Please replace Vigilence inherent with something that lets us slot intelligently
I see where the arguements for a change to Vigilance is coming from.
Solo, it does nothing for you. This I understand. On a team that isn't dying. It does nothing for you. And this has people upset how? If the team isn't dying, you're lack of an active inherent shouldn't be a problem anyways. But, why not keep any change to the inherent simple, and close to what it does now? Vigilance: Grants 4% END REC to the Defender, plus an additional 3% END REC per member on the team. On a full team, the Defender has unslotted Stamina level recovery. And when solo, while it isn't much, it's still more than nothing. |
Thank you BrandX. Someone slowed down and stopped drinking the Kool-Aid. Something, very simple. Vigilence is as or more broken than the old Defiance as a mechanic. The repair doesn't have to be complicated, or very powerful. It just needs to do something.
I would say solo, the Defender should get unslotted levels of Endurance recovery akin to Stanima, and that on an 8 man team it aught to be equivalent to slotted Stanima. But now we'd be arguing about about balancing, and I leave that in the able hands of the Dev's.
I see where the arguements for a change to Vigilance is coming from.
Solo, it does nothing for you. This I understand. On a team that isn't dying. It does nothing for you. And this has people upset how? If the team isn't dying, you're lack of an active inherent shouldn't be a problem anyways. |
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i make stuff...
Maybe my experience is unique, but generally past the mid-teens even if my teamis dying Vigilance does little for me because if they're dying it's due to excess aggro, not a lack of endurance, and extra endurance for attacks doesn't help much when at that point my focus is more on helping the rest of the team stay up, not on drawing aggro to myself.
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Adds, ambushes, crazy teammates are often countered well by:
Freezing Rain, Hurricane, Tornado, Lightning Storm, Thunder Clap, Enervating Field, Radiation Infection, Fallout, Choking Cloud, EM Pulse, Darkest Night, Howling Twilight (before or after someone dies), Fearsome Stare, Snow Storm, Sleet, Heat Loss, Repulsion Field, Repulsion Bomb, Force Bubble, Repel, Fulrcum Shift, Liquefy, on a practiced team Sonic Repulsion, Caltrops, Seeker Drones, Poison Trap, Glue Arrow, Oil Slick Arrow, Poision Gas Arrow, EMP Arrow, Rain of Arrows, Explosive Arrow, Full Auto, Buckshot, M30 Grenade, Flamethrower, Ignite, Dark Pit, Tenebrous Tenetacles, Night Fall, Blackstar, Short Circuit, Ball Lightning, Thunderous Blast, Energy Torrent, Explosive Blast, Nova, Frost Breath, Ice Storm, Blizzard, Psionic Tornado, Psychic Scream, Psychic Wail, Electron Haze, Irradiate, Neutron Bomb, Atomic Blast, Siren's Song, Howl, Shockwave, and Dreadful Wail.
Oftentimes, a few seconds where some aggro is on you instead of someone else can make a big difference, not to mention the other things those powers can do. Many of those powers use a fair amount of endurance and due to the fact that +End Reduction has a larger effect on more expensive powers, Vigilance has an outsized effect on them (for a few, the Nukes, no amount of Vigilance is going to help that end bar, ).
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.
One thing to think about is the dev thought process behind Vigilance. I think that if the idea that "if your team is doing well, they don't need a buff" really is their thought process, then Vigilance is highly unlikely to get a major change. If so, I wonder if suggestions should be handled differently.
One thing to think about is the dev thought process behind Vigilance. I think that if the idea that "if your team is doing well, they don't need a buff" really is their thought process, then Vigilance is highly unlikely to get a major change. If so, I wonder if suggestions should be handled differently.
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Even when it does something, ie give me more Endurance. I usually am not dependant upon it. I've already slotted and chosen powers that will let me have more than enough Endurance. So the extra Endurance sits in my tank wasted.
Extra damage is never a waste, unless you are at the cap, and they you have done a lot to get yourself to the cap and you could change what you did if you had an inherent that was helping you reach the Damage Cap.
Extra Endurance is almost always a waste, if I've slotted correctly and chosen powers wisely.
After all of that, do Defenders really have an inherent power? The answer is no. Thus, the problem.
Maybe my experience is unique, but generally past the mid-teens even if my teamis dying Vigilance does little for me because if they're dying it's due to excess aggro, not a lack of endurance, and extra endurance for attacks doesn't help much when at that point my focus is more on helping the rest of the team stay up, not on drawing aggro to myself.
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All my suggestion was, was a way to keep the inherent doing the same thing as it does now, except have a tangible effect when solo as well.
I went with the lowest numbers for it imo. Testing would show whether I was right, or wrong in either direction.
Having the end recovery of unslotted stamina on a full team, doesn't seem bad imo.
BrandX Future Staff Fighter
The BrandX Collection
Perhaps I'm misunderstanding your wording but Vigilance doesn't actually give more endurance--it globally reduces endurance costs. I tend to find that useful since a lower strength version of it does kick in simply for having more members on the team. Perhaps my perception is different since on a team and running my toggles I have no endurance problems despite NOT having Stamina and only having minimal endurance slotting. On the flip side, I admit that usually am gasping for air when soloing but I don't plan to solo with the character at all so it doesn't bug me. Some sort of benefit solo would be nice but I think PennyPA makes a valid warning that a chance to Vigilance might possibly be counterbalanced by a nerf to Defenders. Not guaranteed but something to think about.
Perhaps I'm misunderstanding your wording but Vigilance doesn't actually give more endurance--it globally reduces endurance costs. I tend to find that useful since a lower strength version of it does kick in simply for having more members on the team. Perhaps my perception is different since on a team and running my toggles I have no endurance problems despite NOT having Stamina and only having minimal endurance slotting. On the flip side, I admit that usually am gasping for air when soloing but I don't plan to solo with the character at all so it doesn't bug me. Some sort of benefit solo would be nice but I think PennyPA makes a valid warning that a chance to Vigilance might possibly be counterbalanced by a nerf to Defenders. Not guaranteed but something to think about.
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When Stalkers were given team crits nothing was nerfed.
Dominators might have gotten a nerf, when there's inherent was reworked.
Only in 1/3 of the examples I can think of was there a cooresponding nerf. I'm also not talking about touching Damage numbers. So, I don't think they would need to do any rebalancing.
Rebalancing would occur if we were talking about giving Defenders a bonus to damage or Power Boost.
I don't see the functional difference between a reduction in costs and an increase in Endurance?
How would you suggest? Because I think most of the time, especially when I'm not in a PUG things are going pretty well. Thus, I have an inherent that does nothing most of the time.
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If things are not going well, then why is it a problem with the inherent for the teams bad performance - pulling too much aggro, players afk, etc. Bad teams/PUGs (and we have all been there) have problems any inherent can't fix.
I have come across teams that things like damage is all that matters. I was on a 43 min MoSTF (yes, before the exploit) where we had 3 defenders. Would we have gone faster with more damage? How much - 1 min? 2 min? Does it really make any difference whatsoever if you complete a 2 hr LGTF or a 1.9 hr LGTF? Was it a grind or fun?
As mentioned earlier, the inherent of an AT never crosses my mind for any AT I make. I just play for fun, so no problem in my view.
When Defiance was fixed there was no nerf.
When Stalkers were given team crits nothing was nerfed. Dominators might have gotten a nerf, when there's inherent was reworked. Only in 1/3 of the examples I can think of was there a cooresponding nerf. I'm also not talking about touching Damage numbers. So, I don't think they would need to do any rebalancing. Rebalancing would occur if we were talking about giving Defenders a bonus to damage or Power Boost. I don't see the functional difference between a reduction in costs and an increase in Endurance? |
For doms, they were balanced by the extra damage they received in their attacks so they didn't have to be perma-doms all the time.
Perhaps I'm misunderstanding your wording but Vigilance doesn't actually give more endurance--it globally reduces endurance costs. I tend to find that useful since a lower strength version of it does kick in simply for having more members on the team. Perhaps my perception is different since on a team and running my toggles I have no endurance problems despite NOT having Stamina and only having minimal endurance slotting. On the flip side, I admit that usually am gasping for air when soloing but I don't plan to solo with the character at all so it doesn't bug me. Some sort of benefit solo would be nice but I think PennyPA makes a valid warning that a chance to Vigilance might possibly be counterbalanced by a nerf to Defenders. Not guaranteed but something to think about.
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(Just picking numbers) 5% END Reduction with an additional 5% END Reduction per member on the team. 45% END Reduction when on a full team.
Now personally, I like the idea of giving the END Recovery. Because the END RED as an inherenent makes me wonder, why not just decrease Defense END costs across the board 5%, and then give the 5% per team member. OR give a flat END RED across the board.
But either way would stay working a vigilance pretty much does now, only Defenders would see a use for it solo.
BrandX Future Staff Fighter
The BrandX Collection
Then what is the problem? If things are going well as you say, are you not having fun? Relaxing while playing? Chatting it up with friends? Completing whatever you are doing?
If things are not going well, then why is it a problem with the inherent for the teams bad performance - pulling too much aggro, players afk, etc. Bad teams/PUGs (and we have all been there) have problems any inherent can't fix. I have come across teams that things like damage is all that matters. I was on a 43 min MoSTF (yes, before the exploit) where we had 3 defenders. Would we have gone faster with more damage? How much - 1 min? 2 min? Does it really make any difference whatsoever if you complete a 2 hr LGTF or a 1.9 hr LGTF? Was it a grind or fun? As mentioned earlier, the inherent of an AT never crosses my mind for any AT I make. I just play for fun, so no problem in my view. |
2. I think Defenders underperform when compared to Corrupters and Controllers. If my bad guys can be good guys. I'm going to start making Corrupters when I would have otherwise made a Defender. IE when I am forming a team and want a buff/debuffer I don't care whether its a Controller or a Defender. The extra % to buff/debuff isn't that noticeable and I can't be choosie.
3. The slightly better % for Debuff and Buff are not offset properly, heck for Trick Arrow, the Entangling Arrow and Ice Arrow work better for controllers than they do for Defenders.
4. I want Defenders to be noticably better than Controllers and Corrupters in a meaningful way that does not offset game balance or require a nerf to Defenders. I think an inherent that grants Defenders an advantage some where anywhere would be the proper way to go.
CRITICAL DEBUFFS/HEALS
I'd really like the higher debuff numbers to work similar to scourge on the Corruptor.
How about giving Defenders a Chance to land a critical Debuff/Heal which could be a heal or an attack driven debuff effect.
Extra slow from an Ice blast
Extra -Defense from Rad Blast
Add in a Nice Visual Effect Like : "Critical" for the scrapper or "overpowered" and people will see it in action
I wouldn't condone it on direct buffs like: Speed Boost, Force Field, Cold shields etc. That would potentially be too overpowered.
But a chance to heal or debuff inherently critically would be very useful.
Not sure on that since they are rather explicitly intended to be a team based class.
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The truth is you CAN solo with a defender. And the game embraces soloing as much as it does team play.
If it is possible, shouldn't an inherent benefit a solo player?
Look at the two ATs closest to the defender. They both have inherents that help them while teaming or soloing.
Controllers have Containment, which works whether they are solo or on a team.
Corruptors have Scourge, which works whether they are solo or on a team.
So it seems an inherent that enhances solo as well as team play would be appropriate for defenders.
1. They do underperform to the point of near failure for soloing. All AT are supposed to be able to solo.
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Plus, let's add something I saw before:
It would help solo, which Defenders weren't made for, but would still help it without drastically changing Defender balance. |
2. I think Defenders underperform when compared to Corrupters and Controllers. If my bad guys can be good guys. I'm going to start making Corrupters when I would have otherwise made a Defender. IE when I am forming a team and want a buff/debuffer I don't care whether its a Controller or a Defender. The extra % to buff/debuff isn't that noticeable and I can't be choosie. |
3. The slightly better % for Debuff and Buff are not offset properly, heck for Trick Arrow, the Entangling Arrow and Ice Arrow work better for controllers than they do for Defenders. |
4. I want Defenders to be noticably better than Controllers and Corrupters in a meaningful way that does not offset game balance or require a nerf to Defenders. I think an inherent that grants Defenders an advantage some where anywhere would be the proper way to go. |
I just had a thought. The higher damage with support role is claimed by corruptors, the current vigilance only seems to directly benefit healing primaries in their support role, and any sort of boost to support strength/recharge will throw multiple primary's balance out of whack. So what about survival?
The defender, no matter what the primary, is the weak guy around. They make up for this by dipping their friends in awesomesauce or by making enemies twice as pathetic as they, but they are just...weaker. Low health points, lower defenses than what they can provide to allies, and low damage before they get to boosting and weakening. This is what I'd propose:
Vigilance
The defender is warry of threats. The greater danger they face, the more vigilant they become. This grants the defender defense and resistance to damage as they are hurt, perception to hidden threats, as well as resistance to mentally debilitating effects.
Basically, the harder things get, the harder to finish off or control a defender becomes. It helps all defenders at what they're worst equipped to do: keep themselves alive, and capable of responding. It helps them support the team, as they do that better when they're alive. (And sober) Same for the damage thing. It takes a sidestep for the whole defender/corruptor thing, as it makes the corruptor better at finishing off a fight, while defenders become better at surviving it. Plus I like how it's almost the diametric opposite to scourge.
Just a thought.
Controllers are a team based Archetype, probably more so than Defenders, and the Controller Inherent power:
A. Does something.
B. Helps them solo.
C. Does more damage.
D. All of the Above.
I don't even remotely think that Defenders are actually balanced against the other archetypes. I like them. I think they are fun. I want them on teams, but I'd just as soon have a Controller or Corrupter. As far as I can tell Defenders get the shaft all the way around.
I hear all the time 8 Defenders can take down XYZ, but guess what so can 8 Controllers almost as quickly, possibly more quickly since they can probably do it safer.
Whether it is a Controller or Defender that does the buffing and debuffing I really can't tell the difference. I know the Controller does a better job of mitigating damage than the Defender does that I can tell. Late game, the Controller will do near the same amount of damage. (I'm excluding the Fire/Kin Controller that is the best farmer and most complete toon in the game which does much more damage).
Controllers basically give up a slight difference in damage and buffage for a ton better Control which turns into more life, but also more status protection for the team (since a mezzed mob can Mez your teamates).
As bad as Fire Controllers are at controlling, they still barely worry about being mezzed or damaged with a Fire/Kin controller. Fire is the least safe of the Controllers. So Controllers have:
1. Good Controllers controls that work.
2. Almost as good of Buffing and Debuffing
3. Almost as good of Damage as a Defender
4. Controllers bring more to a team
Defenders just have their whole world nibbled at from all sides.
1. They are one of the least damaging archetypes
2. They are squishy
3. They have no mez protection
4. They have limited numbers of Controls
5. They are the most mezzed Archetype
I want to know what Defenders are really good at? Because from what I can tell, Corrupters and Controllers are doing it better. I don't understand why you think they are so balanced.
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Yes, I understand that defenders are weak. I said so. The true strength of a defender is that they are (supposedly) the best force multiplier to be found. This might come under scrutiny when compared to the similar force multiplication with different, sweeter flavors of icing on top that the similar support types bring, but there it is.
I was simply saying that rather than make another corrupter by upping damage, or bringing up all sorts of buff/nerf things that come from giving boosts to recharge/potency as is oft suggested, give defenders a different strength: make them the most resilient individual support type. (I say individual, as a fully guarded mastermind should by design be the toughest) This helps on teams by keeping a valuable ally around, it helps solo by keeping the only team member alive, and it gives a unique role to defenders: the tougher ones. The scaling protection is so that the stuff is there when the manure hits the fan, but doesn't throw off team roles/gameplay by making them so tough up front that it goes to their head. (Or boosting an already crazy boosted defender on a crazy steamroller team that just turns into a tankmage)
I also wouldn't mind, though, if defender became medium hp rather than low, as they were once intended to be.
My problem soloing my defender isn't a lack of resilience, it's that it takes so long that I gave up and only play her on teams.
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I want to know what Defenders are really good at? Because from what I can tell, Corrupters and Controllers are doing it better. I don't understand why you think they are so balanced.
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Can defenders solo? Of course, but there are differences. My D3 def solos far better than my emp/psi def. I don't have one, but I hear rad/son def are very nasty too. But regardless of defender, are they as efficient as the other ATs in soloing? Some maybe, most are not in my experience as a defender.
Let's look at tanks. My ice/ice tank was hard to solo because of the damage output. Would I have had a different experience as a ice/EM tank? Or a fire/ tank? They solo differently. Btw, do you hear teams, after they have a tank, broadcasting in whatever channel, we need more tanks?
Scrappers - just what do they offer teams that blasters can't do better? If you are teamed with defenders that keep the blaster blasting, why bother with a scrapper at all? Blasters have better damage and, more importantly, better AOEs. Same question above, do teams actually ask for more scrappers?
Khelds, um, and they offer again what to a team that every other AT can do better? So don't bother asking for more khelds, let alone inviting khelds to teams in your world.
Controllers do have better damage mitigation. But how about those controllers pre-32 and their not-so-awesome soloing without pets? Balance...
I like to know what information you possess to let you see the future after GR and defenders don't exist anymore. I still plan on making them, team with them, and have fun playing.
I am not so sure any more if this is about min/maxing either.
My problem soloing my defender isn't a lack of resilience, it's that it takes so long that I gave up and only play her on teams. |
Defenders have a .65 multiplier, corruptors are .75 with cream on top. The numbers are too close, and the devs seem too happy with them to shift those. The mulipliers defenders have skew them too quickly as well., for those with primaries that skew orange numbers...and those are part of the equation.
Toughness just doesn't throw off much as far as balance is concerned, and helps defenders in both team and solo situations. Extra mez resistance when you're fading also means you can actually survive, rather than die hopelessly held/stunned etc.
Balancing controllers by making them suck from 1-31 isn't balance, it just makes for a really poor experience leveling to 32. This is explicitly (as in was stated by a dev) one of the reasons controllers have containment.
People will still play defenders and invite defenders to teams, but I've found that people tend to ask for defenders or controllers - and with GR, Corruptors will be added to that list. Come GR, I think you'll see far more corruptors being played than defenders, whether or not you personally will choose to continue with your own defenders.
Also, the existence of rad/sonic or dark/dark or good soloists, but that doesn't really balance the entire AT, no more than Fire/Kin and Ill/Rad controllers balance that AT (if they did, there'd probably be no containment).
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I see where the arguements for a change to Vigilance is coming from.
Solo, it does nothing for you. This I understand.
On a team that isn't dying. It does nothing for you. And this has people upset how? If the team isn't dying, you're lack of an active inherent shouldn't be a problem anyways.
But, why not keep any change to the inherent simple, and close to what it does now?
Vigilance: Grants 4% END REC to the Defender, plus an additional 3% END REC per member on the team.
On a full team, the Defender has unslotted Stamina level recovery. And when solo, while it isn't much, it's still more than nothing.
BrandX Future Staff Fighter
The BrandX Collection