Here we go again...
Westley in 10
I would agree that Force Fields needs a little help to solo. This "can" be found in IO sets. I have a FF/Dark/Dark that hovers and is soft capped to Ranged and AoE. My melee defense is in the mid 30s and is adequate for the rare times that I wind up in melee range of a mob.
I would agree that force bolt should be at least scale 1 damage but that's not really an issue. The issue is that buffing defenders with potent ally buffs don't get to use their best powers while solo. The converse is not true. Debuffing defenders get full value from all their Powers.
The answer is to have an ally that the defender can use those buffs on. When solo this would mean that the defender would need a pet. This could be added to the Defender Epic powers as a level 41 power choice. It would also fill the bill on balancing buffing sets with debuffing sets. A debuffing defender would get a little use out of a pet but a buffing defender would finally be able to use all those ally only buff powers while solo. I feel that this would do much to balance the discrepancies between buffing and debuffing defenders.
-Insanity is doing the same thing over and over again and expecting different results. - Albert Einstein.
-I do not feel obliged to believe that the same God who has endowed us with sense, reason, and intellect has intended us to forgo their use. - Galileo Galilei
-When injustice becomes law, resistance becomes duty. - Thomas Jefferson
To contribute.
I would like FF shields and Dispersion to grant defdebuff resistance so it would have something unique.
EDIT: Pet sounds fun, might even play another sonic.
An interesting idea, that. I think if a pet were introduced it would have to be sooner in the original set. After all, most of the character's life is spent prior to L41. Perhaps you could replace Repulsion Field with a pet of some kind? Not sure what would be an appropriate FF pet, though...
I find the situation you describe sort of disingenuous; are you really shocked that your scrapper (of any flavour/colour) handles things better than your ff/nrg defender? Also your supporting info is weak at best:
nothing to boost the Defender's own defenses |
Force Bolt: it keeps one enemy permanently out of the fight, barring misses, animation shenanigans, or poor use of the landscape/environment. If you're not using it to best effect, that's not a fault of the power.
The two bubbles: just, no. You complain later on that Dispersion Bubble "has a fairly high endurance cost" but you want to convert these into toggles as well. Not very consistent. If we did convert these to toggles things would be pretty imbalanced all of a sudden. Also, you propose making them into something that as far as I know just doesn't exist,with this combo click/toggle. Programming time that is better spent elsewhere and as far as we know is not even possible. Apologies if I am forgetting some power that can be used as a targeted click or a toggle as desired.
Detention Field: if you are struggling as much as you seem to think you are, this power might actually be useful to you. Take something completely out of the fight for a bit while you chew up the rest. However I think you are overestimating your difficulties so you can push your agenda. If I can solo my ff/rad then you can solo your ff/nrg, especially with the added mitigation of kb on energy blast.
Dispersion Bubble: high end cost? You get defense and status protection. Not resistance, protection. What more do you want? TRT has a good point with the defdebuff protection but I think to put it in the shields as well as Dispersion Bubble would be overly powerful. Maybe add a chunk of defdebuff protection into Dispersion Shield only.
Repulsion Field: ok, so don't run it if the end cost is too high. I don't run it either.
Force Bubble: admittedly a limited-application power, but there are some neat tricks you can pull with it. Also, let's not tell outright lies; it doesn't push enemies out of the range of many of your powers, save Power Burst, and if you make use of Force Bubble regularly then maybe you ought to slot a range in there so you can use Power Burst from within Force Bubble. It also bumps them out of range of Power Push but then again that power is meant to push them away, so its job is done already by Force Bubble.
M_K, I agree that a major issue is that buffing fenders get the shaft where debuffing fenders do not. I don't think they need a pet but I don't know what else could be done.
I don't think that there is an easy fix for FF. Like several other sets it suffers from being one of the first sets designed before game balance was really sorted out. Essentially Cold Domination is FF done "right".
Personally I think FF needs two things, better personal defenses (or other mitigation) and some form of increasing damage.
For the first the suggestion I like (stolen from someone else) is to increase the defense of Dispersion Bubble while decreasing the defenses of the individual bubbles by about the same. This means that teammates see the same total defense (as long as they stay in the bubble anyway) while the Defenders gets more personal defense. Traps defenders have a base of 13.3% defense for FFG which when three slotted with SOs gives them about 5% more defense than an force fielder dispersion bubble (plus they have lots of other cool toys for both attack and defense). My suggestion for FF would be to switch the defense values on the shields, instead of 15% on the personal shields and 10% on the dispersion bubble give 10% for the shields and 15% for the bubbles.
I don't really have a good suggestion for increasing FF damage (other than just saying that FF can only be paired with sonic ). A simple solution would be to give Force Bolt a Resistance debuff, it would be virtually unnoticeable on teams since it's a single target attack but solo it would be an easy way to increase the FF's damage against LTs and Bosses.
I don't think that there is an easy fix for FF. Like several other sets it suffers from being one of the first sets designed before game balance was really sorted out. Essentially Cold Domination is FF done "right".
Personally I think FF needs two things, better personal defenses (or other mitigation) and some form of increasing damage. For the first the suggestion I like (stolen from someone else) is to increase the defense of Dispersion Bubble while decreasing the defenses of the individual bubbles by about the same. This means that teammates see the same total defense (as long as they stay in the bubble anyway) while the Defenders gets more personal defense. Traps defenders have a base of 13.3% defense for FFG which when three slotted with SOs gives them about 5% more defense than an force fielder dispersion bubble (plus they have lots of other cool toys for both attack and defense). My suggestion for FF would be to switch the defense values on the shields, instead of 15% on the personal shields and 10% on the dispersion bubble give 10% for the shields and 15% for the bubbles. I don't really have a good suggestion for increasing FF damage (other than just saying that FF can only be paired with sonic ). A simple solution would be to give Force Bolt a Resistance debuff, it would be virtually unnoticeable on teams since it's a single target attack but solo it would be an easy way to increase the FF's damage against LTs and Bosses. |
1 for the caster, and one for the team.
Increase the Defense for the User him/herself, keep the defense as is for allies in the bubble.
And I'd just slap the defense buff on Dispersion bubble myself.
BrandX Future Staff Fighter
The BrandX Collection
I find the situation you describe sort of disingenuous; are you really shocked that your scrapper (of any flavour/colour) handles things better than your ff/nrg defender? Also your supporting info is weak at best:
Nothing except Force Bolt to knock people away from you, Dispersion Field to provide you with defense and status protection (a rare thing among the squishier ATs), Repulsion Bomb for reliable knockdown and some damage too, Detention Field to take one enemy right out of the fight, and of course, the be-all end-all, Personal Force Field, for when things have really hit the fan. Then you have a whole secondary, which might have tohit debuffs, knockback, -def, slows, -resistance, lord knows what else, all of which help you out solo and teamed. Force Bolt: it keeps one enemy permanently out of the fight, barring misses, animation shenanigans, or poor use of the landscape/environment. If you're not using it to best effect, that's not a fault of the power. The two bubbles: just, no. You complain later on that Dispersion Bubble "has a fairly high endurance cost" but you want to convert these into toggles as well. Not very consistent. If we did convert these to toggles things would be pretty imbalanced all of a sudden. Also, you propose making them into something that as far as I know just doesn't exist,with this combo click/toggle. Programming time that is better spent elsewhere and as far as we know is not even possible. Apologies if I am forgetting some power that can be used as a targeted click or a toggle as desired. Detention Field: if you are struggling as much as you seem to think you are, this power might actually be useful to you. Take something completely out of the fight for a bit while you chew up the rest. However I think you are overestimating your difficulties so you can push your agenda. If I can solo my ff/rad then you can solo your ff/nrg, especially with the added mitigation of kb on energy blast. Dispersion Bubble: high end cost? You get defense and status protection. Not resistance, protection. What more do you want? TRT has a good point with the defdebuff protection but I think to put it in the shields as well as Dispersion Bubble would be overly powerful. Maybe add a chunk of defdebuff protection into Dispersion Shield only. Repulsion Field: ok, so don't run it if the end cost is too high. I don't run it either. Force Bubble: admittedly a limited-application power, but there are some neat tricks you can pull with it. Also, let's not tell outright lies; it doesn't push enemies out of the range of many of your powers, save Power Burst, and if you make use of Force Bubble regularly then maybe you ought to slot a range in there so you can use Power Burst from within Force Bubble. It also bumps them out of range of Power Push but then again that power is meant to push them away, so its job is done already by Force Bubble. M_K, I agree that a major issue is that buffing fenders get the shaft where debuffing fenders do not. I don't think they need a pet but I don't know what else could be done. |
I already indicated that DIspersion Bubble is a good personal defense. I also noted it's the ONLY personal defense. However, it does have a higher endurance cost compared to other defensive toggles because it is an area effect power.
I already said Repulsion Bomb is a good power, but the defense it provides is limited in the same way as Force Bolt.
Detention Field is another power that is useful, but only a little bit. You can disable that hard hitting foe, but your damage is low, so he'll have recovered before you have defeated his pals (assuming you aren't already defeated).
PFF is a strange one, and I often wonder what it's doing at Tier 1. As you say, it's a good emergency button, but even it is of limited use against AVs or EBs (or even just regular bosses) who often have better than 20% chances to hit you right through it.
Relying on your secondary (your "offense") to provide defense is not a great plan either. In any case, any primary can benefet from the secondary effects of the secondary powers.
I realize my concept of a hybrid toggle/click power doesn't exist yet. That's why I'm suggesting it. What would or wouldn't be a valuable use of developer time isn't up to us, it's up to them. That argument holds no weight. I think my idea of a hybrid power is pretty good, as it would allow the character to operate more successfully solo while having little to no effect on his team contribution (ie. it adds to his abilities and doesn't change the way he plays now).
The point here isn't to make the Defender solo as well as a Scrapper, but to make him more balanced. As it is, playing a Defender is often not any fun at all, and in the end that's what we're here for. I'm just looking for a way to make the power set more fun (by making it more capable in solo situations).
As I said in my OP, Force Bolt is of limited use, as it only affects Lts and Minions reliably. Even then, it misses periodically, only affects one target and uses more endurance than a toggle since it's an attack. Relying on it as a defense is unwise and relatively ineffective.
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Even a few EBs are affected by it (eg Heracles in Striga)
@Catwhoorg "Rule of Three - Finale" Arc# 1984
@Mr Falkland Islands"A Nation Goes Rogue" Arc# 2369 "Toasters and Pop Tarts" Arc#116617
Ultimo,
I also believe that FF could use some help, along with Sonic Resonance and Empathy.
However, I doubt we will see anything happen, so mostly these things are just ideas to discuss and express our varied opinions and viewpoints. Dont be surprised if people disagree.
Personally, FF and Empathy need something to help their dps a little. Whether that is some kind of -res, +dmg or a generic defender boost would not matter to me. It would just be nice to have a boost to speed up fights solo. For FF I have seen a suggestion to add -RES to forcebolt and I liked it. To me that would be a cool way to assist in the dps area for FF.
It was also suggested in this thread that the Bubbles have +DefDebuff to assist in defense failures. Considering how critical defense is to FF which has no healing or resistance to back up their survival, this is a GREAT Idea.
But one big question I would ask you, based on my own defender experience is; What secondary are you using ? How are you leveraging that in your survival ? Every character I make now (after my Solo Quest), I try and analyze how both the primary and secondary interact with each other and determine what will control the battle more.
I seem to recall that you Play FF/Nrg. If I played that combo, it would be a hover blaster capped for ranged defense and I doubt seriously anything would get close enough to lay a glove on me.
BIOSPARK :: DARKTHORN :: SKYGUARD :: WILDMAGE
HEATSINK :: FASTHAND :: POWERCELL :: RUNESTAFF
Well Ultimo I don't know where we are deviating here, but I have to report that my playing experience with ff is apparently kicking the crap out of yours, meaning it's treating me a lot better than you report. I solo and have soloed most of my levels (save a couple here and there which I got doing TFs) and although my ff fender doesn't solo as fast as my bs/sd scrapper or my plant/storm controller, she gets things done.
Your comments about Force Bolt in particular caught my eye because you say
Relying on it as a defense is unwise and relatively ineffective. |
I don't use Detention Field in my build. I've had the odd fight where I've thought it might have turned the tide, but generally speaking I don't need it at all. Now with the new difficulty settings I haven't even given it a thought. Same with Repulsion Field, the power drains end way too fast and I just don't need a knockback toggle when I can spam Force Bolt all day.
Bottom line here is that I cannot understand why you think FF can't solo. Like, I literally cannot understand it, because it emphatically can and does solo. My own build has very few IOs, no purple IOs and not one complete set in the bunch. I am ff/rad and therefore gain some mitigation from my secondary (woohoo Cosmic Burst! woohoo Electron Haze!) but I would gladly trade for the mitigation of KB from energy blast, or tohit debuffs from Dark Blast, or the slows and holds of Cold Blast.
I use inspirations but I certainly don't empty my tray every fight, hell lots of fights I don't need insps. I have some pool powers and some vet powers. I use all the abilities at my disposal and I do not find that I am running the ragged edge of survival, so I don't see how you could be, with the same primary, a secondary that provides more mitigation, and similar access to other powers. I don't run at +4/8 dificulty, but I don't run at -1/0 either. I just don't see the problem, and I think that any of your suggestions would have to come attached to negative changes elsewhere because I don't believe defenders are underpowered.
I would just as soon see the forcefield primary pick up defense debuff in certain powers like repulsion bomb, repulsion field, force bolt as opposed to tweaking the damage in the secondary. Mostly I think it would be easier to implement. I am a firm believer if you are knocked off your feet you should have at least a wee bit more vulnerability to a follow-up shot.
Triumphant Defenders Forever
Psylenz FF/Psi, ArticQuark Storm/Rad, Symon BarSisyphus Bots/psn, Max VanSydow Thugs/Dk, Cyclone Symon Bots/stm, Blue Loki Ice/Cd, Widow 46526
HelinCarnate:OMG it is so terrible. I have the option to take 3 more powers but no additional slots. Boo F'ing hoo.
The answer is to have an ally that the defender can use those buffs on. When solo this would mean that the defender would need a pet. This could be added to the Defender Epic powers as a level 41 power choice. It would also fill the bill on balancing buffing sets with debuffing sets. A debuffing defender would get a little use out of a pet but a buffing defender would finally be able to use all those ally only buff powers while solo. I feel that this would do much to balance the discrepancies between buffing and debuffing defenders.
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Although I respect the Logic that made you arrive at this idea, I really, really, dont want a pet-type power.
I would rather see small tweaks that made me personally feel more Heroic.
Buffing a pet to become a killing machine, although interesting to many people, is just not my thing.
Or perhaps I misunderstood how you meant to implement this.
BIOSPARK :: DARKTHORN :: SKYGUARD :: WILDMAGE
HEATSINK :: FASTHAND :: POWERCELL :: RUNESTAFF
I agree too that Force Fielders need help.
I've played a Force Fielder to 50, and through use of IOs from very early on built up 38% vs Melee and 45% vs Ranged, AoE and Psi defence. This plus mez protection made up for the lack of offensive buffs or other utility powers in my opinion - I'd chosen to play a ranged tanker who could turn teammates into tanks too, and thats what I got. I wasn't gimped or overpowered - fights would go quicker on my Kin/Elec but not as safely.
I had to spend millions and wait a long time to get this though.
FF already has a niche as the Defender who can soft-cap teammates at level 22, the Blaster's best friend in Talos Island and so on. I'd like to extend this to the Defender themselves.
I dont agree with lowering the ally bubble values - I think that your primary role as a Defender is to protect the team still, and since you do that one way only, you should do it well and early.
I would:-
- Give Dispersion Bubble decent Defence Debuff resistance - this is a great idea.
- Move the End Drain resistance from Insulation Shield to Dispersion Bubble, so the user is protected too.
- Add some more personal defence somewhere. I've suggested before adding +Melee Defence/S/L to Repuslion Field, and +Ranged/AoE/E/N/F/C to Force Bubble, maybe of the order of +7.5%?
- Remove the sleep hole. This doesn't seem like a big deal, but having Lost, Rikti, Tsoo, Devoruing Earth, Freakshows, Carnies and Crey suppressing your defences constantly is a sizeable portion of the game.
This would give a FF-er about 30% Defence to all positions just from slotting Dispersion, Repulsion and Force Bubble, similar to what a SR scrapper gets. They can easily make up the difference with Hover/CJ and Manouvers and maybe Weave, or easy to get IO bonuses.
I'm talking Thunderstrike, Red Fortune etc rather than Blessing of the Zephyr.
You also get an interesting bit of "gameplay tension" ie decision making via Force Bubble - it will draw aggro and push bad guys around while you boost your defence, so you won't just want to leave it toggled on at all times.
The answer is to have an ally that the defender can use those buffs on. When solo this would mean that the defender would need a pet. This could be added to the Defender Epic powers as a level 41 power choice. It would also fill the bill on balancing buffing sets with debuffing sets. A debuffing defender would get a little use out of a pet but a buffing defender would finally be able to use all those ally only buff powers while solo. I feel that this would do much to balance the discrepancies between buffing and debuffing defenders.[/QUOTE]
Maybe I'm misunderstanding the intent here. (That happens on a constant basis) But a FF with a pet? Wouldnt that be a controller with a FF secondary? Ill/FF? etc? or Worse, a MM? There are already two different ATs that do the pets with forcefields thing. And do it better. I'm not sure thats what we need.
As I said in my OP, Force Bolt is of limited use, as it only affects Lts and Minions reliably. Even then, it misses periodically, only affects one target and uses more endurance than a toggle since it's an attack. Relying on it as a defense is unwise and relatively ineffective.
I already indicated that DIspersion Bubble is a good personal defense. I also noted it's the ONLY personal defense. However, it does have a higher endurance cost compared to other defensive toggles because it is an area effect power. I already said Repulsion Bomb is a good power, but the defense it provides is limited in the same way as Force Bolt. Detention Field is another power that is useful, but only a little bit. You can disable that hard hitting foe, but your damage is low, so he'll have recovered before you have defeated his pals (assuming you aren't already defeated). PFF is a strange one, and I often wonder what it's doing at Tier 1. As you say, it's a good emergency button, but even it is of limited use against AVs or EBs (or even just regular bosses) who often have better than 20% chances to hit you right through it. Relying on your secondary (your "offense") to provide defense is not a great plan either. In any case, any primary can benefet from the secondary effects of the secondary powers. I realize my concept of a hybrid toggle/click power doesn't exist yet. That's why I'm suggesting it. What would or wouldn't be a valuable use of developer time isn't up to us, it's up to them. That argument holds no weight. I think my idea of a hybrid power is pretty good, as it would allow the character to operate more successfully solo while having little to no effect on his team contribution (ie. it adds to his abilities and doesn't change the way he plays now). The point here isn't to make the Defender solo as well as a Scrapper, but to make him more balanced. As it is, playing a Defender is often not any fun at all, and in the end that's what we're here for. I'm just looking for a way to make the power set more fun (by making it more capable in solo situations). |
Just as a few quick points of order so that we don't get too far off track.
Force Bolt is mag 18.7 unslotted. Using KB sets like Kinetic Crash increase that to mag 51 or Force Feedback which gives mag 50. Slotting with these sets is relatively cheap and either set provides excellent set bonuses for the FF user. Mag 50 KB will move just about any thing that isn't essentially immune to KB. Even things like Cimerora bosses and Rikti Magus go flying when hit with slotted up Force Bolt.
I agree that Repulsion Bomb is good mitigation the main problem with it as mitigation is it's excessively long (30 seconds) recharge.
Also you are selling PFF short. Slotting PFF with a single level 50 defense IO gives a defense value of 94.1 % to all positions. Even with no DDR you aren't going to be dropping below the soft cap except under MASSIVE and stacked defense debuffs. Additionally PFF gives 40% unenhanceble Damage Resistance to all types except toxic and untyped. Stacked on top of an epic shield this is quite a bit of mitigation. The trade off of course is that you can't hurt any thing. I've used a lowbie FF defender as a tank by toggling PFF on, getting the mob's attention, then toggling PFF off, unloading AoEs and toggling back on. At higher levels the presence pool can be used to make the FF defender a tank also.
Although I respect the Logic that made you arrive at this idea, I really, really, dont want a pet-type power.
I would rather see small tweaks that made me personally feel more Heroic. Buffing a pet to become a killing machine, although interesting to many people, is just not my thing. Or perhaps I misunderstood how you meant to implement this. |
A single pet isn't really a killing machine especially since the pet recharge nerf. What it would do is split the aggro and provide some damage with out costing any endurance other than the initial casting cost. This would have the effect of increasing the Defender's DPE which is a problem for all defense based defender sets and those defender primaries/secondaries that operate by preventing damage rather than repairing it. This is something that many buffing sets need but is especially true with FF and to a lesser degree with Sonic Resonance.
I find soloing a buffing defender a painfully slow way to advance. Yes it's possible to do so, no it's neither quick nor exciting. That means that if I am going to solo my buffing defender it's going to be late game or at level 50.
Adding a pet to the Epics allows the individual buffing defender to choose which type pet will give them the most synergy and allows it to remain thematically consistant with the Epic. It also allows the devs to maintain the buffing power sets as is with out changing powers and violating the cottage rule.
As examples the following could be done:
Dark Mastery - a CoT ghost pet. (Not Dark servant because it's all ready available in Dark Miasma)
Electric Mastery - a Coralax pet.
Power mastery - a Tsoo Green Ink man.
Psy Mastery - a Rularuu Wisp.
None of these pets exist for any other blue side AT so they would be instantly recognizable as defender pets instead of getting confused with existing controller pets. To work properly they would have to be permanent buffable pets like controller pets rather than temporary pets like Blaster pets and Villian Epic Pets. The recharge could be longer than those of the controller to provide the needed AT difference that the devs always seem to cling to.
It may not be a perfect solution but it comes the closest to providing the missing balance between buffing and debuffing defender power sets without violating any of the devs written or unwritten rules.
Edit -
Maybe I'm misunderstanding the intent here. (That happens on a constant basis) But a FF with a pet? Wouldnt that be a controller with a FF secondary? Ill/FF? etc? or Worse, a MM? There are already two different ATs that do the pets with forcefields thing. And do it better. I'm not sure thats what we need.
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Blaster Elec/ - Sparky
Defender /Elec - Sparky
Defender Dark/ - Dark Servant
Defender Traps/ - Seeker Drones
Corruptor /Traps - Seeker Drones
Corruptor /Dark - Dark Servant
Corruptor Elec/ - Sparky
All Controllers save mind
All Masterminds
All Dominators save mind
Arachnos Soldiers
All Villian Epics save Masterminds
Peace bringers
Warshades
All of these have pets available (defenders are all ready on the list btw) so the precedence has all ready been set. Additionally there are far more ATs with Pets available than without. I don't think it's too far a stretch to add them to defender Epics.
-Insanity is doing the same thing over and over again and expecting different results. - Albert Einstein.
-I do not feel obliged to believe that the same God who has endowed us with sense, reason, and intellect has intended us to forgo their use. - Galileo Galilei
-When injustice becomes law, resistance becomes duty. - Thomas Jefferson
M_K, I agree that a major issue is that buffing fenders get the shaft where debuffing fenders do not.
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Does that mean that buffers and debuffers are balanced? I don't know. But the world's debuffers are painfully aware they are at a stark disadvantage fighting AVs; buffers are not. The Devs know it too, and may possibly be unmoved by special pleading to allow buffers better soloing if we're not going to help debuffers.
If we are to die, let us die like men. -- Patrick Cleburne
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The rule is that they must be loved. --Jayne Fynes-Clinton, Death of an Abandoned Dog
I've seen several people say this, and I feel compelled to point out that DEBUFFING Defenders get the shaft when fighting AVs -- debuffs get reduced by the AV's gigantic debuff resistance, but buffs retain full value.
Does that mean that buffers and debuffers are balanced? I don't know. But the world's debuffers are painfully aware they are at a stark disadvantage fighting AVs; buffers are not. The Devs know it too, and may possibly be unmoved by special pleading to allow buffers better soloing if we're not going to help debuffers. |
(I wrote a huge long response before this, but the browser backed up on its own and I lost all of it. I'll redo it another time)
I've seen several people say this, and I feel compelled to point out that DEBUFFING Defenders get the shaft when fighting AVs -- debuffs get reduced by the AV's gigantic debuff resistance, but buffs retain full value.
Does that mean that buffers and debuffers are balanced? I don't know. But the world's debuffers are painfully aware they are at a stark disadvantage fighting AVs; buffers are not. The Devs know it too, and may possibly be unmoved by special pleading to allow buffers better soloing if we're not going to help debuffers. |
While teamed it may be true but fighting an AV is a relatively rare occurance especially when you take into account how many Minions, Lieuts, Bosses, and EBs you had you chew your way through to get there. I'd still say the debuffer has the advantage.
-Insanity is doing the same thing over and over again and expecting different results. - Albert Einstein.
-I do not feel obliged to believe that the same God who has endowed us with sense, reason, and intellect has intended us to forgo their use. - Galileo Galilei
-When injustice becomes law, resistance becomes duty. - Thomas Jefferson
In other news, a pickup truck has worse cornering than a Porsche 911, worse gas mileage, it's worse for picking up chicks and neither one has a back seat. If it wasn't for the ability to throw 1500 lbs of bricks in the back there'd be no reason to buy one at all.
Force Fields is a flawed set that I love. I just ran through a Positron with my latest lowb FF and two blasters.
We cleared several missions in under four minutes.
I know, I know, where are you going to find Blasters that appreciate force fields?
Mini-guides: Force Field Defenders, Blasters, Market Self-Defense, Frankenslotting.
So you think you're a hero, huh.
@Boltcutter in game.
A definite no from me to fixing the problem with a pet, especially one that isn't concept neutral like a Coralax or Tsoo Ink man.
This is one of the reasons I play Defenders over Controllers - I tend to make Marvel/DC style superheroes and having a visibly bipedal pet of some kind really messes with the concept but a major part of the gameplay equation for those powersets. Abstract pets like Singularity or Voltaic Sentinel are OK I guess, but still not the best.
A definite no from me to fixing the problem with a pet, especially one that isn't concept neutral like a Coralax or Tsoo Ink man.
This is one of the reasons I play Defenders over Controllers - I tend to make Marvel/DC style superheroes and having a visibly bipedal pet of some kind really messes with the concept but a major part of the gameplay equation for those powersets. Abstract pets like Singularity or Voltaic Sentinel are OK I guess, but still not the best. |
-Insanity is doing the same thing over and over again and expecting different results. - Albert Einstein.
-I do not feel obliged to believe that the same God who has endowed us with sense, reason, and intellect has intended us to forgo their use. - Galileo Galilei
-When injustice becomes law, resistance becomes duty. - Thomas Jefferson
Well it's a GOOD thing that we've been through this before.
EDIT: And APPARENTLY Ultimo_ is FULLY AWARE of the thread and just wanted one for his very own!
As far as concept goes you'd still be able to skip the pet. Also I didn't say "it has to be these pets" I just gave examples using existing critters that fit the particular Epic power.
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I'd just hate to be in the situation I was with my superfast mutant Ice Controller - choosing to either be able to solo slowly, or to have a icecube man with a sword following me everywhere.
What would be cool actually, for elemental pets in general, would be to have different models available, including at least one abstract one. e.g Fire Imps could be selected as either imps or animated Burn patches. Voltaic Sentinel could be a Cap au Diable gremlin or the abstract sparky we have now.
While we're at it, do something about Fire Swords, grumble grumble...
I'm sorry, I think I'm drifting off topic a bit here
And yeah, Ultimo's got a point about epic pets coming a bit too late for the levelling solo-er.
Yes, I know I post a lot of these, but they do serve a purpose. First, they let me vent my frustration; second, they promte discussion and exchange of ideas. I realize there will be the temptation to troll, but I hope you will all try to be constructive.
It began like this:
I was redesigning my costumes on some of my characters, and played each of them a little after doing so, to see how they look in action. I began with the Stalwart Star, my MA/Shield Scrapper. He is just a blast to play. He can dive into groups of foes with a decent expectation of survival, dealing and recieving damage well. He occasionally uses an inspiration here or there (usually blues - with 7 toggles, he burns a lot of endurance), and even gets defeated once in a while. The point is, he's a lot of fun to play.
The next character I played was Technaught, my FF/Nrg Defender. Nothing makes playing this character less fun than playing the Star right beforehand. Technaught is virtually incapable of handling even smallish groups of foes on his own. He has dismal damage and dismal defenses, even WITH all the available pool defenses. He's tedious and depressing to play, especially after the Scrapper.
Now, some will say that Force Field as a set isn't intended to defend the Defender. I say this results in a character with no offense OR defense, which is unacceptable. You have to have higher offense or you have to have the defense (survivability) to survive long enough to employ a lower offense. A Force Field Defender has neither since Force Fields does nothing to boost damage (as some Defender sets do) and nothing to boost the Defender's own defenses (as other Defender sets do). Debuffing sets generally work well. The reason is that debuffing the enemy is a benefit to the Defender whether solo or teamed. Buffing sets like FF generally don't perform as well, because the Defender can't buff himself.
Some say the Force Field set has mitigation tools in the form of Force Bolt, Repulsion Field and so on. These tools are helpful, but are of very limited value. I'll elaborate further momentarily.
Some have suggested increasing Defender damage across the board, and I think a SMALL increase is in order. However, we have to be very careful of this since there are sets that already boost Defender damage. Universally increasing Defender defenses isn't the answer either, since not all Defender sets operate in this way. This means addressing specific shortcomings in specific sets.
Here is how I view Force Fields, power by power.
Personal Force Field: Very useful, this power is kind of odd. I don't think it needs to be changed, really.
Force Bolt: I like this power, I just wish it would do a little damage. It's of limited use for mitigation as it's only single target and doesn't affect many foes.
Insulation/Deflection Shield: These are your bread and butter on teams. However, I have concerns about the balance of these powers, and I'll discuss them in more detail later.
Dispersion Bubble: Your only personal defense, it provides decent defense as well as status protection, but has a fairly high endurance cost.
Repulsion Bomb: The only real attack in the set, it's lowish damage, but is AOE and has a nice long stun effect. Good mitgation against minions and Lts, but that's about it. You might knock down some bosses, but they'll get back up and paste you before it recharges. It might be nice to see a little more damage, but it doesn't need anything.
Detention Field: I've never seen a Defender actually take this. It's uses are limited, and while you can freeze that AV for a few seconds, it's not much use if you're going to be killed by his thugs. To make this more palatable, I'd make it a toggle with a high endurance cost, like Telekinesis.
Repulsion Field: Some describe this as a mitigation tool, but it really isn't. Foes run in, hit you, then get tossed away. If they're hitting you, it's not mitigating anything. Worse, it's rather endurance heavy, and is very similar to Force Bubble.
Force Bubble: This one confuses me. It pushes foes away, out of range of your attacks, but still in range of THEIR attacks, so you get chewed up from far away, while being unable to counterattack. This also does very little to mitigate damage.
With so little mitigation and so little health, FF Defenders are at a severe disadvantage. Here's what I'm thinking of to help this situation.
The Defender needs a personal defense, but we don't want to change any of the powers too drastically because people like many of them. For example, if PFF was altered, people would scream about it. The trick is therefore to make a change without changing things for those who like the way things work now. My suggestion involves Insulation/Deflection Shield.
Allow the Defender to use these powers on himself. This would require a slight modification to the power. It has been pointed out that most personal defense powers are toggles. Thus we should allow the bubbles to be used as toggles. However, they have to be clicks for their use in teams. Thus we should allow them to be used as clicks AS WELL.
When targeting another person, the power would be a click, operating just as it does now. However, if targeting yourself or no one else, it would actvate as a toggle. Recharge after a click would be as it is now, recharge after detoggling would be lengthy. The idea is that you would be able to use the bubbles on yourself or on others, but not both at once.
Now, it's been suggested that this would be unbalanced, that the FFer would be able to soft cap himself too easily. I can see that, so I propose the following, a significant change that I think is overdue anyway.
Reduce the effect of the bubbles to around 15% Defense. Coupled with the Dispersion Bubble, this would provide about 30% total Defense, which is good. Other ATs are capable of this. Also, change the way the bubbles stack. It has always been my position that they should have diminishing returns as it is. This would mean the Defender can't make his team into indestructible gods by himself. This in turn would not margnialize other FFers on the team.
The only other option as I see it would be to change Force Bubble/Repulsion Field so that one or the other becomes a personal defense.
To summarize, what I'd do is this:
-Add a small amount of damage to Defenders across the board.
-Increase Defender health to Blaster levels.
-Change Deflection/Insulation Shields to toggle/click combo powers, such that the Defender can use them on himself as toggles or on others as clicks.
-Adjust the amount of Defense generated by the bubbles to be more balanced for both solo and team use.