Why the Red/Blue end recover disparity?


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Originally Posted by Jade_Dragon View Post
And I think you mistook "Assassination" for "Assassin Strike". The former is the Inherent, the latter is the Stalker power that makes use of the Inherent for even greater damage. AS wouldn't actually be of any use without Hide either, as it would only do 5/14 of the damage. For a 3 second animation time it would not be worth it.
All completely true, but we are comparing to Vigilance here. It doesn't really matter what I said or what I was thinking. I can't honestly think of any powers, inherent or otherwise, I like less than Vigilance.


 

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Originally Posted by Jade_Dragon View Post
Without Hide (or Placate) Assassination would basically be a 10% chance to Critical, plus 3% for every other member of the party, plus the ability to Critical Held or Slept foes in PvP.

So the defender is getting a good deal then.


 

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Originally Posted by SuperSilver View Post
So the defender is getting a good deal then.
Considering how many Defenders would probably swap Vigilance for an inherent that did nothing but provide a 10% damage buff to Brawl... I'd say so.


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I don't do much Stalking, so this may be off. But I think the only Stalker secondaries that lose recovery powers are Regen and Willpower. It's not as big a deal as it sounds though, since Regen only has one toggle anyway, and WP for Stalkers has one less toggle than usual.


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Originally Posted by PRAF68_EU View Post
Dispari has more than enough credability, and certainly doesn't need to borrow any from you.

 

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Just curious, why all the hate on Vigilance, anyways? Sure, it's useless when soloing, but surely it's a decent little bonus to have when you're teaming and things start going pear-shaped? [personally, though, I'd tweak it to add a recharge bonus to the Defender's *primary* powers equal to the Endurance discount he/she gets at that moment...]


 

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Originally Posted by JD_Gumby View Post
Just curious, why all the hate on Vigilance, anyways? Sure, it's useless when soloing, but surely it's a decent little bonus to have when you're teaming and things start going pear-shaped? [personally, though, I'd tweak it to add a recharge bonus to the Defender's *primary* powers equal to the Endurance discount he/she gets at that moment...]
My personal issue with Vigilance is that the power rewards failure. If I let a teammate die, I can keep them that way and receive a nice endurance discount. So it would actually penalize me for using -Damage, -ToHit, or +Defense powers due to my teammates not losing any health and so I get no form of an inherent. So I would absolutely take a 10% chance for a crit over Negligence :P


 

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Originally Posted by JD_Gumby View Post
Just curious, why all the hate on Vigilance, anyways? Sure, it's useless when soloing, but surely it's a decent little bonus to have when you're teaming and things start going pear-shaped?
What do you expect me to do, bubble faster? Force Fields isn't an extreme example, either; it actually has worse endurance problems than, say, Empathy or Dark (due to the expensive toggles, tendency towards an aggressive playstyle, and considerable expense of single bubbles). Really, Vigilance isn't completely useless, as it's nice if you use a nuke or an EMP (after they're past the point of being needed). However, its stated purpose--"to protect the team... the Defender is able to look deep within him or herself and rise to the occasion"--is in contradiction to its mechanics. All it ever ends up being good for is blasting.*

I started in Issue 3, so I'm aware that Vigilance was never supposed to be a real power. (It was introduced for symmetry reasons; Defenders were about to become the only AT with no inherent power, but the Devs didn't want to change the status quo. Thus, they gave us a pseudo-power; this is also probably why they didn't bother to correct it before Issue 15, and nobody tended to notice or care that it actually increased the cost of your powers on most decent teams, even though it was a widely-known bug.) The reason I complain is that Defenders are now far less popular than anything else but Kheldians and (maybe) Stalkers, so I think they at least deserve a real inherent power to boost them a bit.

Besides all that, there is the usual concern that it is distasteful to give people a bonus for performing poorly.


*This is a bit of an exaggeration; Rez powers tend to be very expensive, but Defenders don't care much because a dead friend is worth a lot of Vigilance, so Defenders don't pay full price. This is a trivial case, in my opinion; if the Devs are worried about the very specific problem of Defender Rez costs, they can reduce them individually.


 

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<qr>

Blame Castle. When Willpower came out, Stalkers said the same thing, really - "Where's our QR? Can you just fold it in to something else?"

Direct reply back, at the time, was that Stalkers would not get Quick Recovery type powers, period.


 

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Originally Posted by Memphis_Bill View Post
Direct reply back, at the time, was that Stalkers would not get Quick Recovery type powers, period.
Which is why my assumption it was a conceptual thing, the Stalker is not expected to sustain damage like a Scrapper. (Although there's good evidence that view changed when the changes came out)

I would like to see what Castle would do to a Set that has both Quick Recovery and a damage aura, however.

Ultimately, I think the thing is that while Quick Recovery is a useful power to have, it does NOT enhance your defense in any way. Endurance recovery is, for the most part, an offensive power, not a defensive one. While it does enable you to run more defensive toggles, what it REALLY allows you to do is sustain constant attacks while NOT losing your defensive toggles. You can always stop attacking and maintain your role as a meatshield.

This is not true of, say, Reconstruction. While it would be nice if Quick Recovery's effect was rolled into Reconstruction (say, giving an End boost as well as HP) this would not be consistent with the other Sets which lose a power in order to gain Hide. The design of Stalkers seems to include that their Primary and Secondary is slightly weaker compared to the other versions, disregarding Hide and AS. (Although it can be argued that Hide and AS are equally as valuable powers as the ones sacrificed)


 

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Originally Posted by Jade_Dragon View Post
Regeneration and Willpower sacrifice Quick Recovery. Super Reflexes drops Lucky, which decreases AoE defense, although some of this may be compensated for with Hide's extremely high AoE defense when Hide is active. Energy Aura does not drop a power for Hide, it replaces Energy Cloak, thus it also replaces Damping Field with Repulse. Electric Armor drops Lightning Field, which is the set's Taunt aura. Dark is kind of complicated, but in effect it drops Death Shroud, (and all Taunt effects from other auras) and separates the defensive bonus and perception of Cloak of Darkness into Shadow Dweller.

In short, TWO out of seven Stalker Secondaries lack +Recovery bonuses, although they do happen to be the ONLY Secondaries that grant +Recovery to the other meleers. (Unless you count Tier 9s like Unstoppable and Elude) SR trades the AoE defense for more AoE defense in hide, while Dark and Electric drop the Taunt Auras, which would directly conflict with the Stalker's Inherent. Ninjitsu we have no idea what it would have had in another meleer Secondary. Energy Aura adds an aura for some reason, but some players have reported using the power as a momentary click-type power, toggling it off and back on as an AoE knockback. I'm honestly not sure what the devs were thinking...
The AoE bonus from Lucky got added into the AoE toggle for stalkers. In a way, that's a benefit because you don't need to use as many slots to enhance up to the same amount of AoE defense, but you also lose some of your scaling resists.


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