Defender's Vigiliance: To team and solo with


Adeon Hawkwood

 

Posted

Defenders are the classic supportive hero, their superior power to heal, buff and debuff combined with their decent ranged powers makes them a great force multiplier on teams. However when a Defender is all by themselves, they're stuck at a disadvantage.

Their inherent, Vigilance, gives the Defender an increasing endurance discount to all their attacks as the team's average health declines. This is all good for a defender in a team because they can have tons of toggles and blasts and not have to worry too much about exhausting themselves too quick. But when the Defender's alone, their inherent doesn't have any team-mates to go by so the power itself is non-existent. Out of all the ATs available in the game, there is not a single AT that can't use their inherent when soloing, except the defender.

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At first I thought that maybe the Defender should take part in their own inherent, their health decreases to gain more endurance discount or some other beneficial effects. But then I am reminded of the Emo period of Blasters jumping off of buildings to gain the maximum amount of damage and ToHit buffs and I don't think having a Defender variation of the inherent would be any better.

But what statistic, condition or value would actually help Defenders while they're soloing, and what effect would make them easier to solo with?

The Inherent's description reads as "The Defender's primary focus is to protect the team. When his allies are in danger, the Defender is able to look deep within him or herself and rise to the occasion." So although the current inherent is talking about the team, what if the Defender could look into themselves and rise against the odds?

Then I looked at other ATs Inherent powers for inspiration, I looked at the Dominator's with the description of "When your Domination bar is over 90% you can activate this power to unleash his true potential.". And then it hit me, maybe the Defender's soloing ability could be a triggerable burst of power to rise to the occasion?


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And so I come to my suggestion.

Defender's should get a Domination-style bar that builds during a combat situation, and when the bar reaches +90%, the Defender can trigger their inherent power to give them a boost to their secondary effects and powers. Giving their blasts increases soft-control and debuff values (Knockback, ToHit-debuff...etc) and the oft-forgotten Healing Bonus. Maybe even providing a full endurance recovery (as no team-mates will give you no discount)

Although this would be kind of porting another AT's inherent to another, it's definitely way better than porting an older style of another's AT that was changed because they were becoming suicidal to min-max. Because the fact this suggestion involves a building burst-buff, it would mean that the current critical health buff given by team-mates might need to be revised or even incorporated somehow into the idea.

Maybe the condition to build the guage starts slow by yourself, and then is easier and quicker to charge as team-mates are in critical condition? That would be a good adaptation of the current inherent to the new?

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I'm keeping the suggestion a little vague to give room for other users input, like how would the Defender's gauge build, what effects would releasing the power be and how much and whether the current team-mate critical discount will have to be removed or tweaked.

What do you people think?



Home server: Victory
Characters on: Victory & Virtue
My first 50(0)! 18/11/11
@Oneirohero

 

Posted

I thought Kheld inherents were tied to team, and not sure what use is Tanker's when solo.

Anyhow, I like the current form of the inherent. Yeah, I know I am a minority.
Defenders are a team-based AT and it makes sense their inherent would be of the same flavor.
No one has yet to show defenders can't solo. I have 4 of them at 50 and can solo just fine. Are they the most efficient? Of course not. Want a better soloer, you could roll a scrapper for example.

It is never clear why this need to make defenders better soloers via their inherent.

And lastly, I believe the devs work with balance in mind. It was said at the recent convention that the devs consider the defender the most balanced AT (I don't have the audio/video on this but seen enough on the boards it referenced). If defenders can't be shown not working as intended like how blasters or doms were envisioned, why would defenders get a free buff? IMO only, I feel they would be balanced out for soloing by what they can do for teams.


 

Posted

Quote:
Originally Posted by Oneirohero View Post
What do you people think?
I agree that Vigilance is broken. I would go further and say it's worse than useless because it punishes good Defenders by giving them nothing for doing their job well. All the other ATs get some effect for performing their duties well, while only bad Defenders get rewarded.

Furthermore, as characters improve the importance of End Reduction declines. Once you have Stamina it's not very useful, and fully IOed characters with Stamina rarely have End problems. The other ATs' inherents are always useful regardless of how the character is built.

The bigger problem for Defenders is getting mezzed. While you can (and I always do) keep several Break Free inspirations on hand, almost by definition Vigilance should provide some kind of mez protection. Imagine fighting a bunch of Rikti, and a mentalist alternates between sleeping and holding my Defender. My team is dying, I'm out of inspirations and I have all the End in the world, but am I Vigilant? No. I'm asleep on the job.

I think a click power that builds up over time and provides mez protection and an end reduction buff that can be clicked when you are mezzed would be the much more logical form of Vigilance.

I'm not convinced that the inherent should be changed to work solo. I'm also not convinced that Defenders should get Power Build Up for free. You can already get that power as an Epic.

The mechanism for "charging" the click power should also be dependent on the state of the team's health in addition to you using your Defender primary.

Arguments about Defenders being the most balanced are really just saying that Defenders are the least overpowered, or stated bluntly, the weakest. Corruptors and Controllers have all the advantages of defenders at slightly lower effectiveness. As someone who has played all these ATs a great deal, in practice the increased effectiveness of the defender primary is almost unnoticeable, especially on teams that have two or more characters with such powersets.


 

Posted

Quote:
Originally Posted by Rodion View Post
I agree that Vigilance is broken. I would go further and say it's worse than useless because it punishes good Defenders by giving them nothing for doing their job well. All the other ATs get some effect for performing their duties well, while only bad Defenders get rewarded.
Completely disagree here. A good defender won't notice anything because the team is doing so great. What's the difference here? You are mowing down mobs and having fun, so what?

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Furthermore, as characters improve the importance of End Reduction declines. Once you have Stamina it's not very useful, and fully IOed characters with Stamina rarely have End problems. The other ATs' inherents are always useful regardless of how the character is built.
I consider a little extra perk.

Quote:
The bigger problem for Defenders is getting mezzed. While you can (and I always do) keep several Break Free inspirations on hand, almost by definition Vigilance should provide some kind of mez protection. Imagine fighting a bunch of Rikti, and a mentalist alternates between sleeping and holding my Defender. My team is dying, I'm out of inspirations and I have all the End in the world, but am I Vigilant? No. I'm asleep on the job.

I think a click power that builds up over time and provides mez protection and an end reduction buff that can be clicked when you are mezzed would be the much more logical form of Vigilance.
Vigilant is just a name to me. Ugh, mez protection for this AT and all that they can do? That would be way overpowered IMO.

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I'm not convinced that the inherent should be changed to work solo. I'm also not convinced that Defenders should get Power Build Up for free. You can already get that power as an Epic.
Definitely agree here.

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The mechanism for "charging" the click power should also be dependent on the state of the team's health in addition to you using your Defender primary.
See above.

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Arguments about Defenders being the most balanced are really just saying that Defenders are the least overpowered, or stated bluntly, the weakest. Corruptors and Controllers have all the advantages of defenders at slightly lower effectiveness. As someone who has played all these ATs a great deal, in practice the increased effectiveness of the defender primary is almost unnoticeable, especially on teams that have two or more characters with such powersets.
I don't see how a well balanced AT is the weakest. They are balanced on what they do for teams - the ones that get overpowered. Defenders help others at their expense - balance and not weakness.
Played all these too (4 def, 4 corr, 1 contr at 50) and not sure what you are getting at with the rest of your statement. Defenders do fine on team, no matter the make up. I don't see people compling "OMG! We have more than 2 defenders!"


 

Posted

As I recall, Domination gives Dominators protection and breaks them out of mezzes when they trigger their inherent, I left that part out for the Defender's new inherent suggestion to avoid stating overpowered traits (which people can really dig into you for). But having the inherent break out of mezzes would be useful and fair. Dominators can control opponents just as well as Defenders buff.

As for Power build up, I didn't mean to imply the +DMG +ToHit kind of build up, but the kind of inherent that boosts the buff/debuff/soft-control aspects of the Defender's powers.



Home server: Victory
Characters on: Victory & Virtue
My first 50(0)! 18/11/11
@Oneirohero

 

Posted

Vigilance or not, defenders are already a solid AT. If their inherent was to be changed, it would have to be a change in cool factor without significantly increasing power level, and what you're suggesting here is clearly a major power level boost.


NPCs: A Single Method to Greatly Expand Bases

 

Posted

I'm thinking out loud on this so feel free to discuss and/or disagree.

Mez protection on a Defender would be several shades of broken on a team. However, considering the description of Vigilance I'm wondering if a stacking mez resistance bonus as your team takes damage would be feasible if it had limits. Essentially,

  • Connect the amount of resistance to the current Vigilance endurance buff
  • This buff operates at a lower value if teamed with other Defenders, specifically countering all Defender shenanigans that would likely be overpowered
  • Limit the resistance to holds, stuns, and sleeps


 

Posted

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What do you people think?
Defenders have an inherent?


 

Posted

A lot of people say that Defenders are balanced, even 'perfectly so', and then they go to say that Defenders are great and balanced on teams.

On teams.

But what about solo? Their inherent ceases to function, their damage is moderate and their buffs can help them recover lost health, but it doesn't change that when they start going up against Elite bosses alone, they'll have some trouble beating them down in comparison to other ATs.

Regardless of the suggestion in the thread, the simple fact is, Defender's inherent do not work solo, while every single other AT can, even the other 'team-oriented' ATs can still use their inherent solo like the Corruptor and Controller. The only other AT that can make their inherent useless is a Minion-less Mastermind, and even then it's a choice on the character's part.



Home server: Victory
Characters on: Victory & Virtue
My first 50(0)! 18/11/11
@Oneirohero

 

Posted

Quote:
Originally Posted by Oneirohero View Post
But what about solo? Their inherent ceases to function,
true...
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and their buffs can help them recover lost health,
You do realize defenders do much more than "healz," right? Unless I'm missing where FF or Sonic are recovering lost health, or - well, any and all of Trick Arrow, much of Rad (my debuffs help me survive MUCH more than my little heal aura, or even AM) or Storm, or... need I go on?


 

Posted

Quote:
Originally Posted by Oneirohero View Post
A lot of people say that Defenders are balanced, even 'perfectly so', and then they go to say that Defenders are great and balanced on teams.

On teams.

But what about solo? Their inherent ceases to function, their damage is moderate and their buffs can help them recover lost health, but it doesn't change that when they start going up against Elite bosses alone, they'll have some trouble beating them down in comparison to other ATs.

Regardless of the suggestion in the thread, the simple fact is, Defender's inherent do not work solo, while every single other AT can, even the other 'team-oriented' ATs can still use their inherent solo like the Corruptor and Controller. The only other AT that can make their inherent useless is a Minion-less Mastermind, and even then it's a choice on the character's part.
I'll point out that Tanker's inherent doesn't do a whole lot solo either, you'll tends to get all of the aggro anyway. That being said I agree with the sentiment. I think Defenders need a new inherent that provides them with more damage while solo but drops off as they add teammates.

My suggestion would be a 28% damage buff when solo that decreases by 4% for every teammate. Why 28%? If you assume that the attacks are ED capped for damage (95%) this gives a solo defender approximately the same damage as a Corruptor neglecting the effects of Scourge (and, importantly, is evenly divisible by 7). Scourge means that Corruptors will still out damage Defenders solo (as it should be) but Defenders get a bit more damage to help them out.

To combat the feeling some people will get that they are being penalized for teaming I'd suggest a second buff that scales in the opposite direction (nothing solo, full power on a full team). In keeping with the spirit of the current Vigilance I'd suggest an endurance reduction. I'm not sure about values, having it be 4% per teammate would make sense from the point of view of symmetry but I'm not sure how well that would work in terms of balance.

The description could be something like:
A Defender knows of his responsibility to his companions and will reach deep within himself to find the power required to aid them at need. However, when his companions are absent or few in number he has more freedom to focus on offense and seek out his opponents weaknesses.


 

Posted

Quote:
Originally Posted by Oneirohero View Post
Regardless of the suggestion in the thread, the simple fact is, Defender's inherent do not work solo, while every single other AT can, even the other 'team-oriented' ATs can still use their inherent solo like the Corruptor and Controller. The only other AT that can make their inherent useless is a Minion-less Mastermind, and even then it's a choice on the character's part.
I'll ask again - so what? Defenders can solo. Can you prove otherwise? If so, then please fix defenders. If you want a more efficient solo toon, there are plenty to choose from.

I don't consider corruptors "team-oriented", or any of the redside toons. They were designed with solo in mind. Corruptors and defenders play completely different - like my cold/ice def vs. my ice/cold corr.

Defenders are balanced by what they bring to teams. Yes, solo they are not the "uberest". But add that defender to a team and look what happens - balance in teaming vs. solo. Do you see teams saying if we only had a few more tanks, we could have beat that TF? Are people broadcasting for more khelds on their teams? Just what do scrappers bring to a team?

Edit -
Just one more point. My MM's solo +4/+8 settings and solo AVs. My brute, stalker, corrX4, dom, or widow can not. Therefore, all those ATs need to be buffed if we use your logic in the OP - right?


 

Posted

Quote:
Originally Posted by PennyPA View Post
Defenders are balanced by what they bring to teams. Yes, solo they are not the "uberest". But add that defender to a team and look what happens - balance in teaming vs. solo. Do you see teams saying if we only had a few more tanks, we could have beat that TF? Are people broadcasting for more khelds on their teams? Just what do scrappers bring to a team?
My question is why do Defenders have to be balanced that way? Why does team power have to preclude solo power? I have no problem with the concept that team power precludes personal power but why does it have to preclude solo power? It is essentially forcing a style of play on people saying if you take this AT you will need to team to play it at full strength. Why does it have to be that way? I'm serious about this by the way, I really do not understand why people think that this is required.

Obviously to some extent we are stuck with the current system in CoH and I can live with that but that doesn't mean that there is no point in looking for ways to improve it. I think it should be possible to increase Defender's solo power without increasing their personal power on a team.


 

Posted

Quote:
Originally Posted by Adeon Hawkwood View Post
My question is why do Defenders have to be balanced that way? Why does team power have to preclude solo power? I have no problem with the concept that team power precludes personal power but why does it have to preclude solo power? It is essentially forcing a style of play on people saying if you take this AT you will need to team to play it at full strength. Why does it have to be that way? I'm serious about this by the way, I really do not understand why people think that this is required.

Obviously to some extent we are stuck with the current system in CoH and I can live with that but that doesn't mean that there is no point in looking for ways to improve it. I think it should be possible to increase Defender's solo power without increasing their personal power on a team.
The thing is, Defenders almost didn't *get* an "inherent power." Villains were designed with them, and they were tacked on to heroes. Defenders have always been seen as pretty well balanced, so there just wasn't anything much to add, need-wise or theme-wise. Vigilance got tacked on last, of all the inherents (not counting reworks for blasters and doms) primarily because of Defenders mentioning running low on END in the middle of big fights while buffing/debuffing.


 

Posted

Quote:
Originally Posted by Adeon Hawkwood View Post
My question is why do Defenders have to be balanced that way? Why does team power have to preclude solo power? I have no problem with the concept that team power precludes personal power but why does it have to preclude solo power? It is essentially forcing a style of play on people saying if you take this AT you will need to team to play it at full strength. Why does it have to be that way? I'm serious about this by the way, I really do not understand why people think that this is required.

Obviously to some extent we are stuck with the current system in CoH and I can live with that but that doesn't mean that there is no point in looking for ways to improve it. I think it should be possible to increase Defender's solo power without increasing their personal power on a team.
Well the devs have to answer the "why". IMO, why not? I said earlier, they are a teamed based AT, their inherent reflects that. They are different from the other ATs. Is that so bad?

As for their soloing, they can solo. I have yet to see someone demonstrate they can't. Some solo great - my D3 def for example, some not so great like my emp def. I hear rad/son def are incredible, but haven't played one yet. I linked a post by a player on an ff/ele def soloing an orange con EB. Pretty impressive soloing there.

But soloing isn't the defenders place. Look at scrappers. What do they do for teams? They are about the complete opposite of defenders. Why can't they be buffed like my widow and not only melee and have defenses, but something to teams too? But when asked, what AT is recommended to new players that want to solo...scrapper per chance? You want to solo, roll the right toon to do so.


 

Posted

See my opinion is that balance should mean "a constant level of challenge". A team of X players should experience the same level of challenge regardless of team composition (obviously you can't do this perfectly but it should be the general goal IMHO) the only variant should be the tactics required for them to do this. I realize that CoH (and most other MMOs) were not really designed this way but I've just never unstood the philosophy that balance means "you're awful in one setting and a god in another".

One fo the reasons I like the VEATs is that they seem to be an attempt to do this. They have plenty of personal power but also a number of skills that benefit teams they're on.


 

Posted

I thought Adeon's suggestion had an interesting aspect to it. Where the number of team-mates affect the sliding scale of inherent effects on a Defender.

Since Inherents are usually tied towards the primary powerset an AT, maybe it would be something that boosts the effects of their primary powers. And like I mentioned before, maybe whilst solo, the effects of primary and secondary effects are boosted at some critical point.

I never said that Defenders can't solo, as I myself have managed to solo decently at times on my main hero defender. All I'm saying is, Defenders don't get any benefit from their inherent whilst solo while every other AT can, how is that fair? Defenders use their inherent to defend the team, why shouldn't Defenders use their inherent to defend themselves?



Home server: Victory
Characters on: Victory & Virtue
My first 50(0)! 18/11/11
@Oneirohero