Vigilance


FredrikSvanberg

 

Posted

Here's my suggestion for improving Defender's inherent power Vigilance. The current vigilance gives defenders no benefit when soloing and rewards them for not doing their primary function. They get a bonus for allowing their teammates to get injured. Although the endurance discount is nice when the team gets overwhelmed, it should not be the main focus for the inherent.

First off, when soloing allow the defender to be included into the calculations for the effects.

Adjust the endurance discount a bit, slightly lower so the max effect received would be ~60%.

To encourage supporting your team and keeping them healthy, include a small damage bonus (10-20% range) for the defender which scales with team health, the same mechanic as the current effect but reversed. The defender receives the full benefit when the team is very healthy and the bonus degrades as the average HP of the team drops.

The reasoning behind this is that the defender's moral is up when the team is healthy allowing him to focus and do more damage. When the team starts to get hurt, moral drops but the defender is able to look deep within himself and rise to the occasion. The defender saves the team and boosts moral again.

This same concept applies to soloing as well, the defender has high moral when he is healthy allowing him to focus. When he gets injured, he loses moral but is vigilant and able to activate powers at reduced cost. Allowing him to recover and boost his moral.


 

Posted

That idea seems interesting. Although, instead of posting a single idea, I'd like to throw out some suggestions and something to get people started:

1. Vigilance allows defenders to buff themselves with their own buffs (such as CM, Bubbles, etc). They can only buff themselves while soloing. When on a team, the defender can't buff him/herself (to avoid mage tanking and being selffish). Instead, while on a team, the Defender gets a different benefit other than an endurance discount.
I don't like the Endurance Discount, simply because many of the Defender's primaries have abilities that either: A) don't use much endurance such as Force Field, Sonic Resonance, or Trick Arrow. or B) Have some ability that helps recover endurance (Transference, Recovery Aura, Heat Loss and Accelerate Metabolism, thats 5 different sets right there!)

Sorry everybody, I would say more but I noticed that its 1:34 AM where i'm at. It's sleepy time for me.


Whining about everything since 2006.

Ammo switching for Dual Pistols was my idea:
http://boards.cityofheroes.com/showthread.php?t=135484

 

Posted

I'll add my standard suggestion for Vigilance:

When solo, Vigilance grants a damage bonus. About 20% seems fair, or whatever would bring the Defender near Corruptor level without accounting for Scourge.

When teaming, Vigilance grants an endurance discount based on number of members on the team. Topping out at about 35% seems fair. That's 5% discount per member beyond the first (the defender himself).


Winner of Players' Choice Best Villainous Arc 2010: Fear and Loathing on Striga; ID #350522

 

Posted

Quote:
Originally Posted by Vel_Overload View Post
1. Vigilance allows defenders to buff themselves with their own buffs (such as CM, Bubbles, etc). They can only buff themselves while soloing. When on a team, the defender can't buff him/herself (to avoid mage tanking and being selffish).
Then I have to ask who exactly would be teaming on this theoretical new-Vigilance Defender, seeing as how they would be completely unstoppable while solo. Keep in mind here that Empathy alone can produce SR-level defense, plus better regeneration than Regen, on top of to-hit, damage, and recharge bonuses. And this would be on a character of mine (/Psy Blast) that already does good damage and has a hard time running out of endurance.


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Posted

Quote:
Originally Posted by JumpyMonkey2 View Post
The reasoning behind this is that the defender's moral is up when the team is healthy allowing him to focus and do more damage. When the team starts to get hurt, moral drops but the defender is able to look deep within himself and rise to the occasion. The defender saves the team and boosts moral again.

This same concept applies to soloing as well, the defender has high moral when he is healthy allowing him to focus. When he gets injured, he loses moral but is vigilant and able to activate powers at reduced cost. Allowing him to recover and boost his moral.
It still doesn't address the issue that it helps reactive mitigation, such as heals or debuffs, less than proactive mitigation. Any mechanic that deals with the percentage of team health is automatically going to favor Empathy (which can control that) over Force Field (which can't).


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