Endurance Usage on Sonic Resonance
In my opinion, almost across the board, endurance costs are excessive. Defenders suffer more than most. My FF/Nrg Defender typically has to rest in the middle of any fight (eg. Defeat a minion, rest, defeat a minion, rest, defeat a minion, rest, defeat a minion, rest, wear the Lieutenant to around 20% health, rest, defea the leiutenant). It's ludicrous. I can't imagine what it must be like for Defenders without PFF.
It amounts to this: The devs have a strange notion of what's FUN if they think standing around unable to act because you have no endurance is fun. To me, it's just frustrating, and is among the main reasons I constantly consider leaving this game. |
It also makes sets that are even worse performance-wise, like AR, Radiation, and Dark, all the more painful to play. And yes, I have an AR/Sonic. Pity me.
Never surrender! Never give up!
Help keep Paragon City alive with the unofficial City of Heroes Tabletop Role Playing Game!
Yah, I've suggested the exact same thing (and usually been flamed for it, for some reason). It seems to me that effect should determine endurance use. The point is that endurance shouldn't be as big an issue as it is. I mean, I'd be willing to bet that the VAST majority of characters in the game have Stamina. That should tell you something.
In my opinion, Stamina should all but remove the need to concern yourself with endurance unless you're facing sappers of sime kind (clockwork, malta, etc.).
Anyway, we digress (a bit).
I don't have Repulsion Field on my Sonic/Sonic, but I do run Disruption, Dispersion, Assault and Tactics with no significant endurance issues. Rather than focusing on the endurance cost of the toggles, slot endred in your attacks. The attacks use far more endurance than do the toggles. Frankly, I find endurance usage on my Storm defender to be higher (with only one Leadership toggle) than on my Sonic.
I feel that endurance cost as a whole needs to be re-evaluated on all click powers and toggles. Some things just use way too much endurance. Or the base and maximum recovery caps needs to be increased.
Friends don't let friends buy an ncsoft controlled project.
I would do two things.
1) Standardize endurance costs across all power sets. The amount would need to be determined, but it should be something that will allow all ATs to use the same endurance for the same effect (eg. use 20% endurance to defeat a "standard" spawn of 3-4 Minions/Lts.)
2) Increase base recovery rates to match the current Stamina levels. Allow Stamina to increase the recover rate further.
Head of TRICK, the all Trick Arrow and Traps SG
Part of the Repeat Offenders
Still waiting for his Official BackAlleyBrawler No-Prize
Same amount per endurance used, yes. For instance, if Defenders currently do half as much damage as a Blaster, that means they're using twice as much endurance. Worse, they have toggles that Blasters don't generally have. That reduces their overall ability to defend themselves.
|
Currently, a Blaster spends 1 END for 10 Damage. A Defender spends 1 END for 6 Damage.
Under your system, a Blaster would spend 1 END for 10 Damage and a Defender would spend 1 END for 10 Damage.
Am I understanding you correctly?
Head of TRICK, the all Trick Arrow and Traps SG
Part of the Repeat Offenders
Still waiting for his Official BackAlleyBrawler No-Prize
For the sake of conversation, I'm using made up values.
Currently, a Blaster spends 1 END for 10 Damage. A Defender spends 1 END for 6 Damage. Under your system, a Blaster would spend 1 END for 10 Damage and a Defender would spend 1 END for 10 Damage. Am I understanding you correctly? |
For the sake of conversation, I'm using made up values.
Currently, a Blaster spends 1 END for 10 Damage. A Defender spends 1 END for 6 Damage. Under your system, a Blaster would spend 1 END for 10 Damage and a Defender would spend 1 END for 10 Damage. Am I understanding you correctly? |
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.
OK, I think I understand now. Still having a bit of a mental hangup on it, but that's probably because I'm tired.
Head of TRICK, the all Trick Arrow and Traps SG
Part of the Repeat Offenders
Still waiting for his Official BackAlleyBrawler No-Prize
Ya, that's what I meant, the ratio of endurance to damage would be the same from AT to AT. My bad for not being clearer.
If that's the case, shouldn't there be equivalence in balancing endurance per defense as well? Controller/Corr/MM toggles (and powers) should cost less than Defender ones due to being less powerful. Right now MM toggle costs are higher than those for Defs and do less. Ooh, and Controller primaries would get a huge end discount over the Dominator primaries too right?
If that's the case, shouldn't there be equivalence in balancing endurance per defense as well? Controller/Corr/MM toggles (and powers) should cost less than Defender ones due to being less powerful. Right now MM toggle costs are higher than those for Defs and do less. Ooh, and Controller primaries would get a huge end discount over the Dominator primaries too right?
|
MM buffs/debuffs, OTOH, were purposely increased; the design intent seems to clearly indicate that they were meant to spend more for less.
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.
Possibly. Scrapper and brute defense powers, corruptor and controller buff/debuff powers probably had no intent to cost more.
MM buffs/debuffs, OTOH, were purposely increased; the design intent seems to clearly indicate that they were meant to spend more for less. |
Although, I am all for making the earlier, pre-stamina levels a lot less painful for all ATs (like the brawl change which was awesome!), I don't see how this is the way to do it.
Although, I am all for making the earlier, pre-stamina levels a lot less painful for all ATs (like the brawl change which was awesome!), I don't see how this is the way to do it.
|
As far as intent of the devs, we can view the context of the design as well as outright ask them.
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.
I would agree. All powers, offensive and defensive (and other) should have standardized endurance. The only exception I would make would be the Power Pools. Where a power appears in both a pool and a pormary or secondary, I would have it cost that little bit more endurance.
For example, Air Superiority and Super Strength's Punch have almost identical attributes. Even so, Air Superiority should cost just a bit more endurance than Punch because it's a pool power.
It amounts to this: The devs have a strange notion of what's FUN if they think standing around unable to act because you have no endurance is fun. To me, it's just frustrating, and is among the main reasons I constantly consider leaving this game.
There may be sets where you can slot four and not have any endurance reduction built in, but I can't think of them.
Mini-guides: Force Field Defenders, Blasters, Market Self-Defense, Frankenslotting.
So you think you're a hero, huh.
@Boltcutter in game.