Changed Defender inherent for i17
But what about those poor people whose concept only revolves around the current Vigilance? This change will break that concept, you can't just change things like that! Also, my Defender solos just fine! Just watch this video: -insert a painfully long video of a Defender tickling an even-con Council spawn-, see? Defenders are fine! Maybe you just need to learn to play! :coolface with sunglasses:
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Personally I think it'll be pretty balanced solo. I know that I always get a lot of usage from Scourge when soloing my Corruptor. The way I see it both Defenders and Corruptors will deal the same damage solo but Corruptors will always get Scourge while Defenders get better buffs/debuff which may or may not be useful.
That being said I do see where you're coming from. With Going Rogue the primary reason to roll a Corruptor over a Defender is that Corruptors solo a lot more easily. Defenders have always been superior on teams. I think Defenders do need a boost solo but maybe Corruptors should get a team boost to compensate. Personally I've never liked the idea that being useful on a team has to mean that you suck solo (in any game) but that's an old argument. |
"The danger is not that a particular class is unfit to govern. Every class is unfit to govern." Lord Acton
Madam Enigma's History
I was going to add a suggestion to the suggestion forums, but I think I will post it here is a 'hope' for i17.
I'm hoping both defs and corrs get their inherent's changed in the following ways:
Corrs, change scourge calculation to include an additional percentage based off of how much buffing/debuffing they do. It will work similar to brute fury except that the fury scourge bar contributes a percentage chance to scourge more often than normal.
For defs, drop vigilance for a def scourge analog. The more damage they do the more they contribute to a defender fury bar which increases the chance to critically buff/debuff (double buff or double debuff strength). Furthermore, like scourge, there is a chance to critically debuff/buff when your opponent/ally's health is low.
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And it doesn't. Look at my defenders. I take all or most of my primary, AND all or most of my secondary. Granted, my dark defender didn't pick up a travel power till 30, nor did my TA/A defender. The TA/A one though has more attacks due to not needing stamina. Solo, I can go slow enough that endurance isn't an issue. In teams, endurance isn't an issue.
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Yes, self control is such a silly thing!
I have a problem with overeating.... so they should make it so that the food doesn't fill me up as fast!
I am very excited about a rework of Vigilance, but am in the "wait and see" mode for certain. A lot of what is being said is complete speculation, so again, we dont have enough info to even worry about it yet.
I have noticed alot of folks seem to have it in their mind that the damage boost will somehow scale down once you get in a group. Honestly, that would be really sad if that turns out to be true. Scaling anything by group size would just be another form of the current vigilance. My hope is that they simply raise the defender DMG MOD to close to Tanker dmg base ...AND raise Corruptor DMG MOD to keep them ahead of us and behind Blasters. That would take care of the Solo issues most of us have. Then maybe have a scaling global Recharge boost based on number of team-mates, with a full team of 8 granting about 1 SO of recharge. So maybe 5% per added team-member. There would be no need to reduce the damage output, because simply joining a team and using your primary powers will reduce the overall time you can spend blasting. In essence, your DPS will suffer simply by doing your duty for the team. Global recharge fits the spirit of "Vigilance" and doesnt reward the defender for poor team play. Whatever it (Vigilance 2.0) turns out to be, I know it will make me happy. |
"The danger is not that a particular class is unfit to govern. Every class is unfit to govern." Lord Acton
Madam Enigma's History
So your argument that you're not bad solo is that you can solo so slowly that you don't need stam? Really? That's the comment you want to make?
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Group 1: OSA>Disruption>Ignite> Fistfull of Arrows (to finish off any LT left standing)
Group 2: PGA>Glue>Disruption> AOE minions to death>blazing to finish off LT
Group 3: OSA>Disruption>Ignite>imob melee boss that's still alive and any LT>snipe boss>aoe remaining foes
The only time I have any trouble is vs high damage mobs that heavily resist lethal damage and imobilize, such as warwolves.
"The danger is not that a particular class is unfit to govern. Every class is unfit to govern." Lord Acton
Madam Enigma's History
And it doesn't. Look at my defenders. I take all or most of my primary, AND all or most of my secondary. Granted, my dark defender didn't pick up a travel power till 30, nor did my TA/A defender. The TA/A one though has more attacks due to not needing stamina. Solo, I can go slow enough that endurance isn't an issue. In teams, endurance isn't an issue.
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The fact is that Defender soloing ability does suck compared to other ATs, primarily Blasters and Scrappers obviously but Tankers also have better damage and Controllers have moire capability to prevent damage to themselves when soloing. The game was designed around the idea that team support ATs (Defenders, Controllers and Tankers) should have poor soloing capability (a hold over from older MMOs). Since then the devs have made changes to both Tankers and Controllers to increase their damage and make them solo better. Now it's the Defender's turn.
Yes, some defenders can solo moderately well, no one has ever denied that. The problem is that not all defenders can solo well. The primaries that are mostly focused on debuffs do solo reasonably well, but other primaries provide very little advantage to a soloing Defender.
The fact is that Defender soloing ability does suck compared to other ATs, primarily Blasters and Scrappers obviously but Tankers also have better damage and Controllers have moire capability to prevent damage to themselves when soloing. The game was designed around the idea that team support ATs (Defenders, Controllers and Tankers) should have poor soloing capability (a hold over from older MMOs). Since then the devs have made changes to both Tankers and Controllers to increase their damage and make them solo better. Now it's the Defender's turn. |
By the way, saying it can't solo well implies frequent deaths. If your dying that often, maybe your secondary is underslotted. Maybe you need more attacks. Or maybe you need to rethink tactics.
"The danger is not that a particular class is unfit to govern. Every class is unfit to govern." Lord Acton
Madam Enigma's History
Positron's i13 letter: We are trying to make PvP more accessible to new players, while giving experienced PvP'ers the advantage that comes with formulating tactics around the new systems we're putting in place. PvP from now on will be on our priority list. If something isn't working out, we'll be in there tweaking it and making it work, for the entire future of the product, not just Issue 13.
Even the primaries that don't help soloing don't hinder it THAT much. What does hurt soloing for defenders IMO? The "healer" mentality that says your secondary should be avoided or barely slotted. An empath who doesn't neglect their secondary can still solo. Maybe not fast, but they don't suck at it either.
By the way, saying it can't solo well implies frequent deaths. If your dying that often, maybe your secondary is underslotted. Maybe you need more attacks. Or maybe you need to rethink tactics. |
It doesn't matter how many attacks you take or how well slotted they are the simple fact is that a defender will take more attacks to kill soemthing than a Blaster or Scrapper. SOME Defenders have -resistance or +damage abilities to rectify this a little bit but even then they generally don't get the same speed.
Overall I would say Defenders are the worst soloers in the game. Controllers have slightly worse damage (at least until they get their pet and their APP) but they have a much more consistent ability set that they can rely on for safety.
Mini-guides: Force Field Defenders, Blasters, Market Self-Defense, Frankenslotting.
So you think you're a hero, huh.
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Why Blasters? Empathy Sucks.
So, you want to be Mental?
What the hell? Let's buff defenders.
Tactics are for those who do not have a big enough hammer. Wisdom is knowing how big your hammer is.
"The danger is not that a particular class is unfit to govern. Every class is unfit to govern." Lord Acton
Madam Enigma's History
Even the primaries that don't help soloing don't hinder it THAT much. What does hurt soloing for defenders IMO? The "healer" mentality that says your secondary should be avoided or barely slotted. An empath who doesn't neglect their secondary can still solo. Maybe not fast, but they don't suck at it either.
By the way, saying it can't solo well implies frequent deaths. If your dying that often, maybe your secondary is underslotted. Maybe you need more attacks. Or maybe you need to rethink tactics. |
What I find frustrating on my Empath is that to solo at even a "reasonable" pace (to me), means that I have to turn Bosses off. This is a significant problem to me, since it changes the quality of prospective drops. Additionally, I cannot even imagine running difficulties over +0/x3. Even against the easiest Foes, larger spawns contain multiple "mezzing" mobs so that its extremely risky doing this. I agree that some ATs should solo better than others, so dont try and say that I expect "scrapper-like" soloability. That is simply not true.
But I expect that each of the diffierent varieties of Defenders should have "roughly" similar performance, much like how the different varieties of powersets in other ATs do.
With Defenders, this is absolutely not the case. The "range" of solo performance between defenders primaries is ALOT wider than the range that you will see with Tankers or Scrappers. And I will always advocate improvements rather than nerfs, so what I hope to see is that Forcefields, Empathy, Sonic and even other sets that most folks feel are just fine, get looked at and given "slight" enhancements to make them perform a bit better solo.
I want my Empath to be a Super-Hero, not a Side-Kick
BIOSPARK :: DARKTHORN :: SKYGUARD :: WILDMAGE
HEATSINK :: FASTHAND :: POWERCELL :: RUNESTAFF
Off topic.... but I'd be happy with fire blast for fenders soon, kkgo.
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[QUOTE=theOcho;3409811]As to the REAL reason I'll be leaving, I'm afraid it is indeed because Tamaki Revolution dc'd on me during a RSF.[/QUOTE]
I disagree. I recognize that trying to change this aspect of the game at this point would be impossible but from a game design point of view this never made any sense to me. In my opinion all characters should be able to solo effectively and conversely all characters should have soemthing to increase the effectiveness of their teammates.
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Honestly, I dont know if that's by design or if it just happens thru the course of game development and the actions of the player base. Because you "Know" players never find ways to focus their skills/talents/tactics to do things "unexpected" or "unforeseen" by the developers. Not to mention that once a game has been around for awhile, every player "knows" which ATs/Classes are needed to maximize the success in certain endeavors.
My remaining hope is to see some improvements in parity between the different Defender primaries . I think its completely unrealistic to expect parity between all ATs. Even if the developers felt that way, I think we would have seen alot more effort over the years to move the ATs together. Judging by the state of Empathy as compared to when I first rolled one back in June 2004, Its kinda obvious AT to AT parity is not the design goal, and perhaps not even Powerset to Powerset. The later I refuse to believe, and instead like to think they just havent got around to reviewing Defender Parity with an "eye" towards soloing. Probably not high on the list of things "to do"
BIOSPARK :: DARKTHORN :: SKYGUARD :: WILDMAGE
HEATSINK :: FASTHAND :: POWERCELL :: RUNESTAFF
Last time I checked was a few years back. At that point in time it was still 0.65. My ice/mace tanker still feels like he hits things with a heavy feather. One which he can barely lift but doesn't do much damage.
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Defenders have less survivability and less damage. They have slightly more team utility than tankers.
Give defenders and corruptors a buff, I say.
Why Blasters? Empathy Sucks.
So, you want to be Mental?
What the hell? Let's buff defenders.
Tactics are for those who do not have a big enough hammer. Wisdom is knowing how big your hammer is.
My remaining hope is to see some improvements in parity between the different Defender primaries . I think its completely unrealistic to expect parity between all ATs. Even if the developers felt that way, I think we would have seen alot more effort over the years to move the ATs together. Judging by the state of Empathy as compared to when I first rolled one back in June 2004, Its kinda obvious AT to AT parity is not the design goal, and perhaps not even Powerset to Powerset. The later I refuse to believe, and instead like to think they just havent got around to reviewing Defender Parity with an "eye" towards soloing. Probably not high on the list of things "to do"
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Only downside is that MMs go from being earthbound demi-gods to immortal death machines.
I can balance out both defender ability to solo and the powerset imbalance with one change - you can target yourself with ally-only abilities. Sure make them have only 1/3 effect so it's not too disgusting, but it helps most exactly those ATs who are worst at the moment. Emp drops from 6 useless powers when solo to 1. FF gets a weak blaster who might be close to the def cap when solo. Several def sets get short duration mez protection.
Only downside is that MMs go from being earthbound demi-gods to immortal death machines. |
I pray daily for such a change. In one fell-swoop, Defender parity would be much tighter.
Alas, this could spark some pretty dramatic changes to alot of things we might not all like, but if the end result is good, I will be a happy Defender.
Also, this could be something that only occurs when you dont have any team-mates or pets. If you have no team-mates or pets in play, any ally buff you cast basically effects you. You could leave the strength alone, but limit this to only ONE buff at a time. As soon as you summon a pet or add a teammate or cast a different ally buff, this shadow buff goes away. So, for example, my empath would have to choose whether he had "Fortitude", "Clear Mind", or Adrenaline Boost" in effect. This creates some tactics as well. You could switch buffs based on the encounter type, or even during the encounter as needed.
BIOSPARK :: DARKTHORN :: SKYGUARD :: WILDMAGE
HEATSINK :: FASTHAND :: POWERCELL :: RUNESTAFF
I can balance out both defender ability to solo and the powerset imbalance with one change - you can target yourself with ally-only abilities. Sure make them have only 1/3 effect so it's not too disgusting, but it helps most exactly those ATs who are worst at the moment. Emp drops from 6 useless powers when solo to 1. FF gets a weak blaster who might be close to the def cap when solo. Several def sets get short duration mez protection.
Only downside is that MMs go from being earthbound demi-gods to immortal death machines. |
It doesn't work for many defender sets, however: Trick Arrow, Storm, Traps, Dark Miasma, and Radiation Emission would get nothing (or next to nothing), because they have one or no ally-only buffs.
I proposed something similar: in addition to being able to use a single-target buff on yourself, using a debuff on an enemy would put the opposite of the debuff on yourself. Some Kinetics powers already do a version of this (Siphon Speed speeds you up and slows them down, Siphon Power increases your damage while decreasing their damage, etc.). But that too would benefit different defender sets differently.
The inherent has to benefit all members of the AT equally, and that's pretty much true for all the other AT's inherents. All defenders, however, do not benefit equally from the current Vigilance. Kinetics with Transference get very little.
Positron's i13 letter: We are trying to make PvP more accessible to new players, while giving experienced PvP'ers the advantage that comes with formulating tactics around the new systems we're putting in place. PvP from now on will be on our priority list. If something isn't working out, we'll be in there tweaking it and making it work, for the entire future of the product, not just Issue 13.