New AT blast/defense


Adeon Hawkwood

 

Posted

With the advent of Dual Pistols, I am sure some yearn to make a matrix-like Dual Piston/Super Reflexes. But you can't.

What about an AT, let's call it a Tank-Mage (tm) that allows blaster sets (blaster/corruptor primaries; defender secondary) and defense secondaries (Tank primary; scrapper, brute, stalker secondary).

For balance I would probably go with corruptor modifiers (but without scourge) and probably scrapper modifiers for the defense set.

Not sure what the inherent would be, but would lean toward some type of survival buff rather than a damage boost (like scourge, fury, crit boost, etc). The specific power lists might have to be tweaked as well.

So, less damage than a melee AT, but you get range. Over-powered?


 

Posted

Not necessarily overpowered, but like the other popular suggestion (an Assault/Armor AT) it would be tricky to balance without having it overshadow one of the other ATs.

The core problem (IMO) is balancing it on teams. The Damage dealing ATs (Blaster, Scrapper, Stalker, Brute, Dominator to some degree) all deal superior damage themselves but provide little or no benefit to teammates (besides killing things faster). The Support ATs (Tanker, Defender, Controller, Corruptor, Dominator to some degree) all sacrifice personal power for the ability to increase their teammates power or suvivability.

A Blast/Armor AT runs into the problem that it is a Damage Dealing AT and as such needs high modifiers to be useful on a team but conversely they need to not overshadow the other damage dealing ATs. A Blast/Armor AT with Corruptor level damage would be a horrible addition to most teams. Adding a Blaster or Scrapper gives you more raw damage and adding a Corruptor gives you buffs/debuffs.

I'm not saying that it can't be balanced but I don't think the solution is lower damage. My suggestion would be to give it damage a little lower than Blasters and defense values that are quite a bit lower than Scrappers. Essentially you get a Blaster with a lower damage output (due to a lack of Build Up and the melee attacks) but who has passive defenses instead of active ones. Epic pools should probably be a mix of melee attacks and controls. I don't know if that would be balanced or not (or even if it would be fun to play) but it's what I would use as a starting point.

Additionally I think that the defense sets would need to be tweaked. The taunt auras in some sets would be pointless for a ranged AT and the damage auras only marginally less so (Blasters get damage auras, but they aren't very popular).


 

Posted

Actually I think you just hit the big draw for this: soloing.

The problem here is that it's actually either a massive replacement for the scrapper or a weak shadow of a scrappper. The only difference between ranged attacks and melee attacks is that ranged attacks have range. At 7' they're the same. At 20' the melee attacks are useless. Therefore the ranged attacks trump. The secondaries are the same as scraps. The only differences between a scrapper and this AT would be that this one has the advantage of range and any power levels.

That means if the damage/defense was roughly equal or slightly lower this AT would replace the scrapper. If the damage/defense was quite a bit lower then this AT would be useless.

In order to determine viable ATs, one has to look not at the specifics of anticipated power sets, but instead at the purpose of the sets. There are really only 4 purposes of sets: Damage, Defense, Control, Multipliers. Right now Tanks and Scraps are only seperated by the power levels of their Damage and Defense (Health points are part of defense, really). The same goes for Stalkers and Brutes. When GR hits, the overlaps are going to also include Defenders and Corruptors as well as the Stalker/Brute/Tank/Scrap problem. Throwing another Damage/Defense into the mix is really going to make a bad thing worse.

If any new ATs do come into being I suggest you watch for new combinations of those four basic power types. Right now we have a ton of Damage/Defense, three Multiplier/Damage (Def/Cor/MM), one Control/Multiplier, one Control/Damage, and a Damage/Damage (which to my mind is kind of silly, really).

What we don't have is Defense/Control (might not suck), Defense/Multiplier (would be impossible to solo and mostly worthless on a team), and the other three duplicates of Defense/Defense (even worse than Defense/Multiplier), Control/Control (way overpowered, really), and Multiplier/Multipler (either way underpowered or way overpowered depending on the situation).

I'd probably play a Defense/Control, but none of the other options really make sense. Without a massive level of theme/concept/inherent uniqueness, no copy of what's already available is going to be feasible.

My thoughts.


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Posted

Quote:
Originally Posted by CapnGeist View Post
I just don't see the point at all. In team play, if you're ranged, why do you need all those defenses? It might be good for soloing, but it just seems... not good overall.
Well arguably a human-form Warshade is sort of a Blast/Armor AT. However in general I tend to agree that it wouldn't be something I'd enjoy playing. The majority of the armor sets are fire and forget so it's basically a Blaster with higher defense/resistance but no controls/melee attacks which frankly sounds boring (at least with Scrappers you can get up in the enemies face).

Personally I think the idea of an Assault/Armor AT sounds a lot more appealing than a Blast/Armor AT since it at least encourages more mobile play darting in and out of melee range.


 

Posted

Quote:
Originally Posted by CoyoteShaman View Post
The problem here is that it's actually either a massive replacement for the scrapper or a weak shadow of a scrappper. The only difference between ranged attacks and melee attacks is that ranged attacks have range. At 7' they're the same. At 20' the melee attacks are useless. Therefore the ranged attacks trump. The secondaries are the same as scraps. The only differences between a scrapper and this AT would be that this one has the advantage of range and any power levels.

That means if the damage/defense was roughly equal or slightly lower this AT would replace the scrapper. If the damage/defense was quite a bit lower then this AT would be useless.
I think you could make it work by giving it Scrapper level damage but significantly lower defenses. Essentially it becomes a contemporary of the Blasters. Both do similar ranged damage but one has better passive defense and one has better active defenses (and melee damage).

Quote:
In order to determine viable ATs, one has to look not at the specifics of anticipated power sets, but instead at the purpose of the sets. There are really only 4 purposes of sets: Damage, Defense, Control, Multipliers. Right now Tanks and Scraps are only seperated by the power levels of their Damage and Defense (Health points are part of defense, really). The same goes for Stalkers and Brutes. When GR hits, the overlaps are going to also include Defenders and Corruptors as well as the Stalker/Brute/Tank/Scrap problem. Throwing another Damage/Defense into the mix is really going to make a bad thing worse.
The thing is that even though we have 4 Damage/Defense ATs they do all play differently. Scrappers and Brutes are probably the most similar but even then there are significant differences. Damage/Defense is always going to be a popular combination since it results in a relatively self-sufficient character and Defense works well with most Damage types (whereas Multiplier sets for example wouldn't work very well with Melee damage sets).


 

Posted

Quote:
Originally Posted by CoyoteShaman View Post
Actually I think you just hit the big draw for this: soloing.

The problem here is that it's actually either a massive replacement for the scrapper or a weak shadow of a scrappper. The only difference between ranged attacks and melee attacks is that ranged attacks have range. At 7' they're the same. At 20' the melee attacks are useless. Therefore the ranged attacks trump. The secondaries are the same as scraps. The only differences between a scrapper and this AT would be that this one has the advantage of range and any power levels.

That means if the damage/defense was roughly equal or slightly lower this AT would replace the scrapper. If the damage/defense was quite a bit lower then this AT would be useless.

In order to determine viable ATs, one has to look not at the specifics of anticipated power sets, but instead at the purpose of the sets. There are really only 4 purposes of sets: Damage, Defense, Control, Multipliers . Right now Tanks and Scraps are only seperated by the power levels of their Damage and Defense (Health points are part of defense, really). The same goes for Stalkers and Brutes. When GR hits, the overlaps are going to also include Defenders and Corruptors as well as the Stalker/Brute/Tank/Scrap problem. Throwing another Damage/Defense into the mix is really going to make a bad thing worse.

If any new ATs do come into being I suggest you watch for new combinations of those four basic power types. Right now we have a ton of Damage/Defense, three Multiplier/Damage (Def/Cor/MM), one Control/Multiplier, one Control/Damage, and a Damage/Damage (which to my mind is kind of silly, really).

What we don't have is Defense/Control (might not suck), Defense/Multiplier (would be impossible to solo and mostly worthless on a team), and the other three duplicates of Defense/Defense (even worse than Defense/Multiplier), Control/Control (way overpowered, really), and Multiplier/Multipler (either way underpowered or way overpowered depending on the situation).

I'd probably play a Defense/Control, but none of the other options really make sense. Without a massive level of theme/concept/inherent uniqueness, no copy of what's already available is going to be feasible.

My thoughts.

Wow, really nice well-thought out reply. I'll admit I approach this from more a solo/small group perspective.

To you specific point that I bolded, this would be another damage/defense. But from another perspective, it gives players another option to play that very popular combination of damage/defense.

In terms of playstyles:
-blasters: kill 'em before they get to you
-brutes, scrappers (stalkers?): you go to them and survive long enough to kill them.
-Defenders, corruptors: shoot 'em and hope your team finishes them off (hyperbole to be sure)
-Dominators, controllers: control 'em and kill them at your leisure.

The tank/mage would shoot 'em, but lacking the damage of a blaster would not have to deal with some incoming damage before finishing them off. A blaster would be more effective in general, but this new AT would be better if the enemy got the drop on them (turning a corner, ambushes, etc).

As far as teams, perhaps the inherent can deal with that? Or maybe it could excel at PBAOE since it could risk being in the middle of the mobs?

Of course mostly I just want to shoot and dodge bullets like Neo!


 

Posted

Quote:
Originally Posted by Adeon Hawkwood View Post
I think you could make it work by giving it Scrapper level damage but significantly lower defenses. Essentially it becomes a contemporary of the Blasters. Both do similar ranged damage but one has better passive defense and one has better active defenses (and melee damage).


The thing is that even though we have 4 Damage/Defense ATs they do all play differently. Scrappers and Brutes are probably the most similar but even then there are significant differences. Damage/Defense is always going to be a popular combination since it results in a relatively self-sufficient character and Defense works well with most Damage types (whereas Multiplier sets for example wouldn't work very well with Melee damage sets).
Hmm, I could have saved some time and just put "what Adeon said."


 

Posted

Against.
I'd much rather see a shape-shifting AT before this kind of hybrid AT - which would be hard to balance.

I think that by calling it Tank-mage - you have hit the nail on the head. No and double no.

Sounds like another Tanks need to do more damage ploy to me. Nice work-around to imply scrapper secondaries to begin with and then shift to the tanks/brutes - even with the archetype name.

A while back, I posted an idea for a dual pistol set for scrappers. The range is limited to normal melee range for the attacks and includes pistol whipping and butt-smashes along with point blank shots.
Though this idea was partially a joke, as long as the range isn't better than normal melee attack sets, I see no reason for a not using Pistols as a focus. This would allow characters to have DP/SR and still not be overly powerful.
This would be in line with Electric, Ice, and Fire attack sets that are already available to Scrappers - which give the SFX but don't add range to the attacks.

DP's for Tanks and brutes is just silly as far as I'm concerned. I could see a Stalker DP set along the same lines as the scrapper set.

I'm still half joking about the DP scrappers, but I'm seriously against these so-called Tank-mages that get Range/DEF/RES.


 

Posted

Sounds a bit like an SoA to me, with the toggle buffs, some innate mez resistance and the ability to go melee or ranged.


 

Posted

I've always been FOR this idea. We have a couple of ATs in the game right now that have access to both melee and ranged attacks, and neither of them has any reason to STAY in melee for more than the time it takes to throw out a punch or two. I'm fully convinced that an AT like this could work and work well if it had an inherent which emphasised moving between melee and range combat and not just falling asleep in one particular stance.

Both Blasters and Dominators are ranged fighters with some melee attacks in their arsenal, but neither is really encouraged to stand and fight like a Scrapper would. And I firmly believe that an AT which is would be a good thing to have.


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Posted

Quote:
Originally Posted by CoyoteShaman View Post
What we don't have is Defense/Control (might not suck)
Fortunatas.
And I will still /sign this idea. I love the openings it allows for concepts (DP/SR, Energy/Invul, etc)


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Posted

For me, it always comes down to what our enemies are able to do. I realise enemies cheat and that they have to to make up for their lower IQ, but really now. When I see a Behemoth using a combination of Fire Blast, Fiery Melee and Fiery Aura, it just makes me go WANT! They really only have a couple of blasts, a couple of strikes and, like, one defence power, but the concept itself is great!

Really, whenever I suggest a Ranged/Defence or Assault/Defence AT, that's what I'm going for - the cool factor of having melee, ranged and defence powers. If you really need another example, look at your average Ballista: He has access to Energy Blast, Energy Melee and Forcefields powers. I just know it looks cool.

*edit*
Alternately, why not open up Epics earlier? Say, 30. That'd give us a third element and more functionality before getting to the point where the game is already practically over.


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Posted

I suggest a new type of set. In the same vein as Manipulation and Assault sets, I'd be up for a kind of 'Survival' set. A mix of self-protection powers and buffs.

So rather than blast/defense, how about blast/survival (and the reason I'm suggesting this at all, melee/survival). This would automatically limit the relative survival compared to Scrappers and Stalkers as some (half?) of the powers are replaced with ally buffs/foe debuffs and therefore, wouldn't need to sacrifice its damage potential nor directly infringe on the role of ranged dmg dealers (as it has its own niche).

Would it replace corruptors/defenders? No, because some (half?) of the force multiplier powers are replaced with self-protection!


 

Posted

Erm... I honestly wouldn't call a set with ally-only buffs "Survival," myself. I don't necessarily mind the idea, of course, it's just not my thing.

However, I wouldn't be against a set that was a combination of melee and direct shields, actually. Think of like what Kheldians get - a few shields that can be put into the same toggle, a heal and the rest is utility powers. I know that putting melee powers in it would kind of ruin the point you were trying to make about melee/survival, and I apologise for this.

Basically, as things are right now, a decent ranged/defence character would seem to be a character with a combo ranged/melee primary and a secondary that provides limited survival and possibly some extra damage. As I had it in my old suggestion, the primary was an Assault clone which focused largely on single-target damage and the secondary added self-protection and AoE damage of some magnitude, as Assault sets lack AoE for the most part.

The reason I tend to look at Blasters for this is because Blaster Manipulation sets are just filled with questionable powers, as though they ran out of ideas and made every Manipulation set just a grab bag of whatever they had lying around. So we get odd things like Burn and Smoke grenade, yet not the slightly less odd things like Fire Shield or Body Armour.

To give an example, an Energy/Energy such character would probably look like an Energy Assault primary, but without Sniper Blast and probably with Build Up instead of Power Boost, and retain Explosive Blast, Energy Torrent, Temp Invulnerability, Personal Forcefield and probably another bubble or something in that vein. I actually had a full writeup, but I've lost it since.


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Posted

Quote:
Originally Posted by Leo_G View Post
I suggest a new type of set. In the same vein as Manipulation and Assault sets, I'd be up for a kind of 'Survival' set. A mix of self-protection powers and buffs.

So rather than blast/defense, how about blast/survival (and the reason I'm suggesting this at all, melee/survival). This would automatically limit the relative survival compared to Scrappers and Stalkers as some (half?) of the powers are replaced with ally buffs/foe debuffs and therefore, wouldn't need to sacrifice its damage potential nor directly infringe on the role of ranged dmg dealers (as it has its own niche).

Would it replace corruptors/defenders? No, because some (half?) of the force multiplier powers are replaced with self-protection!
Better yet, Assault/Survival. I would play that AT.

And yes, I'm aware that the Epic ATs on both sides flirt with the idea already.


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Posted

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Originally Posted by Samuel_Tow View Post
Erm... I honestly wouldn't call a set with ally-only buffs "Survival," myself. I don't necessarily mind the idea, of course, it's just not my thing.
Come on Sam, do I gotta explain it?

It's 'survival' but not just your own <_< It's not an 'armor' set because only you can wear the armor which is great for you but does nothing for your allies.

And it wouldn't just be buffs, it'd be whatever is thematic. a 'survival' set with an Ice theme might have the 2 shields plus parts of Ice armor with the dmg auras taken out. It's basically like 'hey, I can cover myself in ice to protect me and I'll do the same for you!'

A dark theme would have some debuffs and maybe the AoE heal.

But yeah, just an idea...

Quote:
To give an example, an Energy/Energy such character would probably look like an Energy Assault primary, but without Sniper Blast and probably with Build Up instead of Power Boost, and retain Explosive Blast, Energy Torrent, Temp Invulnerability, Personal Forcefield and probably another bubble or something in that vein. I actually had a full writeup, but I've lost it since.
Where did Personal Forcefield and the bubbles come from? If it's assault/defense, it shouldn't have those support powers. Unless you're suggesting some kind of assault/survival combo which just seems to be spreading the AT pretty thin.

I'd say post your full writeup. Might as well, right? That's what we're here for.

And just to ammend to my blast/survival AT thought, the epic pools could be melee/pet! So you'd have 3-4 melee attacks with a pet at the end that you could buff and help keep stuff at range.


 

Posted

Quote:
Originally Posted by Leo_G View Post
It's 'survival' but not just your own <_< It's not an 'armor' set because only you can wear the armor which is great for you but does nothing for your allies.
It's a question of semantics. When I hear about someone whose powers are "survival," I don't think someone who helps other people survive. I think literally a survivor, someone who lives when everyone else dies. Dump him in a feral jungle full of poisonous plants and he'll walk out in a year with antidote, immunity and armour made of the hides of fierce beasts. Drop him in the middle of the scorching desert, come back in a year and he'll have dug up a well, built up some shade, planted a garden of various plants and built himself a snazzy shack. That sort of thing.

I understand what you're talking about, I just wouldn't call that survival, myself. It's actually the OPPOSITE of survival. It's support for others so that they can survive and then take care of you. I have no real problem with the concept, just the name.

Quote:
Where did Personal Forcefield and the bubbles come from? If it's assault/defense, it shouldn't have those support powers. Unless you're suggesting some kind of assault/survival combo which just seems to be spreading the AT pretty thin.

I'd say post your full writeup. Might as well, right? That's what we're here for.
I didn't post it because I didn't keep a copy and I forgot what I had in it. I don't see Personal Forcefield as a support power, myself, as all it does is protect YOU, ala Hybernation. And the rest of the bubbles came from lack of enough "energy" powers that weren't just rehashes of the same thing. Plus, I never had a problem with utility powers in a protection set, provided they aren't ally-only or ally-mostly. Think the kind of support Blasters have, the so-called self-support. And, in fact, all powers I mentioned were available to Blasters, some were just in the Force Mastery Epic.

Let's see if I can't recall my write-up off memory. I had the primary balanced like an assault set, but not quite. I think I had three ranged attacks, three melee attacks, Build Up, a utility power and something else I can't recall. Possibly a wildcard power. The secondary I had written up as one cone, one AoE, two shields, one exotic kind of status protection (I'll explain), two or three self-support powers and one wildcard. That would mean...

Let's see. Primary:

1. Power Bolt
2. Energy Punch
3. Power Blast
4. Barrage
5. Build Up
6. Power Push
7. Bone Smasher
8. Power Burst
9. Total Focus

Secondary:

1. Personal Deflection Shield
2. Force Bolt
3. Energy Torrent
4. Personal Insulation Shield
5. Status Protection (I'll explain)
6. Explosive Blast
7. Conserve Power
8. Power Boost
9. Personal Forcefield

When I say "exotic kind of status protection," I mean something akin to what a break free does. It's not a preventative form of status protection, in that you can't turn it on and just ignore status effects, but rather something you used to give you a momentary reprieve from status effects. VERY momentary. Say 10 seconds' worth. If you're permaheld and about to die, you pop this and either cross your fingers that you can kill everything in the next ten seconds, or run like hell before that expires. Give it a recharge time of at least 60 seconds, or even 90 like Build Up, and let the thing be a last resort.

And again, this is off memory. I don't remember how I had it set up originally.


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Originally Posted by Arcanaville View Post
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Posted

Not sure if this was brought up but what about...

Defender damage.
Scrapper defense.
Lowest Hit Points.
25% shorter range than Blasters.

...and possibly a Taunt component in all the attacks.

Would that be unbalanced?


 

Posted

I don't think a power that acts as a break free once every 90 seconds would be used. Build Up/Aim have the equivalent of about four inspirations, and they're always useful. in every situation ever. If I didn't expect to use one more than every minute, I'd just... carry break frees. A power like that would need to do something more useful than that.




From what I'm looking at, these power ideas just seem... Not good. The purpose of the Assault/Manipulation set, from what I can tell, is to get more damage out of a primarily ranged character at increased risk. Or, in Assault's case, once you've shut down the risk. Pairing it with a random pile of random is, well... You're making an EAT, one of those classes that supposedly does a bit of everything but excels at nothing. This isn't inherently bad as a standalone, but where does it fit in a party? I honestly can't tell at all what this AT is trying to do or be.

Most ATs have a primary that does their thing, and a secondary that supports them and either a) makes doing their thing possible or b) adds damage because their thing isn't DPS.
Scrappers, Stalkers, Brutes, and Masterminds have a secondary that just makes it possible to do what their primaries want them to do, while Defenders, Dominators, and Tankers get more damage. Blasters get more damage because their thing is DPS. Corruptors and Controllers are different, yes, in that they're the most 'balanced' between primary and secondary of any ATs: while you might begrudge any of the other ATs for taking too much secondary and not enough primary, Corruptors and Controllers can get away with it because their secondaries are almost as good as their primaries.

Now with this AT you're showing me here, it looks like you've got some sort of weird blend between scrapper and corruptor. Its primary is clearly DPS of the single target variety because you gave it no Area of Effect attacks in its primary, so we should assume its purpose is to be something like a scrapper, picking an enemy and hounding it till its dead. But then its secondary includes more attacks and only defense powers. This means it's doing the following...

-When enemy threat is high, its staying back, using its defense powers and distance to keep it alive. It's only using about half its attack powers, and is thus being less effective than any of the other ranged DPS classes.

-When enemy threat is low, its moving in. It's now in melee without all the good melee options, making it worse than any of the melee DPS classes.

Except you've gone and put AoE attacks into its secondary... Ranged AoEs. This is supposed to... boost its damage, I presume? If anything, it just gives it more of a reason to avoid melee. This AT is, well... You've just recreated a Blapper, but with less damage and more survivability. And without the nuke. It's better than a Blaster solo, perhaps, but on a team, it's pretty bad. Now, if your goal is a blend of DPS and keeping your allies alive... That's a Corruptor. Assault/Survival just seems like a bad way of saying Blast/Buff



Long story short: Please set out a mission statement for this AT in two sentences, one saying what the primary does and one saying why the secondary is a good fit. For example.

"The scrapper's purposes is to deal heavy melee damage. A defense set secondary allows it to survive in melee longer than most ATs."

"The Masterminds purpose is to summon many pets to fight foes and disperse aggro. A buff/debuff secondary set allows it to keep these pets alive effectively."


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Posted

Quote:
Originally Posted by Vitality View Post
Not sure if this was brought up but what about...

Defender damage.
Scrapper defense.
Lowest Hit Points.
25% shorter range than Blasters.

...and possibly a Taunt component in all the attacks.

Would that be unbalanced?
That would be absolutely useless. I discussed it a bit above but basically on a team you end up with a character that does less damage than a blaster or scrapper, can't buff like a defender or corruptor and isn't tough enough to take Tank levels of aggro. It's basically a Tank that can't tank. Solo it would have the same slow soloing as a Defender but with extra survivability.

I'd do it:
Blaster damage (maybe a little less)
66% Scrapper Defense (so 50% Tanker defense)
Blaster level HPs
Taunt component removed from damage auras and the buff/debuff taunt auras are replaced with something else
Epic Power Pool contains control powers and melee attacks, maybe Build Up

So like a Blaster it fights from range, the difference being where the blaster has a selection of controls and melee attacks to keep himself alive this AT relies on passive protection. The Epic pools are design to move him a little bit towards regular Blasters with controls and melee powers. I think that would be balanced although personally I wouldn't care for it.


For Assault/Armor I'd do pretty much the same thing:
Dominator damage scale (importantly melee attacks do more damage than ranged)
66% Scrapper Defense (so 50% Tanker defense)
Scrapper level HPs
Taunt component removed from damage auras and the buff/debuff taunt auras are replaced with something else
Power Boost is replaced with Build Up in the assault sets that have it
Epic power pools have debuffs, controls (mostly single target), and possibly a ranged targeted AoE

This is basically a tough Blapper without the ranged AoEs. It's not as tough as a scrapper and needs to avoid drawn out melee battles but is encouraged to dart into melee and pick off enemies after using it's ranged attacks to soften them up. The removal of the taunt component of damage auras and replacing the taunt aura is intended to help him break off aggro when moving out of melee range.


 

Posted

Quote:
Originally Posted by CapnGeist View Post
Long story short: Please set out a mission statement for this AT in two sentences, one saying what the primary does and one saying why the secondary is a good fit. For example.

"The scrapper's purposes is to deal heavy melee damage. A defense set secondary allows it to survive in melee longer than most ATs."

"The Masterminds purpose is to summon many pets to fight foes and disperse aggro. A buff/debuff secondary set allows it to keep these pets alive effectively."
I'd be interested to see what description you'd give to a Brute.

Basically, the point of this AT is to deal damage by exploiting whatever Inherent mechanic works. Its primary consists of single-target damage for handling specific threats while its secondary provides supplement AoE damage and self-preservation.

If you're trying to balance this AT like "a cross between," you're not going to come up with a decent compromise, but what's supposed to make it work is its inherent, provided I can find a good way to implement it that won't Castle respond with "O snap!"

The original incarnation of the inherent was to have melee and ranged attacks buff each other, such that spending a long time in melee would buff your ranged attacks and spending too long at range would buff your melee attacks. The intention behind this was to cause the character to have to switch between melee combat and ranged combat in real time, rather than getting stuck permanently scrapping of blasting. A Scrapper with ranged attacks is liable to just chuck then into his melee chain, and the idea here is to have that discouraged. A Blaster with melee attacks will only spend as much time in melee as is absolutely necessary, then pull back to blast. The idea here is to give the character incentive to stand and fight.

Personally, I'm not sure what specific system would be good to accomplish this, but if the system's upkeep is high enough, you could potentially see the AT dealing some serious damage. After all, Brutes have ever so slightly (and not so slightly) more survivability than Scrappers, yet good Fury control can let them deal more damage, too. I don't see why this AT can't deal serious damage if it required the AT to move around a lot in combat.


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Originally Posted by Arcanaville View Post
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.

 

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Originally Posted by Samuel_Tow View Post
Let's see if I can't recall my write-up off memory. I had the primary balanced like an assault set, but not quite. I think I had three ranged attacks, three melee attacks, Build Up, a utility power and something else I can't recall. Possibly a wildcard power. The secondary I had written up as one cone, one AoE, two shields, one exotic kind of status protection (I'll explain), two or three self-support powers and one wildcard. That would mean...

Let's see. Primary:

1. Power Bolt
2. Energy Punch
3. Power Blast
4. Barrage
5. Build Up
6. Power Push
7. Bone Smasher
8. Power Burst
9. Total Focus

Secondary:

1. Personal Deflection Shield
2. Force Bolt
3. Energy Torrent
4. Personal Insulation Shield
5. Status Protection (I'll explain)
6. Explosive Blast
7. Conserve Power
8. Power Boost
9. Personal Forcefield

When I say "exotic kind of status protection," I mean something akin to what a break free does. It's not a preventative form of status protection, in that you can't turn it on and just ignore status effects, but rather something you used to give you a momentary reprieve from status effects. VERY momentary. Say 10 seconds' worth. If you're permaheld and about to die, you pop this and either cross your fingers that you can kill everything in the next ten seconds, or run like hell before that expires. Give it a recharge time of at least 60 seconds, or even 90 like Build Up, and let the thing be a last resort.

And again, this is off memory. I don't remember how I had it set up originally.
Wow, Sam....that is a mess. You've got attacks separated by single target and AoE? I can't accept that, the nature of the set should dictate if it has ST or AoE. Not to mention it seems just like a blaster but with armor and status protection. It doesn't seem fair, IMO, that it gets such a variety of attacks, shields and status protection. Now if those attacks were confined to one set (the primary or secondary) then what attacks are in those sets can be more easily balanced and regulated but this is just...I don't like it at all...


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From what I'm looking at, these power ideas just seem... Not good. The purpose of the Assault/Manipulation set, from what I can tell, is to get more damage out of a primarily ranged character at increased risk. Or, in Assault's case, once you've shut down the risk.
Where does it say this? I don't believe I've read anywhere the intent of Assault and Manipulation sets. Or is that just your opinion.

Well, it's my opinion that such sets are simply thematic and used to fulfill the aesthetic concept of the AT. Nothing about specifically providing more damage because, none of those sets have the same amount of damage applied the same way. Ex:

-Ice Manipulation provides little extra dmg but far more control. The set fulfills the thematic concept of Ice and its bag of tricks.
-Devices could provide a crapton of damage in some situations and *no* dmg in others because of the way the dmg is delivered.
-Earth Assault provides practically no ranged dmg. The majority of its dmg is melee but that's because earth powers are not particularly offensive at ranged. Earth's power comes up-close and personal for its dmg.

It's of my opinion that, 'mixed sets' like Assault and Manipulation are simply thematic in make-up and are there to fulfill or complement the AT's concept. Dominators are suppose to be control freaks that will strap you down and skin you alive because they're suppose to be crazy like that, so the AT has melee and ranged attacks coupled with a control set. Blasters...well, alot of people already think their secondaries need fixing, but it's not all about the dmg, it's about playing to your strengths.


 

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Originally Posted by Samuel_Tow View Post
I'd be interested to see what description you'd give to a Brute.
"The Brute's purpose is to deal heavy enough melee damage to make a scrapper cry itself to sleep. A defense secondary allows it to remain in melee indefinitely, survive long enough to build up its fury and gain more damage, and handle enough incoming aggro to make tanks wonder if they'll be obsolete when Going Rogue comes out."


Now, I respect the "whatever inherent it gets should make it work" idea... sort of. But then again, no, no I don't. Let's look at the ATs.

Tanker: Tanker's inherent is Gauntlet. It lets it gain aggro double plus good, but it's not entirely necesarry for aggro gathering. If it was, the Brute's half-gauntlet would not be sufficient, and experience tells me it is.

Scrapper: Critical hits deal MOAR DAMAGE. A Scrapper would still be a scrapper without crits, it'd just need a 15% higher base damage to stay competitive.

Controller: Controller's inherent is... more damage to mezzed targets. I'm told this is helpful, but my controllers are Illusion and Mind. The bonus damage certainly isn't what makes the set. And overpower, well... It's a joke. It's just not reliable enough to be counted on.

Defender: Vigilance kicks in when things are going bad. Many defenders forget they have it. I'm not calling it bad, I'm just saying that Defender is a fine concept before the Inherent is even considered.

Blaster: Blaster inherent is more damage. And the cool ability to attack through mezzes. The former is just more damage, like a stalker's crits, and the latter, while cool, really isn't what makes the AT.

Corruptor: Like Scrapper, chance of crits.

Mastermind: Supremacy just gives a buff to your pets. This could easily be replicated by making pets stronger. As someone with multiple MMs, I've honestly never noticed my inherent doing anything at all.

Kheldians: The inherent varies wildly. It's cool, but doesn't really make the AT.

Spiders: Free Stamina! Woot! ...Yeah, what?

Really, the only ATs that are "made" by their Inherent are Brute, Stalker, and Dominator. And Stalker's Inherent is a Psuedo-inherent: The power is in the attacks, not the stalker itself.


If you're going to say that the Inherent will be what makes or breaks the AT, then the AT needs to be built around the inherent.

So all right, you've got your idea: An AT with an Assault primary (and let's just reuse the Dominator assault sets for the sake of ease? They've got a nice mix of attacks) and a secondary that's a blend of random survivability things. Explain the inherent in such a way that
a) This class is not made obsolete by the scrapper or blaster
and
2) This class does not make the scrapper or blaster obsolete.



As for my opinion of what an Assault/Manipulation set is... This comes from using the ATs and looking at the numbers, I admit it's all personal interpretation as I'm not sure what the Devs have said. My Dom is Ice/Ice, and Ice Assault has two powers that aren't attack, and one of them's Power Boost. Similarly, my time with /Ice and /Elec blasters has taught me that most of my secondary is more attacks. Yes, there's a few non-attack powers in the secondaries, and there's a heavier focus on your attacks' secondary effects, but Assault sets are almost all attacks and Manipulations are still mostly attacks. Using Fire, the set with no secondary, as an example, Fiery Assault has one power that isn't about more DPS (Consume) and Fire Manipulation has Two (Consume and Ring of Fire). Now yes, the count goes up for other sets, and Ice Manipulation only has 3 DPS powers, so it can vary wildly, but this raises the question: If Manipulation/Assault exists to fill in your primary and make you better at what it is your primary does, what do we do with a set that's Assault primary?


NPCs: A Single Method to Greatly Expand Bases

 

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Lemme see if I understand this "survival" concept (regardless of name). As Assault is ranged/melee damage, this would be personal/team defense? I love the idea of adding personal defense to a team defense set and having it coupled with an assault-style set would definitely make the AT very rounded and thematically easy to play, but where's the weakness? Being too well-rounded makes it difficult to find a reason to play anything else. In this case there would be a ton of these, some controllers and some masterminds running around, and everyone else would be playing others based on simple personal preference for the concept.

Then again, it's already that way between tanks/scraps/brutes/stalkers. This kind of AT would not really replace the tank/scrap because it would be too personally fragile but could certainly support them, while it also wouldn't replace defenders because it wouldn't be as good or versatile on a team, but again it could certainly support them.

I'll be damned, you've come up with an AT suggestion I'd actually support, assuming the right theme/inherent.

Towards that end, I'd recommend a strong leaning towards support along the conceptual lines of the peacebringer/warshade: this AT fills in weakspots and bolsters strengths of their team. Calling it a Coordinator seems kinda lame, but whatever. An appropriate inherent might be called "Survival" and give them perhaps a different bonus based on the team makeup.

Or something.


--If we can have huge sig images, why can we have only five lines of text?
--...faceplanting like a Defender pulling an AV (Nalrok_AthZim)
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