New Defender Inherent
So what happens if you're out of inspirations? I don't think tying an AT's inherent power to its inventory is a good idea.
Also, a defender at level 40 has 20 inspiration slots, but from level 25 to 40, you only have 15. I don't think any new inherent should be that imbalanced by level.
Also, the "no inspirations" challenge in Ouroboros flashbacks would effectively negate this inherent - not good.
I think Vigilence needs work, too, but I'm not sure how to adjust it.
So what happens if you're out of inspirations? I don't think tying an AT's inherent power to its inventory is a good idea.
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Also, a defender at level 40 has 20 inspiration slots, but from level 25 to 40, you only have 15. I don't think any new inherent should be that imbalanced by level. |
Also, the "no inspirations" challenge in Ouroboros flashbacks would effectively negate this inherent - not good. |
I think Vigilence needs work, too, but I'm not sure how to adjust it. |
I see two problems with this.
The first is that different sets are going to have a harder time building Vigilance than others. For example for an Empath it's quite common to go Heal, Blast, Heal, Blas, Buff, Blast etc. Conversly a Traps Defender is much more likely to go Seeker Drones, Acid Trap, Poison Trap, and then keep blasting until combat is over.
The second problem is that this is (IMO) an attempt to solve the wrong problem. Defenders work just fine on teams, in fact you can make a strong argument that they are overpowered on teams. People dislike Vigilance for two reasons, one is that it rewards poor play, and the other is that it provides no help solo which is where Defenders are weakest.
That being said I think it is a cool idea but the problem is that it buffs Defenders on teams and I don't think they really need buffing there.
Defenders being a rather balanced Archetype (as per devs, can't prove, though!), it is indeed very hard to think of any suitable inherent. The suggestion in OP was a little inspired by TF2's Buff Banner, which rewards doing damage by granting mini-crits to nearby teammates for a short period of time. If you get the Rage-bar full, that is.
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I see two problems with this.
The first is that different sets are going to have a harder time building Vigilance than others. For example for an Empath it's quite common to go Heal, Blast, Heal, Blas, Buff, Blast etc. Conversly a Traps Defender is much more likely to go Seeker Drones, Acid Trap, Poison Trap, and then keep blasting until combat is over. |
The second problem is that this is (IMO) an attempt to solve the wrong problem. Defenders work just fine on teams, in fact you can make a strong argument that they are overpowered on teams. People dislike Vigilance for two reasons, one is that it rewards poor play, and the other is that it provides no help solo which is where Defenders are weakest. |
Edit/add: I don't know how the soloability should be changed. If an AT has a superb teaming Inherent, should it be advantageous solo as well? Or maybe the Inherent's superb teaming ability should be lowered and in exchange give in some solo ability as well. Bleh.
That being said I think it is a cool idea but the problem is that it buffs Defenders on teams and I don't think they really need buffing there. |
Other ideas include to manually adjust Defender primary powers so that they have larger radiuses, extra effects or recharge faster. And to make Regen/Recovery be stronger for Defenders. Stuff that can't be decided by simple AT modifiers. But that belongs to another suggestion.
So what happens if you're out of inspirations? I don't think tying an AT's inherent power to its inventory is a good idea.
.... Also, the "no inspirations" challenge in Ouroboros flashbacks would effectively negate this inherent - not good. |
This is the perfect example as why this version of Vigilence would not work.
I think Vigilence needs work, too, but I'm not sure how to adjust it. |
If Vigilence's End reduction started when the team's health was at an average of half health, and it not only decreased the Defender's end use, but also increased their end recharge, power recharge time, and increase the effect of their healing/buff powers then it might be more useful.
I'd rather see a Defender Inherent that shifts damage and agro from Defenders to non-squishes on the team that are supposed to be protecting them - a sort of Anti-Gauntlet.
I'd also be for an Inherent that allows Defender to do more damage when they are solo.
Well, yeah. Fortitude could give a longer-lasting mode while Traps still has Web Grenade, which is powerful even as a debuff.
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The question is, do Defenders work better than Corruptors or Controllers in teams? The difference between Corruptor/Controller de/buffs and Defender de/buffs is so small that Corruptor/Controller is simply a much better choice as a teammate, with damage/control advantages, respectively. Defenders are fine on teams but the other support classes are simply better. This is only how I see it, though. Controller envy is strong when playing my Defenders, mostly thanks to EPP attacks and pets. |
I think that Corruptors and Defenders are better balanced. Roughly speaking Defender buffs are about 13% to 33% better than Corruptor ones while Corruptors do about 15% more damage (neglecting Scourge). In team play I find they are reasonably balanced against each other. Defenders buff the team a little bit more while Corruptors do slightly more damage. The big difference is Scourge, but if you think about it, Scourge helps a lot more whilst soloing than it does in team play. Soloing you will spend time shooting at every single enemy whilst it is at less than half health (unless you one hit kill them anyway) so you have a chance to Scourge with every enemy. On a team though you won't get to shoot every enemy while they are at half health. In other words, Scourge provides a damage buff that scales down with team size.
Edit/add: I don't know how the soloability should be changed. If an AT has a superb teaming Inherent, should it be advantageous solo as well? Or maybe the Inherent's superb teaming ability should be lowered and in exchange give in some solo ability as well. Bleh. |
Characters like Blasters and Scrappers who are strongly additive will automatically be good soloers since their solo capabilities are the same as their team capabilities. Multiplicative ATs are definitely giving up some personal power for the ability to increase their teammate's power so how well they solo can vary radically. Tanks and Controllers are decent soloers, they are slower than Blasters and Scrappers but they are reasonably well protected while soloing so it balances out somewhat (obviously some combos are better or worse than others).
Defenders though are all over the place in terms of soloing ability. Debuff based sets like Traps, Trick Arrow and Rad can use most of their primary powers at full effect while soloing so while they aren't as good at the additive ATs are at soloing like the Tankers and controllers they can at least use their powers effectively to help themselves. Other sets like Empathy have few powers that they can use themselves whilst soloing and so have to rely on a small subset of their powers.
Now multiplicative ATs don't have to be bad soloers to balance their team based abilities. As I mentioned above Corruptor's scourge decreases in utility somewhat as the team gets larger. Similarly one of the advantages Controllers have over Defenders is that with sets that focus on buffing teammates the Defender gets little benefit while solo but the Controller can (generally) use them to buff his pets. This effectively increases his power while solo but the advantage fades away on teams (since buffing teammates tends to take priority over buffing pets).
Tanks are probably the other AT that could use a boost. Like Defenders they don't have anything that scales up whilst solo and unlike Defenders they aren't completely multiplicative on teams either. The first one is but the nature of the game meas that one Tank is usually sufficient for aggro management and a second is therefore only additive. Their advantage is that there is a lot less variation between powersets. Sure, some are better soloers and some are better on teams but they can all use their powers to pretty much the same extent regardless of whether they are solo or teamed.
Personally if I was an MMO designer I would endeavor to make all classes multiplicative with a similar mix of powers that scale up or down based on team size but I'm not sure how practical that would really be.
EDIT: Just as a thought, there has been a lot of talk about whether Defenders will be played less with Going Rogue in favor of Corruptors. I think they will somewhat but I think the reason is not that team leaders will kick Defenders in favor of Corruptors but that players will choose to make new characters Corruptors because they solo a lot better. To some extent we see the same thing now, Controllers tend to be more popular because they are perceived as more powerful. However I think that a lot of that perception comes not from team play but from solo play.
Hmm, yeah. True. Agreed on all points.
Back to the drafting table. >_>
Hmm. Way too over-complicated...No ta.
GG, I would tell you that "I am killing you with my mind", but I couldn't find an emoticon to properly express my sentiment.
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Defenders do need a new inherent, but it really ought to be something simple. Maybe something to make them solo-friendlier.
That or... maybe something that, like the other ATs, plays to their strengths, maybe a boost to buffs or debuffs.
To be honest. I wouldn't mind it but it doesn't matter to me. I've beaten a pretty good scrapper with my Trick arrow/arrow defender. If they powered up their buffs and debuffs. IT would be over powered. Have you ever tried to fight a Rad/sonic defender? That's not pretty :/
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@Inconclusive
Warning, this is long-ish.
My suggestion below is intended to make the Defender more interesting as a support Archetype by giving a more dynamic inherent (like Corruptors and Controllers with their dual roles) while retaining the Defender's teaming focus while promoting the use of the Defender's secondary.
This new inherent is to replace the old Vigilance. Values presented here are not final, I hope that people will try not to seek a certain loophole in the suggestion and therefore attack the whole suggestion. The numbers are just giving direction to this suggestion, and what I feel is balanced.
The new Vigilance
The Defender's focus has always been the team, as such an inspiring character, the Defender can inspire his teammates from almost certain defeat to victory. While Vigilant, every time the Defender uses an inspiration, a portion of that bonus will be awarded to teammates in a wide area. The Defender can attain Vigilance by using his or her powers, secondary powers granting more.
Technical information:
- Using an inspiration uses 25 Vigilance points. Along with normal effects, 50% of that bonus will affect teammates only in a 60' radius (same as Leadership powers). This limits the "popping chain" to 4, and is to keep force multiplication in control, while not being useless.
For example, the Defender has attained 60 points of Vigilance and uses a Righteus Rage and a Respite. The Defender gets a +50% damage buff for 60 seconds and recovers 25% base HP, as usual. The Defender's teammates, on the other hand, get a +25% damage buff for 60 seconds and recover 12.5% of their base HP.The Defender can utilize the new Vigilance to act to a sudden threat quickly to keep the team standing, or keep the team going steady and safe. As the inherent is quite powerful in a large team, it doesn't grant any benefits to solo Defenders (just as the current Vigilance doesn't). The inherent forces choices upon the Defender: to use the inspiration now for personal benefit and 'waste' 25 points of Vigilance, or save it for when the team needs it?
The Vigilance can be used to patch weaknesses in primaries: Dark Miasma can grant the team temporary mezprotection through using Break Frees, and Force Field can help offensively by using Reds. Vigilance does not work with special inspirations like Kora Fruit or Holiday inspirations (which give boosts in AoE anyway), and using these inspirations does not use Vigilance points.
I personally feel that the Vigilance points granted by powers should be tailor-made, not by any formula (รก la Defiance). As general rule though, secondary attacks should grant more Vigilance (so even non-offensive Defenders can feel that attacking is useful). More powerful attacks grant more Vigilance, so the Defender with only the tier 1 attack from the Secondary doesn't benefit as much from Vigilance than a Defender who uses a more balanced mix of Primary and Secondary powers. The idea would be that an active Defender would be able to get 50 points of Vigilance every minute on average.
If possible, using Primary powers should act as enablers for the Vigilance gained from attacks. This is to prevent rewarding Defenders neglecting their primary and only attacking. The duration I feel is right for "Vigilance mode" to be activated per primary power, should be somewhere around 20 seconds (AoE Heals would grant less time for "Vigilance-mode", to make annoying aura-rocking a less viable tactic). Applying Single Target shields would grant the longest duration of Vigilance-mode: 60 seconds. This is to reward this rather choresome activity, and most ST shields are plenty good of their own so that the Defender has "done his or her part". Again, these durations (and values) would be subject to change.
As an added bonus, Nukes would fill Vigilance by 10 points per target, excluding Full Auto and Rain of Arrows, which would be treated as regular attacks. Many Defenders skip Nukes for the lack of damage despite using the whole endurance bar, this is to make them more useful.
Graphical effects I'm not sure of, I feel that the effects should be as silent as set bonuses currently are. So that there aren't sudden "VIGILANCE"-words popping over people's heads or inspiration chomping animations. Just the silent increase in damage (or other boosts) that could be observed via Combat Attributes. Using Greens would produce in visible heal numbers, though.
Also, I know that force multipliers in general are overpowered in this game (on teams), but I think Defenders deserve some love. Corruptors and Controllers have quite powerful inherents, why not the Defender? Maybe force multiplication should be nerfed, but that belongs to another thread or suggestion.
That's all I can think of right now. Smell over -or underpowerdness? Why? Compared to Corruptor or Controller? Any adjustments? Why?