Changes to BotZ coming.


Acemace

 

Posted

For those that haven't read it, there is a discussion about upcoming changes to the set bonuses from the Blessing of the Zephyr set. There is a planned reduction to the defensive bonuses that are currently being given.

The thread is here.


Please be aware that soft capped builds using BotZ's will probably not be soft capped anymore.


Throwing darts at the board to see if something sticks.....

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Quote:
Originally Posted by PapaSlade
Rangle's right....this is fun.

 

Posted

Quote:
Originally Posted by Rangle M. Down View Post
For those that haven't read it, there is a discussion about upcoming changes to the set bonuses from the Blessing of the Zephyr set. There is a planned reduction to the defensive bonuses that are currently being given.

The thread is here.


Please be aware that soft capped builds using BotZ's will probably not be soft capped anymore.
It depends on soft-capped by how much, now don't it?

I tend to run my tanks a good 5-10 percent 'rich' in this regard. I are tank, I don't wanna worry about deboofs. It's not like defenses are hard to come by, after all.


 

Posted

In general it hasn't greatly effected my toons all that much either. I've had to look at a SD/ build here and there to work around it. If nothing else I figured it was good to bring it to the tank communities attention.


Throwing darts at the board to see if something sticks.....

Come show your resolve and fight my brute!
Tanks: Gauntlet, the streak breaker and you!
Quote:
Originally Posted by PapaSlade
Rangle's right....this is fun.

 

Posted

Well, that stinks but I understand why they're doing it; it really was too good to be true.

In any case, it's definitely more of a blow for positional defense sets than typed, I think I'm going to have to rework the builds of my Shield tank and SR scrapper.


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Posted

I didn't think it was overpowered, and so I kinda think it sucks due to the time / cost loss for having to rebuild a character if a cascading change effect causes you to totally alter your build.

I got lucky tho and build my Shield/Elec tanker to 50% to Melee, Ranged, and Global, with only one ranged bonus coming from a BOTZ. Therefore, I'll drop from 50% ranged to 48% ranged or something. My 6 super reflexes scrappers were also mostly OK for similar reasons: I usually didn't even use it, and when I did, it was always just one range value. In most cases I was just able to push out a 5-slotted red fortune to 6 slots and still remain at the cap (since I usually build to 47.5%) ... or at least at 46.5% (not at the cap if defense debuffed but with 1%).

Lewis


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Posted

It's going to affect me less than I feared. I have a fairly hard rule: I build for generic IOs and SOs, and add set bonuses only to the places where the IOs would be going without regard to the bonuses. I make minor variations from this principle --- I never used to slot Taunt at all --- but they're relatively few.

No travel power ever gets more than 2 slots, and the defense based characters that benefit from this don't give more than 2 slots to travel powers, if that, and do not need more knockback protection. No tanker or scrapper that slotted two of these was using them to softcap.



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Posted

Quote:
Originally Posted by UnicyclePeon View Post
I didn't think it was overpowered, and so I kinda think it sucks due to the time / cost loss for having to rebuild a character if a cascading change effect causes you to totally alter your build.
Not overpowered? It only cost one slot to get a pretty sweet defense bonus. That's pretty dang powerful. What's the usual requirement for a bonus like that? 4-5 slots? That's 3-4 slots going into other powers for more results. It was a sweet ride, I won't deny I used it to my advantage. But it's hard to be surprised they would need to adjust it.


@Rylas

Kill 'em all. Let XP sort 'em out.

 

Posted

Quote:
Originally Posted by Rylas View Post
Not overpowered? It only cost one slot to get a pretty sweet defense bonus. That's pretty dang powerful. What's the usual requirement for a bonus like that? 4-5 slots? That's 3-4 slots going into other powers for more results. It was a sweet ride, I won't deny I used it to my advantage. But it's hard to be surprised they would need to adjust it.
In fact, some actual math has been done (courtesy of poster Walleye) here breaking out how good this bonus was (apparently the second-best after the Steadfast and Gladiator unique 3% defense IOs, if I am reading his results correctly, and you could stack it, unlike uniques).


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Posted

Of all the ATs, this affects my tanks the least. My Shields tank will be fine. So at least on this forum, I say to you, "Meh". Now my controllers/defenders/blasters...


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Posted

Despite the actual math, I still don't feel it was overpowered. As it turns out, none of my actual builds were using more than 1 set of them anyway, and even then, usually just 2 out of the 3 for one ranged value. So, I'll have to be pissed in theory, not in practice.



Lewis


Random AT Generation!
"I remember... the Alamo." -- Pee-wee Herman
"Oh don't worry. I always leave things to the last moment." -- The Doctor
"Telescopes are time machines." -- Carl Sagan

 

Posted

I think it's a bit too hard a nerf... I do understand the reasoning and for that matter agree that it was probably too high originally; I'd think a 50% reduction was probably in order, which would be 1.88% Ranged/AOE instead of the 1.25% value it's currently going to.

Personally it doesn't severely affect any of my characters; my BS/Shield scrapper can compensate by simply adding two Mako's Bite IO's to one attack, replacing a couple of Pounding Slugfest I had for the regen bonus. My Invuln build will loose a small amount of E/N defense that I'll have to make up somewhere but I don't see that being a severe problem.

It DOES affect my (projected) Fire/EM blaster's build, but at this point I'm still working toward his build and acquiring IO's so nothing's set in stone yet. I got a couple of BotZ KB IO's on merit rolls a few days ago and am very glad I sold them right away instead of keeping them... I expect prices to tank severely on those IO's. No, I'm not in the closed beta and I didn't have advance notice when I sold them; I just thought I could use the $70 million per recipe more than hanging onto them until my blaster could use them.

If you can it'd probably be a good idea to sell any BotZ you may have quickly before the market totally crashes on them, if it hasn't already.


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Posted

I feel bad for those who have invested heavily in the BotZ set, especially those who have slotted multiple sets in a build. The existing mode of respec makes it difficult to save more than ten unslotted enhancements.

On the surface, you look at the defense bonus values and they are exceptional for the minimal slotting investment and can understand why the devs want to make a change to them. Also considering they were stackable in multiple travel powers you could pile up some defense bonuses if you went that route. I have no problems seeing them bring BotZ in line with their accordance. Personally, I still feel they are good sets even after the change to the defense values but those relying on them to bring them to softcap will obviously have to live with the change or find other avenues to get to back to that point.

Full disclosure, the change does not affect any of my existing toons for two simple reasons: None of my alts use BotZ and I don't generally invest slots in my travel powers (excepting Fly/Hover but thats on two toons).

I think the market is already reflecting this change and BotZ have already come down in price at several range levels from my last check.


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Posted

Quote:
Originally Posted by Call Me Awesome View Post
I think it's a bit too hard a nerf... I do understand the reasoning and for that matter agree that it was probably too high originally; I'd think a 50% reduction was probably in order, which would be 1.88% Ranged/AOE instead of the 1.25% value it's currently going to..
The problem is that those weren't existing set bonuses. So, rather than create and code new ones, what they did was change it from "Improved Ranged Energy Negative 4" (the best one) to "Improved Ranged Energy Negative 1" (the weakest one). I agree that this was a bit harsh--they literally nerfed it as much as they could--but reducing it to the 2nd or 3rd level wouldn't have really made much impact.

Not that any of my most powerful characters were impacted much anyway. Like Heraclea said above, I've never been one to slot non-essential enhancements just for set bonuses, except in some very gimmicky builds. My melee toons are all built for max enhancement of every combat-vital attribute and THEN set bonuses, and as a result, none of my melee toons are even fazed by this nerf. My SD/SS tanker, for instance, just canned SJ for Ninja Run, moved some slots around, and winds up having more passive regen (up to 42 hp/sec from 41), better endurance efficiency, and a couple more single-target DPS. Before the nerf I was able to solo 5 AVs concurrently on this tank, and after it I expect I shall go for 6.

Ironically it's my marginal builds that were most hurt by this nerf, ones that weren't vastly overpowered to begin with. But that's par for the course.


 

Posted

Quote:
Originally Posted by Chaos_String View Post
The problem is that those weren't existing set bonuses. So, rather than create and code new ones, what they did was change it from "Improved Ranged Energy Negative 4" (the best one) to "Improved Ranged Energy Negative 1" (the weakest one). I agree that this was a bit harsh--they literally nerfed it as much as they could--but reducing it to the 2nd or 3rd level wouldn't have really made much impact.

Not that any of my most powerful characters were impacted much anyway. Like Heraclea said above, I've never been one to slot non-essential enhancements just for set bonuses, except in some very gimmicky builds. My melee toons are all built for max enhancement of every combat-vital attribute and THEN set bonuses, and as a result, none of my melee toons are even fazed by this nerf. My SD/SS tanker, for instance, just canned SJ for Ninja Run, moved some slots around, and winds up having more passive regen (up to 42 hp/sec from 41), better endurance efficiency, and a couple more single-target DPS. Before the nerf I was able to solo 5 AVs concurrently on this tank, and after it I expect I shall go for 6.

Ironically it's my marginal builds that were most hurt by this nerf, ones that weren't vastly overpowered to begin with. But that's par for the course.
Actually, the 1.88% Ranged, and half for en/neg IS as existing set bonus. It's "Improved Ranged Energy Negative 2" and its on quite a few things, one of the knockback sets, sting of the manticore among others... and the 1.88% AoE is in the a targetted AoE set and a heal set, as "Improved AoE Fire Cold 2"

(<-- has already adjusted his mids)


 

Posted

Quote:
Originally Posted by Ribic View Post
Actually, the 1.88% Ranged, and half for en/neg IS as existing set bonus. It's "Improved Ranged Energy Negative 2" and its on quite a few things, one of the knockback sets, sting of the manticore among others... and the 1.88% AoE is in the a targetted AoE set and a heal set, as "Improved AoE Fire Cold 2"

(<-- has already adjusted his mids)
Hm, ok. I thought lvl 2 was a higher value, for some reason. If it's 50% of lvl 4, then I agree that's what they should have reduced it to. Leave it to our devs to always swing for the fences with that nerfbat of theirs.

Anyway, yeah, I adjusted my mids too. And I've already begun to respec the toons that need it, but as I mentioned, I wasn't hit very hard by this.


 

Posted

Quote:
Originally Posted by Chaos_String View Post
Anyway, yeah, I adjusted my mids too. And I've already begun to respec the toons that need it, but as I mentioned, I wasn't hit very hard by this.
I had to do some minor tweaking on my DM/SD scrapper, he had one full set. I need to do the same to my BS/SR scrapper, as he has a full set as well, but was further over the softcap so even with the changes he's only 1% shy for AoE, so not a big issue. where it hurt was my blaster... 5 full sets, ouch. And a Fire/SD scrapper i had been working on, that build was just scrapped and I'll start from scratch.


 

Posted

Quote:
Originally Posted by Call Me Awesome View Post
If you can it'd probably be a good idea to sell any BotZ you may have quickly before the market totally crashes on them, if it hasn't already.
I'm actually looking forward to that- BotZ prices were ridiculous (at least for the -kb recipes, the others weren't too bad). They're still going to be useful after this, but they'll at least be easier to get.

My Shield Tanker won't be quite so far over the def cap after this, but he'll still be over 45%. I have to adjust more on a couple of Blasters, but it's not a big deal.


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Posted

It does mean one annoying build change to one of my scrappers who was so near perfectly built to tank most AVs with confront. I still don't know how I am going to get such perfection back. Edit: not without getting real expensive.


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Posted

I feel bad for the people who bought the two BotZ pieces I put up on WW's in the last few days.

No I don't. I needed the Inf. :P


 

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Quote:
Originally Posted by Kierthos View Post
I feel bad for the people who bought the two BotZ pieces I put up on WW's in the last few days.

No I don't. I needed the Inf. :P
Hmmmm. Not so impressed by this.


Guide: Tanking, Wall of Fire Style (Updated for I19!), and the Four Rules of Tanking
Story Arc:
Belated Justice, #88003
Synopsis: Explore the fine line between justice and vengeance as you help a hero of Talos Island bring his friend's murderer to justice.
Grey Pilgrim: Fire/Fire Tanker (50), Victory