Defender Inherit
Heh....I think it's a bit too late for wide-sweeping changes like what I proposed. I was saying what I said if I was making CoH from the start not changing everything now.
Right now like the one poster said above...if you have good controllers (people who know how to play them and have the right/good combinations of powersets) there is almost 0 reason to have a Defender on the team. Multiple controllers can hold the whole mobs/extra aggro and buff/debuff to boot. Defenders can do damage after their buffs/debuffs....and not very high damage (yes I know some powers/builds can do decent dmg but if you want damage (hero side) you get a Blaster or Scrapper (heck some Controller builds do decent damage)). I think what they did with the villains (AT wise) is about right. You have the Brute which is your 'tank/scrapper' (yes I know maybe it wasn't designed to be the 'tanker' class but....), stalker for burst damage (I was surprised I liked playing my MA/EA stalker), Dominators are control and decent damage (depending on secondary), MMs are...well, they're "easy mode" and Corruptors are damage with some buffs/debuffs. I just think that at the beginning that Controllers should not have had the same powersets as secondaries as what Defenders got as primaries. Tbh, I'd really like to see a more free-form power selection and do away with the 'trinity' of tank, damage-dealer, healer/support. |
Personally, I'd revamp inherents for heroes to be on par with villains. I'd give blasters a damage debuff to their primary target (when using AoEs it would have to only apply the debuff to the target selected for the hit) that increases as the enemy's HP decrease, so instead of a crit chance like Scourge gets, it would be a half damage chance (or perhaps just a debuff) to the ENEMY's powers. This would be beneficial teaming or solo if you ask me, would help make them more survivable, and not give a non-armor class mez protection.
I'd give defenders the idea I suggested in an earlier post so that they can get a bit more damage, a bit more power in their primaries, but just in small fluid bursts.
I'd give Tankers an increasing chance, magnitude, or duration to their secondary effects of their attack powers (depending on the secondary effect of the power) as they take damage. That way a fire tank gets more powerful DoTs the longer he tanks; axe tanks would knock people over more often, mace tanks would stun more often, dual blades would get stronger combos, etc. This would help solo and teaming (unlike the solo-specific purpose of the current Gauntlet), plus it would make more sense for a power named Gauntlet to make them better at "running the gauntlet". The name implies they are going to be exposed to tons of punishment but still need to pull through.
I'd give Scrappers a better crit chance, or make their crit chance increase as their HP gets lower, since they are meant to be sturdier than blasters, so a better version of old defiance would be nice. Make the bonus start the moment they lose any health, rather than after half health like old defiance did, that way it doesn't encourage low health, just helps you in the event that the battle starts going downhill. Even half a percent per 1% HP lost. That would make for a total of 49% bonus crit chance if you were at 1 HP, but who could manage to linger there so long? Perhaps a tad smaller bonus, but something. Scrappers can handle the beating, but unlike blasters are intended to get at least a little bit of a beating, even on a team. Why not help them out a little there in addition to their 5% base?
Containment... I can't find anything wrong with it really. Guaranteed on single target moves, 50% chance on AoEs, and their damage is lame to begin with, so like brutes, it rewards them for doing their job by letting them actually get some kills in.
As for controllers having defender primaries as secondaries, I like it. That's like being mad that defenders have the same secondary as blaster primaries. Ever see a kinetics defender FS+nuke+catch a breath+transference? It will put a blaster aim+buildup+nuke to shame. Not to mention the blaster has no heals or recharge/speed buff. Granted I'm going on the basis that they are soloing and not buffed or helped by anyone but themselves in this scenario. The few controllers who can output good damage are outdone in damage by the defender equivalents, and especially by blasters. Fire/Kin can do some great damage, but it has no nuke, weaker moves, and fewer offensive powers in general, than a kin defender. I'll admit that controllers played well can replace Defenders, but my controller played well can replace a tanker, but it doesn't mean that there aren't other support classes that can't pull rank and kick ***. There are tanks that can scrap, scrappers that can tank, defenders that can control, controllers that can defend... this is normal to have a little overlap. It keeps the game dynamic so that not everyone is a carbon copy with a different color suit.
As for free-form power selection, that's what led to the first round of nerfing in Champions Online, from what I've heard. If you break out of the individual classes with generally planned roles, you are left with a few overpowered overused builds taking over the game. You'd have the Regen/Fire Blast tankers and SR/Empathy healers... it would be chaos. :-/
Personally, I've never felt the need for the pure Tank-n-spank team concept. Not every team needs a Main Tank + Healer + Damage Dealers to be successful. One of the strongest, fastest, most efficient teams I have ever been on was 3 Controllers, 1 Defender, and 4 Blasters. We had no tank, no healer, and needed no real plan. We would debuff/control to such an extent that the enemies were useless; there's no need to have a person to take the hits when the enemies aren't even attacking, lol. Villains see this even more. A team with a few buff or debuff corruptors or maybe MMs would give even non-tanking brutes tanker status, and would make everyone durable enough to practically just "group solo" the mission... take off killing and not even need to say a word or plan a fight, lol. I'm not saying planning is bad, just that a skilled team can just flow through missions like a tsunami with little effort. Even without the typical Tanker + Healer + DPS structure. It works, you just need a good balance of support. That's kinda where defenders come in anyway.
Don't get me wrong, I want to see defenders improved, but I feel controllers have a similar but less specific purpose. Defenders need a better inherent to pull them out from the pack to make them more acceptable to recruit to a team as well as more useful solo.
If I was designing from scratch, I'd have made inherents better and designed the classes around them from the start. Gauntlet and Vigilance suck and are un-inspired/bland, Containment was a good call, new Defiance is a joke compared to the other inherent powers (i can replace and out-perform Defiance with one medium Red insp and one Break Free, but need 3-4 of the best Reds to surpass Fury), and scrapper critical damage inherent is basically a much worse version of the stalker inherent. Scraps get 5-10% crit chance, but stalkers get 10-34% PLUS stealth crits guaranteed PLUS 50% crit chance on held/sleeping enemies (unless they got rid of that last part, I'll have to check again).
Personally, I'd revamp inherents for heroes to be on par with villains. I'd give blasters a damage debuff to their primary target (when using AoEs it would have to only apply the debuff to the target selected for the hit) that increases as the enemy's HP decrease, so instead of a crit chance like Scourge gets, it would be a half damage chance (or perhaps just a debuff) to the ENEMY's powers. This would be beneficial teaming or solo if you ask me, would help make them more survivable, and not give a non-armor class mez protection. I'd give defenders the idea I suggested in an earlier post so that they can get a bit more damage, a bit more power in their primaries, but just in small fluid bursts. I'd give Tankers an increasing chance, magnitude, or duration to their secondary effects of their attack powers (depending on the secondary effect of the power) as they take damage. That way a fire tank gets more powerful DoTs the longer he tanks; axe tanks would knock people over more often, mace tanks would stun more often, dual blades would get stronger combos, etc. This would help solo and teaming (unlike the solo-specific purpose of the current Gauntlet), plus it would make more sense for a power named Gauntlet to make them better at "running the gauntlet". The name implies they are going to be exposed to tons of punishment but still need to pull through. I'd give Scrappers a better crit chance, or make their crit chance increase as their HP gets lower, since they are meant to be sturdier than blasters, so a better version of old defiance would be nice. Make the bonus start the moment they lose any health, rather than after half health like old defiance did, that way it doesn't encourage low health, just helps you in the event that the battle starts going downhill. Even half a percent per 1% HP lost. That would make for a total of 49% bonus crit chance if you were at 1 HP, but who could manage to linger there so long? Perhaps a tad smaller bonus, but something. Scrappers can handle the beating, but unlike blasters are intended to get at least a little bit of a beating, even on a team. Why not help them out a little there in addition to their 5% base? Containment... I can't find anything wrong with it really. Guaranteed on single target moves, 50% chance on AoEs, and their damage is lame to begin with, so like brutes, it rewards them for doing their job by letting them actually get some kills in. As for controllers having defender primaries as secondaries, I like it. That's like being mad that defenders have the same secondary as blaster primaries. Ever see a kinetics defender FS+nuke+catch a breath+transference? It will put a blaster aim+buildup+nuke to shame. Not to mention the blaster has no heals or recharge/speed buff. Granted I'm going on the basis that they are soloing and not buffed or helped by anyone but themselves in this scenario. The few controllers who can output good damage are outdone in damage by the defender equivalents, and especially by blasters. Fire/Kin can do some great damage, but it has no nuke, weaker moves, and fewer offensive powers in general, than a kin defender. I'll admit that controllers played well can replace Defenders, but my controller played well can replace a tanker, but it doesn't mean that there aren't other support classes that can't pull rank and kick ***. There are tanks that can scrap, scrappers that can tank, defenders that can control, controllers that can defend... this is normal to have a little overlap. It keeps the game dynamic so that not everyone is a carbon copy with a different color suit. As for free-form power selection, that's what led to the first round of nerfing in Champions Online, from what I've heard. If you break out of the individual classes with generally planned roles, you are left with a few overpowered overused builds taking over the game. You'd have the Regen/Fire Blast tankers and SR/Empathy healers... it would be chaos. :-/ Personally, I've never felt the need for the pure Tank-n-spank team concept. Not every team needs a Main Tank + Healer + Damage Dealers to be successful. One of the strongest, fastest, most efficient teams I have ever been on was 3 Controllers, 1 Defender, and 4 Blasters. We had no tank, no healer, and needed no real plan. We would debuff/control to such an extent that the enemies were useless; there's no need to have a person to take the hits when the enemies aren't even attacking, lol. Villains see this even more. A team with a few buff or debuff corruptors or maybe MMs would give even non-tanking brutes tanker status, and would make everyone durable enough to practically just "group solo" the mission... take off killing and not even need to say a word or plan a fight, lol. I'm not saying planning is bad, just that a skilled team can just flow through missions like a tsunami with little effort. Even without the typical Tanker + Healer + DPS structure. It works, you just need a good balance of support. That's kinda where defenders come in anyway. Don't get me wrong, I want to see defenders improved, but I feel controllers have a similar but less specific purpose. Defenders need a better inherent to pull them out from the pack to make them more acceptable to recruit to a team as well as more useful solo. |
Hugs
Stormy
Defender Inherit
The Defenders shall inherit the Earth?
Having Vengeance and Fallout slotted for recharge means never having to say you're sorry.
That was my first thought when I saw the thread title as well.
Altoholic - but a Blaster at Heart!
Originally Posted by SpyralPegacyon
"You gave us a world where we could fly. I can't thank you enough for that."
If Vigilance is saving your team.... you're doing it all wrong. Thats the problem with it.
Blasters, Scrappers, and Trollers all get more damage when they are doing what they are supposed to do. Tankers get more aggro... like they need it, but still, it helps them keep aggro. So why do 4 classes get an inherent that helps them do things right when defenders only get help when they aren't. Buff or Debuff... if the team is getting stomped, you are either totally outclassed and you werent going to make a difference anyways, or you arent doing your job well.
The problem being is that Defenders are pretty darn good as is. Thats right, I like Defenders as they are. In fact, the best defenders never even see help from Vigilance because thier team is blanked in buffs or the enemies are so gimped no one drops below 75%.
So how do you help a class that really doesn't need it:
Anti-Domination. Just like the Dominators click power up, Defenders should get a "Defense" button and a bar that builds with each buff/debuff applied. When released the Defender gets +100end, and gains +25% Special (like a mini Power Boost Up) and +50% Recharge for 30 seconds. Nothing earth shattering but a heavily tapped defender can keep the charge going. The recharge on the power itself would be 6-10mins so it would be impossible to Perma. But a Defender could save it as the "Oh Snap!" button for getting teammates back up or quick debuffing of that AV the team didnt see until aggroed.
Just my idea.
net
Tanker Tuesday #72 Oct 5 @Champion
"I am not sure if my portrayal of being insane is accurate, but damn its fun all the same."
Randomly, I just had an idea.
What if we kept the end discount and kept it based on the number of teammates, but in addition to that, as their HP declines you gain a recharge bonus on your powers!
Click here to find all the All Things Art Threads!
Randomly, I just had an idea.
What if we kept the end discount and kept it based on the number of teammates, but in addition to that, as their HP declines you gain a recharge bonus on your powers! |
I like the concept of anti-domination, as the Defender does their thing, they build anti-domination. Once its build up, just like domination does for dominators, the defender at their choice can engage it. It should last as long as the dominator's domination lasts, and should for ""on and off"" purposes have the same time attributes. Once the defender has their anti-domination go off, they receive MAG 12 status resistance (same as a tank), they have a haste go off; and their buff/debuff effects are doubled in potency and duration is doubled as well. Don't really see a need to improve their healing or endurance; my experience when I play a defender has not been I am too low in endurance to heal, and having larger heals in general provide little benefit; after all if a blaster suddenly has 4 bosses turn on him, he is dead in one instant; having a larger heal is pointless.
Hugs
Stormy
I like my controllers, lol. They are support classes like Defenders, but they aren't the same, and to give them a mixture of blaster/dominator secondaries would be not only be lame, but imbalanced with Containment. Please don't change my controllers, lol. They are fine as-is. They got rid of the massive numbers of pets they had early on, and I had no issue with it. They don't get Dark Miasma, and that makes sense (they already get a pet, a second one would be overpowered). But don't change their secondary sets... that's just... omg why do that??? It would break how the game is currently designed, lol.
As for defenders, at least defenders can do damage when the enemy is not held, and often can keep up with or surpass a controller's damage if your build is right. For the record, I refuse to make a fire/kin because I think it's lame, but don't get rid of my perfectly legitimate controllers because you feel defenders have no purpose in comparison. That just means we need to make defenders better, not controllers worse.
Heh....I think it's a bit too late for wide-sweeping changes like what I proposed. I was saying what I said if I was making CoH from the start not changing everything now.
Right now like the one poster said above...if you have good controllers (people who know how to play them and have the right/good combinations of powersets) there is almost 0 reason to have a Defender on the team. Multiple controllers can hold the whole mobs/extra aggro and buff/debuff to boot. Defenders can do damage after their buffs/debuffs....and not very high damage (yes I know some powers/builds can do decent dmg but if you want damage (hero side) you get a Blaster or Scrapper (heck some Controller builds do decent damage)).
I think what they did with the villains (AT wise) is about right. You have the Brute which is your 'tank/scrapper' (yes I know maybe it wasn't designed to be the 'tanker' class but....), stalker for burst damage (I was surprised I liked playing my MA/EA stalker), Dominators are control and decent damage (depending on secondary), MMs are...well, they're "easy mode" and Corruptors are damage with some buffs/debuffs. I just think that at the beginning that Controllers should not have had the same powersets as secondaries as what Defenders got as primaries.
Tbh, I'd really like to see a more free-form power selection and do away with the 'trinity' of tank, damage-dealer, healer/support.
Leader of The LEGION/Fallen LEGION on the Liberty server!
SSBB FC: 2062-8881-3944
MKW FC: 4167-4891-5991