Force Field question


ClawsandEffect

 

Posted

Hello fellow players. I've thought about some themes for GR characters and thus began to wonder: why haven't Corruptors gotten access to Force Fields yet?


@Global: Difficult One
Playing on European Servers (Union, Defiant)

If a person turns down an idea, he turns down an opportunity to evolve himself

 

Posted

Probably just a matter of time


Princess Darkstar - Proud Member of the Handprints of Union, the #1 ranked SG in Europe!
British by act of union, English by grace of God, Northern by pure good fortune!
Quote:
Originally Posted by Aggelakis View Post
PrincessDarkstar: "RAAAAAAAAARRRRRRRRRGHHHHHHHHHH SOMEONE IS *WRONG* ON THE INTERNET!"

 

Posted

Quote:
Originally Posted by JanusFrs View Post
Hello fellow players. I've thought about some themes for GR characters and thus began to wonder: why haven't Corruptors gotten access to Force Fields yet?
*wonders if JanusFrs is part ferret...*

anyways, to directly answer your question, the developers don't often talk about why they give powersets to one archtype or another, and by the same token, don't often talk about why they DO NOT give certain power-sets to one side or another. I didn't find any obvious red-named posts specifically on this subject with the search function.

I can, however, hazard a guess from a design perspective. One of the problems... and it's not really a problem, is that the Force-Field set only has one debuff type... which is knockback. Outside of knocking enemies down or away, Force Field does not deploy any other debuffs.

In CoH you have one strong debuff / buff type, the defender, and one weak type, the controller. In CoV there isn't actually a strong debuff / buff type. The buff / debuffs on Corruptors and Masterminds are secondary sets. Going through and looking at the sets that were originally available that were common across both, you'd find that Corruptors were mostly using the Controller secondary values for their buffs / debuffs, say like on Radiation Emission, and that Masterminds generally had even weaker values, say comparing Dark Miasma to the Corruptor and Defender variants.

Because of these design limitations almost all of the Corruptor sets contained enemy debuffs. Thermal Radiation, the original answer to empath for example, got Melt Armor and Heat Exhaustion in addition to it's mix of player resist buffs and strong heals. When Pain Domination was introduced as an inverse empath set, it also got an enemy debuff, Anguishing Cry.

From a design standpoint, only one Corruptor set actually lacks a -resist debuff and -defense debuff, which is the Kinetics Set. However, the Kin still functions as a strong buff / debuff type as a kin can kill endurance and regeneration values.

***

Since ForceField doesn't fit the observed design requirements for a Corruptor secondary, that's probably why it hasn't, and probably won't be, ported over to the Archtype.


 

Posted

Quote:
Originally Posted by je_saist View Post
*wonders if JanusFrs is part ferret...*

anyways, to directly answer your question, the developers don't often talk about why they give powersets to one archtype or another, and by the same token, don't often talk about why they DO NOT give certain power-sets to one side or another. I didn't find any obvious red-named posts specifically on this subject with the search function.

I can, however, hazard a guess from a design perspective. One of the problems... and it's not really a problem, is that the Force-Field set only has one debuff type... which is knockback. Outside of knocking enemies down or away, Force Field does not deploy any other debuffs.

In CoH you have one strong debuff / buff type, the defender, and one weak type, the controller. In CoV there isn't actually a strong debuff / buff type. The buff / debuffs on Corruptors and Masterminds are secondary sets. Going through and looking at the sets that were originally available that were common across both, you'd find that Corruptors were mostly using the Controller secondary values for their buffs / debuffs, say like on Radiation Emission, and that Masterminds generally had even weaker values, say comparing Dark Miasma to the Corruptor and Defender variants.

Because of these design limitations almost all of the Corruptor sets contained enemy debuffs. Thermal Radiation, the original answer to empath for example, got Melt Armor and Heat Exhaustion in addition to it's mix of player resist buffs and strong heals. When Pain Domination was introduced as an inverse empath set, it also got an enemy debuff, Anguishing Cry.

From a design standpoint, only one Corruptor set actually lacks a -resist debuff and -defense debuff, which is the Kinetics Set. However, the Kin still functions as a strong buff / debuff type as a kin can kill endurance and regeneration values.

***

Since ForceField doesn't fit the observed design requirements for a Corruptor secondary, that's probably why it hasn't, and probably won't be, ported over to the Archtype.
That's actually a well thought out answer that makes perfect sense.

Also partially explains why Masterminds haven't gotten Kinetics either. If you look at MM secondaries, they have a common theme of all being able to do something to protect your pets. Kinetics does very little in the way of protecting. The heal, for example, is based around being within melee range, or close to it, of an enemy. There aren't many MM pets that prefer melee range enough for it to be useful.

Forcefield, Pain Dom, and Thermal all directly protect your pets through buffing them. Dark Miasma, Storm, and to a lesser extent, Traps protect them through debuffing the enemy. Kinetics' main strength is increasing damage output, and since pets are now unaffected by recharge boosts, Speed Boost does very little for them, leaving Increase Density as the only actual buff in the set. Also, my aforementioned point of not many pets liking melee would mean that even Fulcrum Shift wouldn't be that useful, since it would miss half your pets.

The general theme of MM powers is that they be just as useful solo as teamed, Kinetics doesn't fit that bill for a Mastermind.


Quote:
Originally Posted by Dechs Kaison
See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately.

 

Posted

My theory has always been that Force Fields was a badly designed set, and the Devs would really have liked to replace it, except for the "cottage rule". (If you log in one day and Build Up produces a small cottage, you're not going to be happy.) It is the weakest, or close to the weakest, offensive set available to Defenders. It's got three KB powers (ok, one now does damage) and one Repel power, but the only buff it gives is +Defense (And so much the rest of the team doesn't need to provide any.) Does not buff endurance, resistance, damage, recharge; does not debuff enemies in any way. It's been redesigned and rebalanced several times over the years. It's VERY limited in what it does.

I have three high level FF defenders, so I like what it does... but I would not call it a design success.

When it came time to put Corruptors together, they gave 'em Ice instead. I think they'd honestly like Force Fields to quietly go away.


Mini-guides: Force Field Defenders, Blasters, Market Self-Defense, Frankenslotting.

So you think you're a hero, huh.
@Boltcutter in game.

 

Posted

Quote:
Originally Posted by ClawsandEffect View Post
That's actually a well thought out answer that makes perfect sense.

Also partially explains why Masterminds haven't gotten Kinetics either. If you look at MM secondaries, they have a common theme of all being able to do something to protect your pets. Kinetics does very little in the way of protecting. The heal, for example, is based around being within melee range, or close to it, of an enemy. There aren't many MM pets that prefer melee range enough for it to be useful.

Forcefield, Pain Dom, and Thermal all directly protect your pets through buffing them. Dark Miasma, Storm, and to a lesser extent, Traps protect them through debuffing the enemy. Kinetics' main strength is increasing damage output, and since pets are now unaffected by recharge boosts, Speed Boost does very little for them, leaving Increase Density as the only actual buff in the set. Also, my aforementioned point of not many pets liking melee would mean that even Fulcrum Shift wouldn't be that useful, since it would miss half your pets.

The general theme of MM powers is that they be just as useful solo as teamed, Kinetics doesn't fit that bill for a Mastermind.

I think most mastermind players would kill for kinectics for a secondary. From the way you talk maybe your not to use to playing the AT but simple goto commands solve any problems about where your pets are when your buffs/debuffs go off. It wouldn't be hard at all to fulcrum shift a full team of mastermind pets of any variety in most any situation.


 

Posted

Quote:
Originally Posted by Lucky666 View Post
I think most mastermind players would kill for kinectics for a secondary. From the way you talk maybe your not to use to playing the AT but simple goto commands solve any problems about where your pets are when your buffs/debuffs go off. It wouldn't be hard at all to fulcrum shift a full team of mastermind pets of any variety in most any situation.

I hate Masterminds.

Correction, I don't hate them as an AT, I hate playing them. Too much micromanaging for me.

So that covers Fulcrum Shift. I'm not going to argue that point, but what about the other powers? I'd say my theory on why MMs don't have Kinetics is plausible, but I won't go so far as to claim it as fact. A Kinetics MM would probably be pretty squishy until level 38 due to lack of mitigation.


Quote:
Originally Posted by Dechs Kaison
See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately.