), and mixed sets (rad). As such, an inherent that relies on primary powers (like the previously suggested damage buffs when you use your primary powers) must be carefully balanced to affect all defenders relatively equally.
You missed something big about Scourge.

Scourge is most useful when fighting an Elite Boss or an AV, which is when debuffs are at their weakest thanks the the POTD.


 

Posted

Quote:
Originally Posted by ryu_planeswalker View Post
You missed something big about Scourge.

Scourge is most useful when fighting an Elite Boss or an AV, which is when debuffs are at their weakest thanks the the POTD.
You missed something big about PTOD. It only deals with mezz protection.


 

Posted

Quote:
Originally Posted by Biospark View Post
THIS !

Every Hero-side AT can deal better with status effects than Defenders.

Tanks/Scraps resist outright
Blasters keep on blasting
Controllers are pre-emptive (control them before they control you)
Defenders zzz
Someone has to be the worst at dealing with status effects.


 

Posted

Instead of being rewarded for being bad at your job, why not have a "fury" bar of Endmod? The more you use your primary attacks or the more time your teams stays in the green the more end mod you get to keep on doing that. If your team is dieing and your spamming heals/buffs/debuffs what-not, you get end-mod. If your team is in the green and your not spamming primary powers, its not as great of end mod but its still there. Primary powers make it go up more.

Just a thought, because any inherit ability that rewards for failing is failing.


 

Posted

Quote:
Originally Posted by Zanthar View Post
basing an ability on letting your team mates die or come close to it
It won't get changed as long as the proponents for change constantly spout out this tripe.


 

Posted

Here's how you fix it. Give them domination...the old one, as Rodion said. Increase damage, give them mez protection and longer mezzes. So, in a pinch, a defender can actually defend better, by killing faster, fearing or holding key enemies or maintain high endurance toggles. My two cents. Not worth much, but you need it for sales tax .


 

Posted

Quote:
Originally Posted by CoyoteShaman View Post
The defender serves two roles, the first being mitigation/multiplication and the second being damage. They have one power set for each role. Their primary power set is the best for their primary role, their secondary power set is paltry for their secondary role. In the defender's secondary role they can't (and shouldn't be able to) compete at all with those ATs that have damage as their primary role.
Why should they be unable to compete in damage dealing?
Why are people so afraid of defenders dealing less damage than scrappers/blasters instead of significantly less damage?
Will it hinder a defenders primary role or destroy the basic playtsyle of the defender if we gave them a 23% increase in base damage?

Quote:
Originally Posted by CoyoteShaman View Post
The problem that needs to be addressed lies in their primary role.
They are, as you state above, already the best in their primary role. They already "break" the game performing their primary role. I'd be very hesitant about asking the devs to look at buff/debuffs (unless I wanted them reduced in some way, in which case I'd be a bit vocal about it).

Quote:
Originally Posted by CoyoteShaman View Post
There are two possible ways to fix this that I've been able to see:

1) change the relationship between the AT and its primary role.
2) change the secondary role entirely.

Short of getting rid of the primary competition for mitigation/multiplication (i.e. controllers), there's no way to make defenders the singular, undeniable rulers of that role while still maintaining any semblance of power balance. Since getting rid of controllers would be even worse, IMO, than mangling defender balance, I would think option two would be the way to go.
Again, I believe the current secondary role of blasting can be made more attractive and effective without any fear of making defenders overpowered.


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 Biospark View Post
Every Hero-side AT can deal better with status effects than Defenders.
If no AT is truly threatened by status effects, then the value of status effects as an enemy tool is gone, at which point they may as well be removed from the game completely.

Status effects exist because they're the least objectionable alternative to the other methods of increasing risk. Yank status effects out of the game and you're left with the options of increasing enemy damage, increasing enemy HP, increasing enemy buffs/debuffs, decreasing player damage, decreasing player HP and/or decreasing player status effects/debuffs/buffs.

No-one wants to spend two to five minutes beating on a +0 minion (example), so that means increasing enemy HP or decreasing player damage is off the list of options.

No-one liked being defeated in one hit, which was one of the reasons the code was changed to prevent that from happening, so buffing enemy damage or decreasing player HP are also out of the question.

That leaves only enemy buffs/debuffs being increased and/or player buffs/debuffs/status effects being decreased, and we've already got people screaming their heads off about how ineffective player buffs/debuffs/status effects are, and how frustrating it is to fight an enemy which can, for instance, floor a player's hit chance through high +Def or -ToHit. Making the game harder this way would put this "issue" right back to square one, substituting "enemy buffs/debuffs" for "enemy mezzes".

So status effects have to stay in the game, and they have to stay meaningful by representing a risk for everyone. Even a tank or scrapper can be mezzed, if he/she is inattentive or picks the wrong fight. Yes, some ATs are more vulnerable to status effects than other ATs. Some powersets are more vulnerable to status effects than other powersets, but everyone, absolutely everyone in the game, has some kind of option for dealing with status effects, and that includes defenders.

Quote:
Tanks/Scraps resist outright
Blasters keep on blasting
Controllers are pre-emptive (control them before they control you)
Defenders zzz
You neglected to note that defenders typically have access to their own status effects, so they can use the same tactic that controllers use, or that defenders also have options like ToHit debuffs, Defense buffs, Knockdown patches, things which prevent mezzers from hitting, or sometimes even having an opportunity to use their status effects on the defender, all of which decrease the risk presented by status effects.

No-one, not even defenders, are truly without options for fighting mezzers. Some defenders may not be as capable at dealing with mezzers, but the AT as a whole cannot be proven to be at an unfair disadvantage.

I will even go so far as to say that I have more experience dealing with status effects on an "unprotected" defender than anyone else in this thread, because I had two options, and only two, on my Kin scrapper prior to level 41 (Air Superiority and Tesla Cage), and despite that my only real complaint about status effects was that I had to turn my toggles on mid-combat frequently. I wasn't being defeated over and over again, I was merely inconvenienced and annoyed, and that annoyance was resolved with the change which made toggles remain active when mezzed.

Defenders don't need status protection. Defenders may want status protection, but want and need are two very different things. What defenders do need is to be proactive in their status effect mitigation, because that is how they were designed.

That said, I wouldn't turn my nose up at a Break Free function if it were added to the inherent, because it is thematically appropriate and it would provide a useful function for both teamed and solo defenders. As I pointed out above, everyone, even tanks, can suffer a complete failure of status protection/mitigation, but it does tend to be more detrimental to defenders than to other ATs because almost all of their status effect mitigation is active, not passive (in the sense of not having to frequently activate a power or powers), and when you lose that ability to be active, your ability to deal with status effects drops to near zero. Even controllers have better options to deal with status effects, such as Earth's Embrace or Indomitable Will, or even the AI code which tells critters to attack the controller's pet(s) instead of the mezzed controller. So giving defenders a "free" Break Free option, even a limited one would level the playing field in terms of risk when facing mezzers. It isn't necessary, but it wouldn't be unwelcome, or detrimental to the overall balance of the game (if the power were balanced appropriately to ensure that it was not exploited or abused).


 

Posted

Quote:
Originally Posted by Luminara View Post
I will even go so far as to say that I have more experience dealing with status effects on an "unprotected" defender than anyone else in this thread, because I had two options, and only two, on my Kin scrapper prior to level 41 (Air Superiority and Tesla Cage), and despite that my only real complaint about status effects was that I had to turn my toggles on mid-combat frequently. I wasn't being defeated over and over again, I was merely inconvenienced and annoyed, and that annoyance was resolved with the change which made toggles remain active when mezzed.
It is so true. I opted for the leadership pool on my Kin/Elec, so I usually have 4 toggles running. Now that they do not shut-off when mezzed, so much nicer. I will say that End Drain helped me on occasion vs mezzers, Transference, then Short Circuit has prevented many a mez for me.


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

One of the problems with making a defender inherent is there's such a variety of abilities and playstyles within defenders. Whereas one blaster or scrapper plays and performs it's role in a pretty similar manner to the next, a Empath is nothing like a Storm, and a FFer is nothing like a Rad. So you have to create an inherent which is beneficial to all defenders.

A "break free" effect would be good for, say, an Empath or Rad, but it would be of little use to a Sonic or FF - they have mez protection to start with, and on top of that, most of their protection will still be running even with them mezzed.

An ability which, through one method or other, gets stronger as fights go on (I'll include Vigilance in this) is of limited use to those defenders who do most of their defending before or at the start of the fight - FF and Sonic pre-buff, TA opens the fight with most of it's debuffs, etc.


 

Posted

Quote:
Originally Posted by StratoNexus View Post
Why should they be unable to compete in damage dealing?
Why are people so afraid of defenders dealing less damage than scrappers/blasters instead of significantly less damage?
Will it hinder a defenders primary role or destroy the basic playtsyle of the defender if we gave them a 23% increase in base damage?
Because they're not damage dealers. It's a secondary role. I'm not saying they shouldn't be able to do damage nor am I saying shouldn't be able to do more damage than they currently can. I'm just saying they should never do enough damage to where people would have to chose between blasters/scrappers and defenders when they want to play a damage dealer. Right now if someone wants to play a mitigator/multiplier, defenders have to compete with controllers and controllers win that competition. You could give defenders a 75% increase in base damage and it wouldn't hinder their primary role. It would, however, make them a valid competition for blasters/scrappers which they should not be. Not because it would be bad for defenders but because it would be bad for blasters/scrappers and we already have enough damage dealers in the game.


Quote:
Originally Posted by StratoNexus View Post
They are, as you state above, already the best in their primary role. They already "break" the game performing their primary role. I'd be very hesitant about asking the devs to look at buff/debuffs (unless I wanted them reduced in some way, in which case I'd be a bit vocal about it).
That was my point: you can't expect either increased power or an inherent to buff their power on defenders because when it comes to their primary role they already rock the house in a huge way. The problem, as I said, isn't their primary role.


Quote:
Originally Posted by StratoNexus View Post
Again, I believe the current secondary role of blasting can be made more attractive and effective without any fear of making defenders overpowered.
There is a huge difference between wanting to not make the AT overpowered and wanting to not make the AT have to compete with a whole different AT. Right now they're competing with controllers. Making them compete with both controllers and blasters will not help, unless you're suggesting that the defender AT in general would be benefited by being considered even more to be a cross between a controller and a blaster. Conaster, anyone? No? No takers? Yeah, me neither.

Robin


--If we can have huge sig images, why can we have only five lines of text?
--...faceplanting like a Defender pulling an AV (Nalrok_AthZim)
Quote:
Originally Posted by Techbot Alpha View Post
...I have the patience of a coffee-fueled flea...

 

Posted

...

Coyote, the problem with your little idea is... what else is there?

When you boil it all down, there are only two roles in this game. "Damage" and "Support."

Blasters, Scrappers, Brutes, & Stalkers hold only a "Damage" role.

Controllers alone hold only a "Support" role.

Every other AT is a mix of Damage and Support.

So what would you suggest? Making Defenders only a Support role, too? And how would you go about this change?

No. There is no reason for it, and the Devs certainly aren't going to go for it.

There IS an issue with the Defender's role, but it's not that they have a Damage role... it's that the damage role is trivialized. Either by the Defenders themselves ("I'm a Healer only!") or by their teammates ("Why the heck do you bother blasting?")

Do Defenders need to do more damage? Probably... but it's a slippery slope to get the right balance. Because you are partially right, Defenders should not be the go-to AT for a Damage role. It's just that right now there seems to be an overwhelming opinion that Defender damage is insignificant - and it shouldn't be that way.

Does Vigilance need to be revamped? Oh, certainly... simply because it IS that poor. Would it solve the Defender's problems? That depends a lot on what Vig v2.0 is... but I somehow doubt it.

What the Defenders need the most is an attitude adjustment... an overall reminder that they have two roles and it is okay to do both. No, scratch that - they should be EXPECTED to fill both roles! But that's one thing the Devs can't just change. An overhaul of Defenders would help, but if the general player opinions don't change, then Defenders will continue to under perform, regardless of any changes.


-This Space Intentionally Left Blank.-

 

Posted

Quote:
Originally Posted by Garent View Post
Someone has to be the worst at dealing with status effects.

Agree And it used to be blasters. From an AT theme point of view, I felt that fit.
But apparently the DEVS agreed with the fans of the game who played Blasters and saw fit to increase their survivability without giving them outright resistance like scrappers and tankers.

I do believe that defenders can still be susceptable to these effects, Heck ALL ATs should be susceptible, or there is really no reason for them to exist. My main feeling though is that in the case of Defenders Inherent being "called" Vigilance, its rather ironic that we are in fact more of an achilles heel AT than any other AT (Hero-side).

This weakness does not make Defenders unplayable, its just an annoying aspect (for ME), that this is the ONLY AT that I play that MUST go to the store and have particular INSPIES on hand at all times. Every other Hero AT that I have played can view inspirations as helpers to make certain battles easier, but with no 'stress' of 'geez, I HAVE to go to the store for some break frees'.


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

 

Posted

Quote:
Originally Posted by Biospark View Post
This weakness does not make Defenders unplayable, its just an annoying aspect (for ME), that this is the ONLY AT that I play that MUST go to the store and have particular INSPIES on hand at all times. Every other Hero AT that I have played can view inspirations as helpers to make certain battles easier, but with no 'stress' of 'geez, I HAVE to go to the store for some break frees'.
Not to belabor the point, but if you take this in-game need (hitting the store) as an AT that is in balance according to the DEVS, then you might also say that perhaps the other ATs that dont stress as much over Status are (perhaps) out-of-balance.

Should the susceptibility to Status effects be a range from best-to-worst ?
What should that order look like ?


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

 

Posted

Quote:
Originally Posted by CoyoteShaman View Post
Any change to vigilance will, I expect, achieve one of two results:

1) players will still think it's not good enough because they will still feel the AT is "underperforming" or is "underrepresented".
2) players will realize the fact that the AT is "underperforming" or is "underrepresented" has nothing to do with the inherent but instead to do with the relationship between the defender and his/her role.
Hello Robin,

I am paraphrasing what you posted and I apologize for that.

The key factors you listed for what a Vigilence change would result, I think would depend on the 'actual' change that gets made. I think you will agree that the implementation of "Containment" for controllers had a huge change in not only 'performance' of controllers, but also the 'perception' of their 'role', both group and solo.

You also have to admit that the 'revamp' to Blasters inherent abilities was also significant in their performance.

What I would expect to happen with a Vigilance change, would be an effect that WOULD address the perceived views of performance AND role. Judging by their track record, I think we can expect an acceptable change.
I would also wager that the reason it (Vigilance 2.0) is not forth comming is more about finding an effect that would satisfy 'ACTUAL' performance issues, as opposed to everyone's wish-list of changes (more than likely based on their preferred powersets).


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