
I would allow it if special code was included that absolutely prevented it from working dual-or-multiple-boxed.
Because that's what people want it for. Nobody wants to play buff/buff, but every dual boxer is underutilizing the attack powers of the buffbot(s).
I think the reason why this thread is still going is because it's such a controversial and interesting idea that there'd have to people that'd want to try to play something like this. Personally It seems like an interesting idea. I know support characters are very necessary on teams and I like playing them. Something that is THAT supporty? I wouldn't mind trying. buff people, put heal on auto watch tv for a couple minutes. Lol
Would not be as overpowered as Corruptors, Controller nor Defenders. I don't know exactly where you draw the line saying "this is how you become overpowered".
There's a point on a character, even one with 2 buff/debuff sets, where you want to stop using your animation time for Buffs/Debuffs and start shooting stuff. I think that point is reached a lot more quickly than the general consensus of people do. On an all Corr/Con/Def team players can adjust how much if their animation time is used for each. A Buff/Buff toon doesn't have that option. There's no ability to adjust their time between buffing and blasting to suit the situation.
Someone mentioned "buff/buff could probably farm well" or something similar. Did I misunderstand or misread that? How exactly would a buff/buff character kill anything?
A buff/buff would be a perfect second account toon. Have a sonic dispersion/Forcefield put shields on you and the ally toggle debuff, with one of the bubbles on auto and follow you around. Or maybe an emp/forcefield.
So it could help a farmer, not be a farmer.
Would not be as overpowered as Corruptors, Controller nor Defenders. I don't know exactly where you draw the line saying "this is how you become overpowered".
There's a point on a character, even one with 2 buff/debuff sets, where you want to stop using your animation time for Buffs/Debuffs and start shooting stuff. I think that point is reached a lot more quickly than the general consensus of people do. On an all Corr/Con/Def team players can adjust how much if their animation time is used for each. A Buff/Buff toon doesn't have that option. There's no ability to adjust their time between buffing and blasting to suit the situation. Someone mentioned "buff/buff could probably farm well" or something similar. Did I misunderstand or misread that? How exactly would a buff/buff character kill anything? |
Well, as I said earth control is the only one where I felt it was a problem. All the other controllers I've played had at least decent damage in their primary - obviously not blaster or scrapper levels, but enough that I didn't feel like Sands of Mu was my primary damage source. As a result, I'm not in the habit of taking pool attacks on controllers.
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Because its interesting and different. Variety, people, is the spice of life. My original draw to this game was how different all the ATs were, back when controllers had massive control and no real damage to speak of pre-32 (before containment). It gave a whole different feel to the game than playing a blaster or defender. I want to see more of that, more variety. I want to see more innovation.
Dual blades with the combo thing was a good idea. Dual pistols with selectable damage type and secondary effect is a good idea though it doesn't go far enough. I'm hoping for new unique ATs and I'm hoping that all powersets from here on out put something new and unique into the game - not just reskins of powers we already have. That gets boring. |
Originally Posted by Dechs Kaison See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately. |
A character with nothing but buffs is, quite simply, dead weight.
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Right, that jerk casting Fulcrum Shift ought to be using his Power Bolt instead and contributing some real damage.
![]() One or two buff/buff characters in a group would be pretty powerful, but they would hit diminishing returns much faster than defenders do. Double-buffers don't themselves provide a substrate for being buffed (which is what I think people may be trying to get at with the misleading "dead weight" argument) so they enhance everyone else in a superior fashion but don't enhance each other, meaning that their value drops off dramatically with the number of other double-buffers on a team in a way that defenders don't. This makes it more complicated than "useless solo, overpowered on teams". I would be amused by seeing a kinetics/dark miasma try to brawl to victory, though. |
Well Claws is right. It would be dead weight, because a buff/buff toon can hit fulcrum shift and then go on buffing the team, the Kin Defender/Corr can hit FS and then hit the spawn with a myriad of attack powers helping to kill the spawn faster.
But you knew that. |
On the same theme:
8 defenders = Unstoppable killing machine
8 double buffers = You're going to defeat them HOW exactly?
Currently, ANY character is capable of soloing. A double buff powerset AT would be helpless without a team. You have for attack options: Flurry, Jump Kick, Brawl, Boxing, Kick, and after level 41 you get Epic pool powers.
What are you going to do if you get immobilized on the way to a mission and have no attacks whatsoever, scream for help in Broadcast? Chances are anything that immobilizes you is going to stay at range and shoot you to death, Brawl isn't going to do much good there.
Oh noes, the Council goons webnaded me and they're standing 12 feet away with machine guns, what do I do? You die, that's what you do. A defender can at least go down fighting, you can't even do that much.
Originally Posted by Dechs Kaison See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately. |
On the same theme:
8 defenders = Unstoppable killing machine 8 double buffers = You're going to defeat them HOW exactly? |
Originally Posted by ClawsandEffect
Oh noes, the Council goons webnaded me and they're standing 12 feet away with machine guns, what do I do? You die, that's what you do. A defender can at least go down fighting, you can't even do that much.
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"Dead weight" is an exaggeration, because the FS and buffs are contributing. Now, you can certainly make a case that it's contributing less than half the buffs + defender damage would be, but that's not cut and dried. A kinetics/dark miasma Double-Buff on a team packed with non-buffers (say, seven scrappers and a Double-Buff) will most likely add more team damage with Fulcrum Shift + Tar Patch than he would by hitting Fulcrum Shift and then starting to plink away with his blasts. On a team with plenty of buffers, the blasts would be better - but that's just what I said before, that you'll face diminishing returns faster with double-buffs than defenders.
Basic math follows. Don't keep reading if you're scared of math. People like calling buffers force multipliers. Let's take a moment to think about the term "force multiplier" and what it means. We have two basic elements to the team here for this purpose, which I will call "buff" (including debuffs, as they function as buffs taken via another direction for this purpose) and "substrate" (the thing being buffed, in this case offense). Let us say that, for example, scrappers provide two substrate while defenders provide one and Double-Buffs provide none (as a scrapper has more to buff with a higher cap than a defender, who in turn has more to buff than a Double-Buff). Likewise, scrappers provide no buff, defenders provide one buff, and Double-Buffs provide two buff. In this case, we multiply the amount of buff by the amount of substrate to get a relative sense of how much improvement the group has over the sum of its parts. For example: Eight scrappers: 16 substrate x 0 buff, total 0. There is no synergistic improvement, and the killing goes about as fast with eight scrappers working together as it would with eight scrappers working separately. (Of course, given that scrappers kill things fast solo, eight scrappers separately can be pretty nasty anyway.) Eight Double-Buffs: 0 substrate x 16 buff, total 0. Everyone is multiplying each other, but there's nothing to multiply. They're hitting with the most amazing Brawls conceivable, but... it's still Brawl. There is no noticeable synergistic improvement. Eight defenders: 8 substrate x 8 buff, total 64. If you've seen eight-defender teams in action, you will appreciate the massive synergistic improvement that goes on there. Their individually weak substrate becomes a wrecking ball. So far so good and it matches up largely to real-play experience. (Worth noting is that it's not perfectly accurate: scrappers do provide a small fractional buff value from secondary effects, RttC/AAO debuff, and so on, while double-buffs would provide a small fractional substrate from Brawl and Air Superiority. This does not significantly affect the demonstration of principle.) However, when we are talking about a few defenders or buffers on a team of scrappers, we see something else: Six scrappers, two defenders: 14 substrate x 2 buff, total 28. Six scrappers, two double-buffs: 12 substrate x 4 buff, total 48. This is why I predicted that double-buffs would be very powerful in groups with small numbers of buffers but reach diminishing returns much more quickly than defenders would. When we are talking about multiplication (and buff/debuffs are, in a fairly literal sense, force multipliers), the way to get the highest possible result from a given quantity of input is to equalize the inputs as much as possible. For a group already skewed towards substrate, this means that the highest effect comes from adding characters heavily skewed towards buffs. Because there is no set currently as heavily skewed towards buff as scrappers and blasters are skewed towards substrate, the Double-Buff would be an improvement in such situations but the advantage becomes less dramatic as the number of buff sources increases. One other exception worth mentioning: due to buff/debuff caps, you will inevitably hit a point of diminishing returns. One force-fielder is a huge boon to team survivability compared to none; three is not much of a step up compared to two. The previous numbers presume full "stackability" which is not guaranteed in the case of groups with multiple buff/debuffers of the same type. Redundancy is likely to increase in the case of double-buffers, since there is a limited variety of buff/debuff sets available and this would increase the number of buff/debuff picks present on a given team. |
Your super cool wall of text hinges on the idea that your buff/buff AT = 2 defenders.
Going off of what the current AT norms are, thats obviously not true. If the defenders remain the current strongest buffers as this AT was introduced we would conclude their primary would have controller/corr numbers. And by that amazing deduction, their secondary would receive even lower buff/debuff numbers being as it is their secondary. This would conclude that buff/buff would not equal two buff/attack ATs. Neat, see how I did that. |
The same thing a scrapper before his mez protection does under the circumstances: Pray, get out your throwing knives, and wonder when the Council started using web grenades.
To clarify something: I don't think this proposal is a good idea, because I don't think an AT with two of the same set class is a good idea. I'm mainly raising objection to the premise that someone who doesn't spew out orange numbers is "dead weight".
You mean like my Stone/Kin troller? I'm as capable of soloing as i would be of slitting my wrists with a spork - which I would only try if someone forced me to solo with that character.
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Dispari has more than enough credability, and certainly doesn't need to borrow any from you.
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To answer your question...
No, a buff/buff AT would probably be the most underpowered AT in the game, incapable of doing anything by itself, while you have Ill/Rads and most Scrappers soloing AVs, it buff/buff AT wouldn't be able to do much against an AV but survive if that much. Even with Temp, Vet and pool powers it wouldn't be able to put out the dps to dent an AV, I doubt it would do well on a /x8 mish solo.
They would be great on teams just as long as the diff is high enough. Because on a decent team most times my Ill/Rad troller doesn't even have time to lay down the debuffs before everything is dead, and on a great team they would be dead weight.
Overpowered...? Probably a waste of space, even I think that is an understatment
You mean like my Stone/Kin troller? I'm as capable of soloing as i would be of slitting my wrists with a spork - which I would only try if someone forced me to solo with that character. |
Bet you would solo better than an Emp/Force Field Buff/Buff AT
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Or hey, did you have to Brawl your way through Outbreak because you have no attacks and never will?
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That perfectly describes playing the above character - or did you think that 2-4 damage every minute from a hold contributes significantly to damage above and beyond brawl.
And what was the point in adding "never will" to that sentence? How would the idea that I would get a damaging power in 31 levels make me not have to rely on brawl for Outbreak? Did you try to change your point half way through the sentence and fail at it? |
That perfectly describes playing the above character - or did you think that 2-4 damage every minute from a hold contributes significantly to damage above and beyond brawl.
And what was the point in adding "never will" to that sentence? How would the idea that I would get a damaging power in 31 levels make me not have to rely on brawl for Outbreak? Did you try to change your point half way through the sentence and fail at it? |
Dispari has more than enough credability, and certainly doesn't need to borrow any from you.
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