Problem/Strange Powers


Aggelakis

 

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Trick Arrows: Acid Arrow

I understand a move with both -Resist and -Defense debuffs involved is a great move, but I still don't see the reason to make it's radius so small. Acid Arrow tends to only hit two or three enemies, and they have to be practically humping each others' legs for this to be the case. It's radius is 8 ft. It already has a hit check, unlike most TA moves, and I'm ok with that, but giving it the hit check AND the blast radius of a firecracker is really overdoing it, lol. Glue Arrow, Poison Gas Arrow, and Disruption Arrow all have radii of 25 ft and have equally effective debuffs, and they can't even miss. Since this one can miss, I say make the radius bigger and keep the hit check. The damage is already minimal too, and that doesn't have to change. It's a support set anyway.


 

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Originally Posted by xXWeaponPrimeXx
You can discuss the powers mentioned, but its quickly becoming a NAH UH! YOU'RE WRONG! thread.
I feel it's appropriate to explain *why* I disagree with other's opinion on a power being literally broken. If you're talking about all the nit-picking, it's good to know the actual numbers and effects of a power before labeling it broken...

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Originally Posted by Archon099
That's why I suggested upgrading the melee class versions of Concealment: Stealth to be on par with Energy Cloak. I'm saying they should have the exact same option they do now, but their personal opinions and choices shouldn't affect others who want to tank. That way you won't have to pick Weave to rebalance your defense again. As for the taunt aura, at least you'd have the option. Did you get mad when villains were finally given Epic Pools just because "aw darn, now I have to respec out some of my moves because I have NEW ones to choose from!" Of course not, it's a benefit to have more options. That's what customization is all about. This game centers around the concept.
Well, if you're suggesting to *add* an alternate power to EA and just change stealth like you said, I'd think the set would still need a good deal of rebalancing. EA and Elec armor are not as sturdy as other sets but I believe it's primarily for the fact they get such potent endurance management tools. They can literally nullify the need for endurance. If you take away EA's stealth, you take a tool it uses for survivability. One of EA's ways of mitigating attacks is simply taking fewer pot shots from foes at range from not being seen. You can still grab attention of ranged foes like any other set but only EA won't attract their attention off the bat.

So, if you want to add a power to the set to make it more tankey, you'd have to quantify EA's advantage and then rebalance the powers to that. And really, if you want to be tankey, why not just build it to be? Pick pool powers or just pick a different armor set. I don't want every set being copies of eachother. Again, that's why Stalkers are in such bad shape survival wise.

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My point was that WP outlasts a DA in survivability, and even though dark has a different style to offer, when they are being offered to a tank, they should both give comparable (albeit different) methods of doing just that.
Okay, a WP tank outlasts a DA. Big woop. Now show me that a DA tank *can't* tank. As far as I can see, a DA tank has comparable survivability, it's just a different (and to weak players, harder) method than WP's toggle and forget style.

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Also Energy Aura was given AoE +HP heal in with their end draining move, whereas Electric Armor was given a similar effect in its conserve power move with a +Regen effect as well. The patch notes said they did this to balance the durability of those two sets with other sets who already had +HP heals.
Those were done in two different patches for two different reasons. In Elec Armor's case, Tankers/Scrappers have Conserve power in their epic pools and Elec Armor did as well so the change in that set was directed toward Conserve Power. We're not likely to get whole new powers in sets just for the heck of it.

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When the different archetypes were given their inherent abilities, the pool powers didn't work with all of them. This had to be altered to allow for it. I remember the patch notes when they changed it so that scrappers using melee pool powers got their crit bonus. I also remember when they changed pool attacks so that the scrapper melee damage multiplier was used instead of the base multiplier they began with because as they specifically said in those patch notes:
To be fair, the ATs didn't even have inherent abilities either. Those were added in the wake of Villain ATs, IIRC. Any issues with AT mods and inherent abilities in relation to pools is simply an oversight that was fixed.

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This is not faulty logic, misunderstood mechanics, or wrong numbers; it is fact. Just because my opinion on melee stealth is not your opinion doesn't make it an invalid one. I am merely asking that when querying the pool power's stats, in the event of a melee class, they could add/remove some qualities from the pool power Stealth. I'm a programmer myself and know ways of doing this in programs and have done it on several occasions. The easiest way would be to make the initial qualities/effects of Stealth contain whatever all the classes will get, then upon accessing the power, class is taken into account (as it is now) applying multipliers and adding non-suppression and an end cost reducing multiplier for melee classes. Not impossible, just different. It's easier than most of their recent changes have been.
Then explain to me why a Scrapper is more stealthy than a Blaster. There is no thematic, AT modifier or player functional need that would justify it. By your logic, the only AT that should get this stealth revision is Stalker because they are inherently better with stealth powers.

Go on to explain why a Defender or Controller wouldn't get this stealth change when they have better self buff mods than Scrappers or Brutes.

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They kept telling us that as the game was currently implemented, they could NOT change power animation to be customizable (I read Back Alley Brawler's thread on why they couldn't do it). They told us that for quite some time, even back when Statesman was still here. But because so many people wanted it they put it in.
Just to nit-pick again, BaB has said after the recent issue that he never said it *couldn't* be done, just that it would be too time consuming to accomplish. The man might have lied and said he didn't but I tend to trust him.


 

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Originally Posted by Archon099 View Post
Trick Arrows: Acid Arrow

I understand a move with both -Resist and -Defense debuffs involved is a great move, but I still don't see the reason to make it's radius so small. Acid Arrow tends to only hit two or three enemies, and they have to be practically humping each others' legs for this to be the case. It's radius is 8 ft. It already has a hit check, unlike most TA moves, and I'm ok with that, but giving it the hit check AND the blast radius of a firecracker is really overdoing it, lol. Glue Arrow, Poison Gas Arrow, and Disruption Arrow all have radii of 25 ft and have equally effective debuffs, and they can't even miss. Since this one can miss, I say make the radius bigger and keep the hit check. The damage is already minimal too, and that doesn't have to change. It's a support set anyway.
PS: Have we moved on from "broken" powers onto "I just wanna buff my powers" powers?


 

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I feel it's appropriate to explain *why* I disagree with other's opinion on a power being literally broken.
I never said the stealth power was broken. If you read all of my posts and made any sense in your assumptions about me and had any grasp on reality, you would have noticed that I said that I LIKE stealth powers, I have no issue with how the melee stealth powers work, I have no arguments against people wanting stealth powers on tanks or brutes or scrappers, and I even went as far as proposing an idea that would give you YOUR choice while not forcing others who don't share your opinion to adhere to it.

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PS: Have we moved on from "broken" powers onto "I just wanna buff my powers" powers?
The thread is about Problem and or Strange Powers. I felt that in a set with such a sweeping theme as Trick Arrows, having one power that stands out so completely different is strange or potentially a problem. I again didn't say it was broken, but simply off-key when viewed from a sweeping perspective of the entire power set. No one is claiming any of the powers mentioned in this thread are broken. It's not called "Broken Powers", it's called "Problem/Strange Powers".

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Just to nit-pick again, BaB has said after the recent issue that he never said it *couldn't* be done, just that it would be too time consuming to accomplish. The man might have lied and said he didn't but I tend to trust him.
I love Back Alley Brawler, and he happens to be one of my favorite devs. In the thread I was talking about, he said all the ways that, by the previous game mechanics, it would require a complete overhaul of the power system. He went into a lot of detail on what would have to be done to make power customization work. He didn't say it couldn't be done, but Statesman had in the past. BAB instead outlined what it would entail, and ultimately they felt that because it was such a hot issue and was so unanimously requested, it was worth their time and effort. He hadn't lied and I never accused him of such.

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Then explain to me why a Scrapper is more stealthy than a Blaster. There is no thematic, AT modifier or player functional need that would justify it. By your logic, the only AT that should get this stealth revision is Stalker because they are inherently better with stealth powers.

Go on to explain why a Defender or Controller wouldn't get this stealth change when they have better self buff mods than Scrappers or Brutes.
I didn't say a scrapper should be more stealthy than a blaster, but that a melee class like scrappers, brutes, or tankers have obviously be given stealth that does not suppress, so by current game mechanics and current dev intentions, it would be ok for their version of the pool power Stealth to have this benefit. It's not about self-buffs, so defenders/controllers wouldn't get the stealth suppression modifier; it's a matter of what the devs have decided is acceptable for melee classes (in that they already incorporated it into DA: CoD and EA: EC), and a matter you have firmly defended thus far. I find it odd that you think I'm not on your side here simply because I happen to want everyone happy and not just you. My idea is to give melee classes what they ALREADY have but not limit them to that option if they don't want it.

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To be fair, the ATs didn't even have inherent abilities either. Those were added in the wake of Villain ATs, IIRC. Any issues with AT mods and inherent abilities in relation to pools is simply an oversight that was fixed.
Exactly, it was an oversight that was fixed. Power proliferation caused a lot of oversight issues, and they have had to make changes to a few power sets to accommodate it, most of which were armor sets. Stalker: Dark Armor, Tanker/Scrapper: Electric Armor, heck, even Brute: Energy Aura had an improvement made to it, and it wasn't even a part of proliferation. Obviously they felt it wasn't performing well enough, and not because of an epic conserve power move like Electric Armor.

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If you take away EA's stealth, you take a tool it uses for survivability.
I'm not suggesting to take away it's stealth. Have you even read my ideas or do you just inherently decide to trash them? Reread it: I am suggesting to MOVE the functionality of that particular survivability tool to a spot where it better belongs so that a tool for a second functionality could be included. YOU would STILL get your stealth move. It would still do the same thing if my suggestion were carried out... You would instead have a SECOND survival method put into the set in place of the one that was moved, should you decide you want it, just like stealth is in the pools, should you decide you want it. For the last time, I never said to take anything away. In fact, you could even choose BOTH! God forbid. Learn to not just read, but comprehend. This has quite literally been 4 or 5 posts now in which you don't understand at all what I said in the previous posts. Keep your cake, just let the rest of us have our pie if we don't want your cake.

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Okay, a WP tank outlasts a DA. Big woop. Now show me that a DA tank *can't* tank. As far as I can see, a DA tank has comparable survivability, it's just a different (and to weak players, harder) method than WP's toggle and forget style.
Ok, then let's take Willpower's set-it-and-forget-it style and go with Regeneration. Just like DA has to watch health and enemies and monitor the situation for changes to know when to pop off its heal, Regen has to do the same, but without the resistances or defenses of the other set. Regen, despite that downside, survives better. Back in the old days of the 5 difficulty settings instead of the new difficulty system, Regen were notorious for soloing Unyielding to Invincible, whereas Dark Armor was lucky to get to Rugged without dying at least once per mission. Regardless of skill, DA has a notable frailty compared to the other sets. Also, way to contradict yourself: "a WP tank outlasts a DA. Big woop" followed shortly by "a DA tank has comparable survivability". Which is it? Can't be both, and most people agree WP, Regen, SR, etc. mop the floor with DA. Even you agreed. Or did you? You changed your mind two sentences later. I didn't say DA can't tank, just that they are not as capable of it.

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I have a suggestion. Since this is a thread to post ideas for potential improvements to powers that either don't make much sense or don't serve as much of a purpose as they should for their intended classes, you start posting some ideas, and I'll keep posting my ideas, and this whole dissecting of posts in an attempt to discredit or stain the opinions of others can stop. I am not shooting down your ideas on what powers are inappropriate (yet I haven't really seen a post from you about that yet), and all I have asked for is the same level of respect. Call me altruistic, but I like to consider "respect" to be a default position. In every event that I had made a mistake, I had even thanked you for the correction, and immediately modified my suggestion to better mesh with it.

No more post dissecting and nitpicking. Either come up with some real ideas or leave. If you want to nitpick, go be a republican senator; they seem to be all over that these days.


 

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Now who's becoming hostile? Saying I can't comprehend what I read, I'm delusional with no grasp on reality and I'm outright trashing you when really I'm just posting my opposing opinion to whomever decides to reply to me. If you don't want to discuss further then just stop replying to me.

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I never said the stealth power was broken.
Well SOOOooooOOrrrRy that you quoted something that was a direct reply to someone else talking about broken powers.

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I didn't say a scrapper should be more stealthy than a blaster, but that a melee class like scrappers, brutes, or tankers have obviously be given stealth that does not suppress, so by current game mechanics and current dev intentions, it would be ok for their version of the pool power Stealth to have this benefit. It's not about self-buffs, so defenders/controllers wouldn't get the stealth suppression modifier; it's a matter of what the devs have decided is acceptable for melee classes (in that they already incorporated it into DA: CoD and EA: EC), and a matter you have firmly defended thus far. I find it odd that you think I'm not on your side here simply because I happen to want everyone happy and not just you. My idea is to give melee classes what they ALREADY have but not limit them to that option if they don't want it.
You're mistaken. It's not 'melee types' that have unsuppressed stealth, it's 'specific sets' that have unsuppressed stealth. Dark armor has it, Energy Aura has it, Storm Summoning has it, Dark Miasma has it, Ice Domination has it and Illusion Control has it. All those sets are not exclusive to melee types. It's not a dev decision that they are acceptable on certain ATs, it's their decision if it's acceptable within a certain theme/set(and truthfully, this is only IMO. I have no idea how they decide what they do but who does?). If the devs decide to make Illusion manipulation and put an unsuppressed stealth passive in it, that has nothing to do with them breaking the mold and more to do with them picking a theme for a set. And I'd bet you no one would bat an eye and think "Bahwha! Unsuppressed stealth on a Blaster!? Unheard of!"

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I'm not suggesting to take away it's stealth. Have you even read my ideas or do you just inherently decide to trash them? Reread it: I am suggesting to MOVE the functionality of that particular survivability tool to a spot where it better belongs so that a tool for a second functionality could be included. YOU would STILL get your stealth move. It would still do the same thing if my suggestion were carried out...
Are you sure you know what you're suggesting? You *ARE* suggesting the removal of a power within a set that aids survival. Putting it somewhere else doesn't make it okay. For example:

My Claws/EA brute has Energy Cloak along with the Fitness Pool, Fighting Pool (with weave), the Leaping pool (only for combat jumping) and Leadership (only maneuvers). This is his lvling build. Later in his 40s he'll probably respec out of some of that but up until then, his build will have capped defense to smash/lethal/energy/fire/cold.

Now we do something careless and remove Energy Cloak and give us the option to just take Stealth, now I'm just SoL because I already have 4 pools. It'd probably be worse with DA who will need to dip even further into Leaping for Acrobatics.

All I'm trying to say is what you think is giving everyone more options is only really giving *some players* more options. Those that it doesn't give more options to, apparently are just farked.

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Also, way to contradict yourself: "a WP tank outlasts a DA. Big woop" followed shortly by "a DA tank has comparable survivability". Which is it? Can't be both, and most people agree WP, Regen, SR, etc. mop the floor with DA. Even you agreed. Or did you? You changed your mind two sentences later. I didn't say DA can't tank, just that they are not as capable of it.
When has comparable ever meant equal. An assistant manager might make a comparable salary to a head supervisor but that doesn't mean the AM doesn't make several hundred more dollars a year. But the AM and the custodian probably do not make comparable salaries.

Analogies aside, you'd need numbers, anecdotes, experience and possibly other posters to back you to convince me that DA is so weak that it can't stand on its own as a Tank set. You'd probably need further data to convince me that the weak link is Cloak of Darkness. If anything, I'd say it's the combined endurance costs of Dark Regen, Cloak of Darkness and Cloak of Fear that is the real issue.

I don't think it would be out of the question to add a small +recovery buff per enemy on Dark Regen to counter its costs and aid in keeping it's toggles up.


 

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As to the early AT difficulties, the devs didn't have them unique enough, hence the add in of inherents and modifier tweaks.

They really should have come in with only three basic types: Melee, Ranged, Support, but they were stuck on the traditional 5-party team that D&D established as norm:

main warrior, skirmish warrior, rogue, divine and arcane

However, that party scenario was not based on team job so much as fictional archetype.

In addition, the utility tasks mostly carried out by arcane and rogue types (trap disarming, language reading, detecting strange things, looking for secret doors, etc) are replaced by the "click a glowy" system giving everybody those abilities (and anybody can get Stealth or Invis to be a scout).

Splitting things up by team task you have, as I said before: melee, ranged and support

If they were to split the ATs up that way then I'd look at designing them this way:

Melee: Sets: Melee/Defense, perhaps with Talent Tree type things to go either damage dealer or tanker or inbetween.

Ranged: Sets: Ranged/Self-Support - Pretty much what we have now, though less "encourage the wimpy blaster to get into melee range" powers and more "keep enemies out of melee range with the wimpy blaster" powers.

Support: Sets: Control/Buff - Pretty much the controller AT that we have.

A possible Fourth and Fifth AT would be: Skirmish (ranged/melee attacks) and Pet (ie, mastermind)

However, the system as it currently stands has had MOST of the problems ironed out.

The only lingering problem is Defender.

First problem, they're not well defined, they do...everything, a very little bit. They deal damage, they debuff, they buff(which includes healing), they control, they summon pets.

This is the primary reason that their inherent is vigilance.

Scrapper inherent? Easy, they're Single-Target Killers, give them Critical Strike to make their damage potential huge (a max buffed Scrapper hitting with a Critical Strike is dealing +1000% damage as compared to a maxed out Brute at +850%, Stalkers are probably comparable to scrapper in damage potential).

Tanker inherent? Easy, they're aggro machines, give them Gauntlet.

Controller inherent? That was a little more difficult, but the combination of Overpower and Containment emphasizing their main task: control eventually came clear.

Blasters? Relatively easy, but couldn't make it Critical Strike without stepping on scrappers. The original Defiance was a clever idea that I actually liked, but did encourage unusual behavior, the new Defiance, which finally gives Blasters some Status Mediation, is almost a stroke of genius.

The villain ATs, made after the original difficulties of the heroics had been mostly ironed out, where relatively easy. Bodyguard, Domination, Fury, Scourge and Assassination all are useful and fitting to the AT's position in the team.

But Defenders?

What do you do?

It's something like two-five ATs stuffed into one skin.

Critical Buff/Debuffs? That would seem to be the obvious answer, but they're already butting their heads into the buff/debuff caps as it is and they're well beyond the useful limits of what they can do (as in they already debuff and buff things to hell and back). An extra 100% buff past killing machine or below sick puppy is barely noticeable. Besides, some defenders are actually more characterized by controls and pets than buffs and debuffs.

Basic enhanced Buff/Debuffs? Their modifiers already give them that, WELL beyond what is practically useful. Adding more would be something like dropping a nuke on an anthill.

Enhance Damage? Not every defender focuses much on doing damage.

Enhance Defense? Ideally, the defender isn't going to be taking attacks.

Break Debuff Resistance? And that helps Force Field or Empathy, how? Not to mention a few other sets that focus more on buffing.

Critical Enhanced Effect Duration? Doesn't help every set equally enough to be a good inherent.

Recharge boosts have the same problems as Enhanced Duration.

There's nothing really that equally benefits all types of Defenders.

The only thing that equally effects all Defenders is endurance: hence Vigilance.

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The second problem with defenders is that they're really somewhat...extra.

Like I said, they butt their heads against the HARD Limits and step hard past the Useful Increases.

Controller buffing/debuffing ALONE steps hard past the Useful Increases. Heck, controller buffs take me to max in several categories. Defender buffs send me 30-60% past the light-blue level, wasted effort, effectively meaning there's no difference between a Defender buff and a Controller buff.

Not to mention the fact that some of the Defender primaries are somewhat...less than active and less than useful as a solo player. It's the only AT that has so much primary space spent on things that can't help itself. Empathy and Force Field are good controller secondaries, more than good, excellent, but they're....rather boring primaries. (unless you team with people that make a habit out of dying hideously in Empathy's case).

All that said, I like playing defenders, they're fun.

They just weren't well planned.


Thrythlind's Deviant Art Page
"Notice at the end, there: Arcanaville did the math and KICKED IT INTO EXISTENCE." - Ironik on the power of Arcanaville's math

 

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Originally Posted by Lycanus View Post
But Defenders?

What do you do?

It's something like two-five ATs stuffed into one skin.

Critical Buff/Debuffs? That would seem to be the obvious answer, but they're already butting their heads into the buff/debuff caps as it is and they're well beyond the useful limits of what they can do (as in they already debuff and buff things to hell and back). An extra 100% buff past killing machine or below sick puppy is barely noticeable. Besides, some defenders are actually more characterized by controls and pets than buffs and debuffs.

Basic enhanced Buff/Debuffs? Their modifiers already give them that, WELL beyond what is practically useful. Adding more would be something like dropping a nuke on an anthill.

Enhance Damage? Not every defender focuses much on doing damage.

Enhance Defense? Ideally, the defender isn't going to be taking attacks.

Break Debuff Resistance? And that helps Force Field or Empathy, how? Not to mention a few other sets that focus more on buffing.

Critical Enhanced Effect Duration? Doesn't help every set equally enough to be a good inherent.

Recharge boosts have the same problems as Enhanced Duration.

There's nothing really that equally benefits all types of Defenders.

The only thing that equally effects all Defenders is endurance: hence Vigilance.

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The second problem with defenders is that they're really somewhat...extra.

Like I said, they butt their heads against the HARD Limits and step hard past the Useful Increases.

Controller buffing/debuffing ALONE steps hard past the Useful Increases. Heck, controller buffs take me to max in several categories. Defender buffs send me 30-60% past the light-blue level, wasted effort, effectively meaning there's no difference between a Defender buff and a Controller buff.

Not to mention the fact that some of the Defender primaries are somewhat...less than active and less than useful as a solo player. It's the only AT that has so much primary space spent on things that can't help itself. Empathy and Force Field are good controller secondaries, more than good, excellent, but they're....rather boring primaries. (unless you team with people that make a habit out of dying hideously in Empathy's case).

All that said, I like playing defenders, they're fun.

They just weren't well planned.
I see your point, defenders have a lot of functionality that varies so much from one primary set to the next that there is no one particular bonus you could give them that would truly help them all equally, so they settled with an end discount. I personally think the end discount is lame for two reasons: it's only usable when teaming, not solo, and it's of greater benefit to some primary sets than others. For example, it makes Empathy insanely cheap (discount when teammate's HP is low, and no one heals when they are all at full health anyway) and makes Forcefielders expensive (you keep them from getting hurt much in the first place and don't often get much of a discount, especially if a healer of some sort is also on the team). I won't lie, it's always cheaper than NOT having it, lol, but still, something else would be better, but the key issue is... WHAT? What else is there for them. I think you pretty much covered all bases in your post.

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On that note, what about Guantlet? I keep hearing from people that it's broken, and I would really like some elaboration on that because when I hit someone, they turn and face me, end of story. Seems to be working to me. The problem is, with adequate Threat Value numbers, this would be duplicated in an already implemented game statistic. Just make the tank have more threat (which they did) and you don't need Gauntlet.

Gauntlet does nothing to help while soloing, only teaming. Blaster Defiance was changed for a balanced potential when solo and when teaming. Gauntlet could use some of this balancing.

My suggestion is to make tankers have a bar much like Brute Fury, but instead of a damage buff, a bonus to secondary effects of your attacks (either duration or chance, that would depend). Gauntlet, by definition, (besides being armored gloves, which I doubt is the definition used here) is an assault from all directions. To "run the gauntlet" is to make a dash through an angry mob or something of the like. It's to face attacks from all directions and press on anyway. With my suggestion for Gauntlet, when the tank keeps getting struck and keeps fighting back, he builds up a Gauntlet bonus that lets his War Mace stun more, or his Battle Axe knock things over more, or his Fiery Melee to catch them on fire for even more damage. That way a tank would be able to put in that last ditch effort as the fight wears on, without making him overpowered or making his inherent power useless when solo.


 

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Originally Posted by Archon099 View Post
Gauntlet does nothing to help while soloing, only teaming. Blaster Defiance was changed for a balanced potential when solo and when teaming. Gauntlet could use some of this balancing.
(SEE ALSO: Vigilance)

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My suggestion is to make tankers have a bar much like Brute Fury, but instead of a damage buff, a bonus to secondary effects of your attacks (either duration or chance, that would depend).
Hmm, interesting. I think it'd be a little more in keeping with the Tanker philosophy (and a closer converse to Fury) if it were a scaling damage resistance buff - the harder they try to kill you, the harder it gets to do it - though I suppose if that wasn't balanced really very precisely it'd either be a useless pittance (like old Defiance) or a godmode.


 

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Personally I think it would be a great idea to move stealth out of a tanker's primary set into the pool version for those classes. This would cause melee class stealth moves the same functionality they already have without limiting the scope of the power set. An Energy Aura brute could easily take Concealment: Stealth and replace his Energy Cloak with a duplicate version. A DA tank could easily grab Stealth too, and get his +perception and immobilize protection from another power in his current set, like his other two mez protection toggles.

This would not only leave the same options open to current builds of Brutes/Scrappers/Tankers, but would also provide a replacement power much more suited to tanking. Sure stealth without suppression helps you limit your aggro, but to say its better is to assume that every other person playing the game with you is competent enough not to charge in when you are still trying to herd. Sometimes, no matter how many times you ask people to "wait here", there's always that one who doesn't. Plus, a good tank doesn't need to limit his aggro radius. Although it doesn't directly create problems, it merely leaves the door open to potential aggro on the other members of the team without you being the primary target, and no tank wants that. Even if you feel "they earned it", it's still a tank's job to not let it happen in the first place, even if the other person is inexperienced or just doesn't listen, lol. Two wrongs don't make a right.

Energy Aura could easily be given a move that gathers aggro from nearby enemies, like Invuln: Invincible and WP: RttC. It would obviously have to be thematically relevant, but it could be managed. Tanker: Dark Armor, on the other hand, is lacking in overall hardness compared to other tank sets. Granted, tanking is possible with it, but it just doesn't compare. A move with +HP or +Defense, or even more -Acc, would help solidify a Dark Tank to be on par with the others. Sure DA has it's controller-ish benefits, but they still only work if they work. Resistance, HP, and Defense toggles don't just "not work" sometimes. Their benefit is far more reliable, predictable, and toughening. A -Acc -Rech AoE toggle or a +Def +End Recovery auto power could even do the trick here.

Granted, the only issue would be builds with 4 pools already, but with 4 pools being so important to making a build effective, I think that's already a sure sign that the primary or secondary sets chosen are already missing something. Why would a DA scrapper need Acrobatics if he was offered a tad more in his mez protection (knockback)? Why would an EA brute need Maneuvers with another survivability move accessible? A lot of the reasons to delve into so many pools could be alleviated with this change. Most people get a travel set (1), Fitness (2), possibly survival methods like Fighting (3), and then some choose to take a fourth pool to cap stats or to make optional personal choices outside their travel choice, like stealth/maneuvers/medicine/hasten/TP Foe/Recall Friend/Hover to mesh with TP or to get distance with a blaster, etc. (4).

Still, when it all comes down to it, a tank not being seen opens doors for danger to a team that is being seen. Stealth for potential tank sets should be moved to the personalizing options that are pool powers.


 

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Originally Posted by Archon099 View Post
I see your point, defenders have a lot of functionality that varies so much from one primary set to the next that there is no one particular bonus you could give them that would truly help them all equally, so they settled with an end discount. I personally think the end discount is lame for two reasons: it's only usable when teaming, not solo, and it's of greater benefit to some primary sets than others. For example, it makes Empathy insanely cheap (discount when teammate's HP is low, and no one heals when they are all at full health anyway) and makes Forcefielders expensive (you keep them from getting hurt much in the first place and don't often get much of a discount, especially if a healer of some sort is also on the team). I won't lie, it's always cheaper than NOT having it, lol, but still, something else would be better, but the key issue is... WHAT? What else is there for them. I think you pretty much covered all bases in your post.

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On that note, what about Guantlet? I keep hearing from people that it's broken, and I would really like some elaboration on that because when I hit someone, they turn and face me, end of story. Seems to be working to me. The problem is, with adequate Threat Value numbers, this would be duplicated in an already implemented game statistic. Just make the tank have more threat (which they did) and you don't need Gauntlet.

Gauntlet does nothing to help while soloing, only teaming. Blaster Defiance was changed for a balanced potential when solo and when teaming. Gauntlet could use some of this balancing.

My suggestion is to make tankers have a bar much like Brute Fury, but instead of a damage buff, a bonus to secondary effects of your attacks (either duration or chance, that would depend). Gauntlet, by definition, (besides being armored gloves, which I doubt is the definition used here) is an assault from all directions. To "run the gauntlet" is to make a dash through an angry mob or something of the like. It's to face attacks from all directions and press on anyway. With my suggestion for Gauntlet, when the tank keeps getting struck and keeps fighting back, he builds up a Gauntlet bonus that lets his War Mace stun more, or his Battle Axe knock things over more, or his Fiery Melee to catch them on fire for even more damage. That way a tank would be able to put in that last ditch effort as the fight wears on, without making him overpowered or making his inherent power useless when solo.

Actually, I find gauntlet rather useful in controlling runners, but that is a very narrow use indeed.

That said, I really would like my status effects to last longer and longer as a tank, even if they're not higher magnitude.


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"Notice at the end, there: Arcanaville did the math and KICKED IT INTO EXISTENCE." - Ironik on the power of Arcanaville's math

 

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Quote:
Originally Posted by Lycanus View Post
Actually, I find gauntlet rather useful in controlling runners, but that is a very narrow use indeed.

That said, I really would like my status effects to last longer and longer as a tank, even if they're not higher magnitude.
Yeah, the only cases for magnitude that I truly stand behind are in the event that they always happen, like some fire melee attacks. They always take place, so affecting the chance wouldn't work. You'd have to just make the duration of the DoT linger or the power of the DoT greater.

I will admit, Gauntlet's current effect has shown some purpose. I mean, if I have Snowstorm and Shiver and who knows what other recharge debuffs, Brawl/Mutagen/Apprentice Charm/etc. still grab that last runner when other moves are recharging still. Minimal damage, but they get that quick taunt. I just feel it's a small benefit to cling to when you could be soloing better or tanking better in general.


 

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On the contrary of making every set a tanking set, I suggest having variety within armor sets. While each may provide alternate combinations of mitigation and alternate versions of tier 9s, you'll run out of combos to use for your themes. Seriously, only so many sets can have resist to smashing/lethal, defense and a +HP/heal and not be Invulnerability or Stone Armor. In a similar vein, Brute SR didn't need a taunt aura in one of its toggles because then you have no choice. As a SR brute, you can't *not* taunt without losing a huge chunk of your mitigation and yet you get nothing from it like WP, Inv or any other set with a proper taunt aura. It was changed to appease a non-mandatory ideal that each set should function exactly the same. And it really harms the non-tanking ATs, those being primarily Stalker and secondarily Brute and Scrapper.

But rather than suggest changing sets right under players for no reason, I propose applying this to new armor sets so they needn't be required to conform to the general tanking formula. A prime example would be here, an armor set built *not* to be a living fortress but to consider death an inevitability and going so far as to use death as a means to another end.

More sets like that, and some more that use misdirection and distraction (similar to Ninjutsu) or even team aid sets(Shields has a touch of this), would be a welcomed addition to all melee ATs because the option would be there. Having varied effects and playstyles within an AT offers many new and unexplored synergies with primaries and secondaries.


 

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I knowhow to settle this debate.

Lower the end cost of Cloak of Shadows!

Then while we're at it, make Cloak of Fear better!

YAY!


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Quote:
Originally Posted by Archon099 View Post
Personally I think it would be a great idea to move stealth out of a tanker's primary set into the pool version for those classes. This would cause melee class stealth moves the same functionality they already have without limiting the scope of the power set. An Energy Aura brute could easily take Concealment: Stealth and replace his Energy Cloak with a duplicate version. A DA tank could easily grab Stealth too, and get his +perception and immobilize protection from another power in his current set, like his other two mez protection toggles.
In the same train of thought that says Cloak of Shadows and Energy Cloak are useful, I can easily claim that they SHOULDN'T be available to every secondary. They're powers from their respective armour sets, which are in turn balanced around having these powers. Just dispensing them to everybody doesn't strike me as a good idea, particularly since I don't subscribe to the notion that the sets that have them are better off without them so adding them to every set wouldn't be problematic. Pool stealth comes with limitations for exactly this reason - so that not every powerset would have access to unsuppressing, non-slowing stealth.

As far as Tanker Gauntlet goes, it's one of the reasons why I gave up on Tankers long ago. Any AT built with an inherent that needs a team to work or is only useful to a team is not an AT I can justify playing.


Quote:
Originally Posted by Arcanaville View Post
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.

 

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Originally Posted by Samuel_Tow View Post
As far as Tanker Gauntlet goes, it's one of the reasons why I gave up on Tankers long ago. Any AT built with an inherent that needs a team to work or is only useful to a team is not an AT I can justify playing.
Yeah, I wish defenders and tankers had some other benefit that helped them when solo for this very reason. Not everyone wants to team all the time, and even if they do, that doesn't mean a team is always available. I still like playing both, I just feel that without a team, my character is only at half potential.


 

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Originally Posted by Samuel_Tow View Post
As far as Tanker Gauntlet goes, it's one of the reasons why I gave up on Tankers long ago.
See, now, I'm often tempted to give up on the few Tankers I have because of their utterly pitiful damage output. I was playing a level-16 Invulnerability/Super Strength Tanker last night, and his strength was so not "super" that he was unable to put down a red-con Lost lieutenant in a single bar of Endurance. That's just sad.


 

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Originally Posted by Captain_Photon View Post
See, now, I'm often tempted to give up on the few Tankers I have because of their utterly pitiful damage output. I was playing a level-16 Invulnerability/Super Strength Tanker last night, and his strength was so not "super" that he was unable to put down a red-con Lost lieutenant in a single bar of Endurance. That's just sad.
Well, and that, but it's sort of a symptom of the same problem - Tankers are team-centric, with the expectation that your team will be doing a lot of your damage. Since your inherent only really matters on a team, err... Why would you NOT have one? Brutes, for instance, have damage even WORSE than Tankers, but still manage to be decent damage dealers.

Now, an inherent doesn't have to be a carbon copy of Fury, but there really isn't much of anything it could affect other than offence, either directly or indirectly. A Tanker really shouldn't need even MORE protection and survivability from his inherent, especially not if we're looking to help solo (seriously, what Tank has trouble surviving when solo?), so either it should help with endurance, or help with damage. How, I don't want to say, but there isn't much else it CAN help with that would be meaningful.

Here's the thing, though - when we start switching sides, I'll just make heroic Brutes to act as my tankerish heroes. Frankly, Brutes are what Tankers should have been all along, in my eyes.


Quote:
Originally Posted by Arcanaville View Post
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.

 

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Quote:
Originally Posted by Samuel_Tow View Post
Frankly, Brutes are what Tankers should have been all along, in my eyes.
Yeah, I'm with you there. (SEE ALSO: Defenders/Corruptors.)


 

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Originally Posted by Samuel_Tow View Post

Here's the thing, though - when we start switching sides, I'll just make heroic Brutes to act as my tankerish heroes. Frankly, Brutes are what Tankers should have been all along, in my eyes.
Brutes certainly are the hulk style living weapon types, but I do like my tankers, solo and group. Nothing else survives quite the same amount of stuff.

Tanks are more like Juggernaut or the Thing than the Hulk.

Example, given the choice between Elec Tank and Scrapper for my Nanoha homage: Sip-Sa, I went with Tank because I was mostly modelling off of Subaru, and Subaru is a TANK. (Vita, meanwhile, is a brute, given her specialty is breaking barriers.)


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"Notice at the end, there: Arcanaville did the math and KICKED IT INTO EXISTENCE." - Ironik on the power of Arcanaville's math

 

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Quote:
Originally Posted by Lycanus View Post
Brutes certainly are the hulk style living weapon types, but I do like my tankers, solo and group. Nothing else survives quite the same amount of stuff.
Eh, I have a problem with the general concept of a Tanker as it's depicted in the game. Tankers in fiction are typically very durable and hard to kill, but also at the same time incredibly strong and dangerous in a scuffle. Our Tankers may be kind of dangerous, but compared to their melee counterparts, they're far and away a lot less so than they ought to be. When I think "Ben Grimm, The Thing," I think someone who goes out and punches things first and foremost.

Personal opinion, of course.


Quote:
Originally Posted by Arcanaville View Post
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.

 

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Quote:
Originally Posted by Samuel_Tow View Post
When I think "Ben Grimm, The Thing," I think someone who goes out and punches things first and foremost.
After all, his battlecry isn't "IT'S GETTIN' CLOBBERED TIME!"


 

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Originally Posted by Captain_Photon View Post
After all, his battlecry isn't "IT'S GETTIN' CLOBBERED TIME!"
Although, at times, it probably should.


 

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Quote:
Originally Posted by Captain_Photon View Post
See, now, I'm often tempted to give up on the few Tankers I have because of their utterly pitiful damage output. I was playing a level-16 Invulnerability/Super Strength Tanker last night, and his strength was so not "super" that he was unable to put down a red-con Lost lieutenant in a single bar of Endurance. That's just sad.
Yeah, my tanks all end up like that, except my Shield Defense/Stone Melee tank. Try rolling a Shield tank sometime if you are bothered by the terrible damage, lol. Against All Odds makes you feel kinda like a brute if you get enough around you, plus Shield Charge does some impressive damage for a tank move. My Elec Melee/Shield Defense brute is even scarier, lol, I can't help but chuckle to myself when I have full Fury, ten enemies around me, Build Up, and both Lightning Rod and Shield Charge, lol. Shield defense is a very solid build, just watch your HP. It takes a while to wear down, but you have no heals.