Stone Armor: What I'd Do
The changes that I suggest that will likely draw the greatest ire from the populous are the changes to Granite Armor. Some like how the single power renders half of the set completely irrelevant. I consider that to be simply bad design and designed these fixes to address that. On the same note, I think tier 9 powers should be powers that highly augment your survivability for a short period of time. These changes address that point too.
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I think it is relevant to note that the Tier Nines seem to fall into four categories:
Powerful-This category has abilities which increase survivability greatly, last for a long duration, have a large crash and take a long time to recharge (These are all relative to Numerable).
Invulnerability: Unstoppable
Energy Aura: Overload
Electric Armor: Power Surge
Super Reflexes: Elude
Ninjitsu: Kuji-in Retsu
Numerable-This category has abilities which have affects similar to those in the Powerful category, however the pros (Survivability and Duration) and cons (Crash and Long Recharge) are both lessened creating a weaker shield that is active and useable more often.
Shield Defense: One with the Shield
Willpower: Strength of Will
Regeneration: Moment of Glory
Resurrection-This category has abilities which resurrect the user enabling them to get back into the fight immediately after death.
Dark Armor: Soul Transfer
Fire Armor: Rise of the Phoenix
Miscellaneous-This category has abilities which do not fall into other categories.
Ice Armor: Hibernate
Stone Armor: Granite Armor
The changes are pretty overarching. In order to address Granite Armor rendering the rest of the set obsolete, I would reduce the +res component to 17.5% +res(all but psi), the +def component to 6.25% +def(all but psi), and remove the mutual exclusivity (so that it can be used on top of the rest of the set and turned off and on without requiring you to take time to turn everything else back on). These changes would allow Granite Armor to maintain roughly the same level of survivability it now enjoys (on par with Invuln + Unstoppable) while preventing it from completely rendering the rest of the set null. On top of that, I would have the power automatically turn off after a set period of time (120 seconds) in the same manner as Phase Shift, while increasing the recharge to 300 seconds with the recharge unaffected by recharge enhancements (like OwtS and SoW). To make up for what most people would probably view as substantive nerfs to the power (even though the survivability remains roughly the same and the only real change is forcing the power to be used with a known downtime), I would remove the -dam and -rech penalties while adding 35% +recov (to grant .5 more end/sec than the cost of the toggle). There would similarly be no crash, though the mobility penalty would still apply (cuz you're still a giant rock). The power would just turn off when you chose to turn it off or when it had been on for 120 seconds, whichever came first.
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Reduction of Granite's resist to 17.5% is unacceptable to me.
Get rid of the defense altogether, increase the movement penalty, keep the damage and recharge penalty, get rid of the recovery bonus, whatever, but leave the resistance granted from Granite Armor the same. The reason that I chose Stone Armor was due to the high peak sustainable survivability that one can get from it. If you must lower something (In this case you have to in order to allow stacking without insane levels of survivability) then lower things that can easily be make up for. I can regain the lost defense from set bonuses, I can choose to be a brute so that fury makes up for the damage debuff, however I cannot get more resistance (above and beyond Stone Skin, Tough, and Granite Armor) from any other self-gained sources (Yes I can get some from set bonuses, but nowhere near the amount of defense bonuses I can acquire). Getting rid of the Resistance bonus is far too large of a survivability nerf, which defense does not make up for (I realize in your model statistically it does, however in reality it does not).
Automatic detoggling is something I am against for many reasons.
- I am one of the few that love the look of Granite Armor. I do not want to be constantly thrown in and out of it.
- Detoggling powers after a set amount of time really annoys me. While still aggravating, things like Hibernate and Phase Shift are on thirty second timers making it a bit easier to keep track of. Something on a 120 second timer is a lot harder to keep track of and this alone would kill the set for me. If it is going to detoggle I need something to show a countdown.
- I would not be able to keep peak performance at all times. One of the many reasons I chose Stone Armor was due to the fact that I did not have to worry about Granite Armor dropping ergo dropping my survivability. If I wanted peak instantaneous performance I would have chosen Invulnerability, however I wanted a high peak sustainable performance and a cool looking suit of armor.
Favorite Hero: Computer (Empathy/Energy Blast Defender)
Favorite Villain: Gimp Computer (Fire Control/Psionic Assault Dominator)
I like those changes. As a Brute player, and a solo player, to boot, Granite Armour is a giant turn-off. I mean, I use it when I'm just about to die because the REST of my set can't seem to keep me alive, but at the damage and recharge penalties it brings, it's basically shooting myself in the foot. Yeah, I can kind of defeat its recharge penalty with Hasten, which I have, but that only last, what? A minute? Two minutes? I'd have to check. Once that goes down, I'm useless, so I might as well drop Granite Armour and take my chances otherwise, in essence forcing me to use it like a normal T9. Yeah, from time to time teams will force me to use it all the time, promising to handle doing the damage (both missing the point of why I chose to make a Brute AND failing to deliver most of the time), but I find the very concept of turning your character into an impotent taunt bot to be bad game design at its height.
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By turning Granite Armor on before entering a group I can build up fury from their initial assault. Once at full fury I can detoggle Granite Armor and lay waste to whatever is in my way. Even if the NPCs would take me down eventually, the huge damage I am putting out will defeat them long before they have a chance.
If the group is strong enough to take me down outside of Granite Armor before I can take them out, then I can take a few of them out with my fast recharging high damage power like Boxing, Jab, and Punch. After any troublesome enemies are out of the picture, I can then drop out of Granite Armor and finish off the group.
The ability to gain full fury in relative safety while still being able to toggle on Granite Armor as an 'oh shoot' button makes Granite Armor extremely desirable to me on a Brute.
Favorite Hero: Computer (Empathy/Energy Blast Defender)
Favorite Villain: Gimp Computer (Fire Control/Psionic Assault Dominator)
Hrm........my first character ever created, also my first 50, and the toon with the most play time is Stone/Stone.
Granite has always been a toggle that I turned on and off.
Interesting read though.
Lower Granite Armor's numbers so that, if using the rest of the power set at the same time, it equals out to "Granite Armor" numbers. Remove the "No other armors" portion. Remove the -speed and the -damage. Add +jump. Increase the end cost in order to make it prohibitively expensive to run all the armor toggles AND Granite armor at the same time for any length of time without some serious end boosting.
There ya go. Just fixed most of the perceived problems with it while also keeping it mostly balanced.
-Rachel-
Lower Granite Armor's numbers so that, if using the rest of the power set at the same time, it equals out to "Granite Armor" numbers. Remove the "No other armors" portion. Remove the -speed and the -damage. Add +jump. Increase the end cost in order to make it prohibitively expensive to run all the armor toggles AND Granite armor at the same time for any length of time without some serious end boosting.
There ya go. Just fixed most of the perceived problems with it while also keeping it mostly balanced. -Rachel- |
Favorite Hero: Computer (Empathy/Energy Blast Defender)
Favorite Villain: Gimp Computer (Fire Control/Psionic Assault Dominator)
Getting rid of the Resistance bonus is far too large of a survivability nerf, which defense does not make up for (I realize in your model statistically it does, however in reality it does not). |
However, a statement like
lower things that can easily be make up for |
Automatic detoggling is something I am against for many reasons. |
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The issue of having Granite Armor turn off after a specific period of time is something I think is rather necessary to prevent the set from being the current overpowered monstrosity that it currently is. I thought of a couple other workarounds, but I suggested the one that I think is the most applicable and hardest to work around. The only real solutions, while allowing the power to remain a toggle, are likely those that will bother people in the same way that the Phase Shift changes bothered people. The other main one that I considered (though not the one I prefer because it is substantially easier to work around than a hard-coded maximum uptime) was having the endurance cost of the power slowly ramp up the longer it is on. The recharge time would still need to remain high to prevent simply toggling it on and off in order to reset the endurance cost, but it would allow you to keep it on indefinitely... if you can pay the continually rising cost.
I would not be able to keep peak performance at all times. One of the many reasons I chose Stone Armor was due to the fact that I did not have to worry about Granite Armor dropping ergo dropping my survivability. If I wanted peak instantaneous performance I would have chosen Invulnerability, however I wanted a high peak sustainable performance and a cool looking suit of armor. |
Lower Granite Armor's numbers so that, if using the rest of the power set at the same time, it equals out to "Granite Armor" numbers. Remove the "No other armors" portion. Remove the -speed and the -damage. Add +jump. Increase the end cost in order to make it prohibitively expensive to run all the armor toggles AND Granite armor at the same time for any length of time without some serious end boosting.
There ya go. Just fixed most of the perceived problems with it while also keeping it mostly balanced. |
You're assuming a lot about endurance cost balances to survivability. You're also assuming a lot about how well that performs. Just look at Dark Armor for a model of a powerset that uses endurance as the primary limiter on performance. It generates obscene levels of performance, both sustainable and short term, but the very fact that it's endurance limited makes it largely unpopular. Even more, you're assuming that you could make the endurance costs of the set balanced while allowing the set to remain toggle intensive. Changing endurance to be the primary limiter would do one of two things: the set would be unplayable at low levels and when solo or the set would be incredibly broken (because you can mitigate the costs even easier than you can mitigate the movement penalties). One of the primary concerns that needs to be addressed with the set is playability. You're not addressing any of the parts of that in any substantive way.
You do realize that the only power I was suggesting an endurance change for was Granite Armor itself, rather than the others..?
In which case it doesn't change the lower level playability any, but I find it's lower levels not that bad, personally. *shrugs* If you want to address that how about shifting even more of the difference out of Granite Armor into the rest of the set?
As for you ad hominem attack...
So there ya go.
It'd be prohibitively expensive to run ALL of Stone Armors toggles (including Granite) at the same time, but the player could turn on Granite and Magma for handling primarily fire/cold enemies, or Granite and Rock for Smashing/Lethal. But turning them all on and running amok would be a bad idea for long-term survivability since you'd end-drain yourself.
-Rachel-
You might want to actually try doing something concerning balance rather than just spouting drivel that seems intelligent to people that don't know what they're talking about.
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Regardless. If endurance were -not- a balancing factor in the Dev's eyes there would be no endurance in the game. Ergo it's fair game as a target for balancing powers.
Currently Stone Armor has 7 toggles. Most of which have the "Standard" .26/sec end cost. Mud pots comes in at a whopping .78/sec. Even Granite Armor itself has an end cost of .26/sec which implies that you shouldn't run out of end based on the cost of the armor toggle in the original design. However you also won't be dishing out that much damage with the huge penalty you're taking and are in greater danger of killing your end bar that way.
Reversing the situation by making the cost of Granite higher and removing the damage penalty means a player is more apt to run out of end because they're attacking and using their armor toggles rather than just the former. However it also allows the player to dish out more damage, generally considered more "Gratifying" than surviving infinite attacks (note I said generally).
As for getting rid of the Speed penalty: It was more thematic than it was functional, in my opinion, especially with taunt now killing 75% of an enemy's range with a debuff. It's frustrating without truly altering the effectiveness of the tanker or brute using the power. Note, however, that it's still in "Rooted"
As for LoLcat herding, I also do Mythbusters and Puppies.
-Rachel-
In my experience, I see defense and resistance as being functionally equivalent. Sure resistance is constant, but defense allows you to avoid the secondary effects of attacks that would otherwise bend you over (-rech, -end, -def, etc).
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The point of providing those number is twofold: Cottage Rule prevents removing any function of the power (so it's impossible to simply remove the defense) and intelligent design prevents reducing the defense value to an arbitrarily low value (so that there's no real point in enhancing those attributes).
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However, a statement like...
...is simply asking to be overpowered. If the negative attributes of the power are easy to work around, you're not asking or balance. You're asking to be overpowered. One of the primary problems with the set (and the devs agree that it is a problem) is that non-Granite is too weak and in-Granite is too strong. Asking for the problems with Granite Armor to be easily worked around isn't asking for balance: it's asking for the current overpowered state of Granite Armor to remain. If any change happens to the set, I can assure you that's not going to happen. |
Granite Armor gives a -100% recharge debuff
Rooted gives a +100% recharge buff
What I mean is easy to overcome using IOs. Nerf something about the power that can be made up if a person is willing to put the influence into it. Many power sets become overpowered when billions of influence is shunted into them, why should Stone Armor be any different.
(Especially considering this. Castle: I'm not too concerned about the protection levels shields can generate; it'll be needed.
Another alternative would be for the devs to add +resistance set bonuses. That way the slots that I used to use to increase my defense (no longer wanted due to the lesser shield buffs) can be used to increase the nerfed resistance.
Take power away from Granite Armor if you must, but take something away that people can IO back in.
If you honestly think that this is anything approaching an intelligent reason to allow for the power to be perma-capable, you have no clue what you're talking about. You might as well ask for Instant Healing to be perma-capable (and not "perma at cap recharge" either; I mean "perma with moderate IO slotting") or for the rest of the classic tier 9s be up all the time like they used to. The ability to maintain tier 9 survivability at all time is simply broken.
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The ability to maintain tier 9 survivability without downsides at all time is simply broken.
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- Unstoppable without a crash would be overpowered.
- Unstoppable (At 1/4th the +resistance it gives now) with the same crash would be underpowered.
Therefore - We know there is a middle ground where Unstoppable is balanced (Currently where it is now).
Granite Armor currently is overpowered. I personally don't think it is, however Castle doesn't agree. Therefore we need to nerf it enough that it is no longer overpowered.
Why does it have to lose being a toggle (effectively, even if it is still mechanically a toggle)? Why can't we debuff other effects like damage, Defense, etc...
It's not a question of maintaining high sustainable survivability. It's a question of whether you should be able to have sustainable survivability that high. As Castle has shown with his treatment of every other set and tier 9 in the game, the ability to indefinitely sustain survivability as high as Granite Armor is an anomaly and not one that is present thanks to good design.
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Not all tier nine's have to be the same. (Note: I am not saying that is what you want, however I don't see why Granite Armor can't be perma if it has enough downsides to balance it.)
Asking for the power to be perma simply because you want to be unkillable all the time isn't a viable argument, especially when the discussion is supposed to be revolving around balance rather than arbitrary desires to maintain the status quo of survivability knowing that it's stronger than it has any reason to be. There's no risk involved, much less any question of skill.
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Is Granite Armor's survivability bonus balanced by the fact that it reduces offensive capabilities? No? Then why not reduce the offensive capabilities more, rather than reduce the survivability bonuses?
The other main one that I considered (though not the one I prefer because it is substantially easier to work around than a hard-coded maximum uptime) was having the endurance cost of the power slowly ramp up the longer it is on. The recharge time would still need to remain high to prevent simply toggling it on and off in order to reset the endurance cost, but it would allow you to keep it on indefinitely... if you can pay the continually rising cost.
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Favorite Hero: Computer (Empathy/Energy Blast Defender)
Favorite Villain: Gimp Computer (Fire Control/Psionic Assault Dominator)
True, however Resistance has its secondary effects. Letting you live through two consecutive hits the Random Number Generator decided you needed and not being susceptible to cascade failure due to lack of defense debuff resistance is something defense cannot offer.
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In order to let people keep the set bonuses they are slotting in Granite Armor, I could see keeping a small amount of enhance-able defense; however, the other shields are now not mutually exclusive. Has too much really been changed if the only thing you need to do to get the levels of Defense that you had in Granite Amor back is turn on your other shields? |
I'm not asking for something like: Granite Armor gives a -100% recharge debuff Rooted gives a +100% recharge buff What I mean is easy to overcome using IOs. Nerf something about the power that can be made up if a person is willing to put the influence into it. Many power sets become overpowered when billions of influence is shunted into them, why should Stone Armor be any different. |
(Especially considering this. Castle: I'm not too concerned about the protection levels shields can generate; it'll be needed. |
Granite Armor currently is overpowered. I personally don't think it is, however Castle doesn't agree. Therefore we need to nerf it enough that it is no longer overpowered. Why does it have to lose being a toggle (effectively, even if it is still mechanically a toggle)? Why can't we debuff other effects like damage, Defense, etc... Perma Elude? Yes that would be overpowered because the only downside to Elude is the crash, which doesn't amount to much other than being endurance-less for a few seconds while maintaining capped defense. Perma Granite Armor has -damage, -speed, -recharge, -jump, etc. Granite Armor pays for it's the ability to be perma. |
Not all tier nine's have to be the same. (Note: I am not saying that is what you want, however I don't see why Granite Armor can't be perma if it has enough downsides to balance it.) |
Is Personal Force Field overpowered? No its not, however it lets its user (A squishy no less!) maintain perma Elude levels of defense. Why is that ok? Because the downsides of PFF make up for the fact that it is perma. PFF is balanced around the fact that you can only affect yourself while in it. At one point you could have PFF on and attack. That was obviously deemed overpowered, so instead of reducing the defense you got from PFF, they reduced the offensive capabilities of the power. Is Granite Armor's survivability bonus balanced by the fact that it reduces offensive capabilities? No? Then why not reduce the offensive capabilities more, rather than reduce the survivability bonuses? |
Which is why they're roughly equivalent mitigation mechanisms. Resistance is allergic to debuffs because you can't avoid them. Defense is allergic to the RNG (though no one ever seems to bring up the fact that you're just as likely to have the RNG provide you with more mitigation than you're supposed to).
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Correct. However the increase in defense does not make up for the loss of resistance because of this difference. Right now my Tanker will not die from getting hit by a defense debuff because I am either in Granite Armor or I can turn Granite Armor on if I need to; however, if Stone Armor were turned into a predominantly Defense oriented set then defense debuffs, Arch Villain spikes, things that I did not have to worry about before, are now a big problem. I have the advantages of both high defense and resistance now.
Is your stand that, this shift is just an outcome of the nerf?
You're assuming that providing 50% +res(all but psi) on top of the levels of resistance I recommended fixing to address the problems with levels wherein Granite is unavailable. Unless you want to weaken the levels wherein you don't have resistance, you're not going to get a reasonable fix that doesn't either weaken Granite's resistance or totally **** everything up. I chose those numbers for a specific reason. Realize that. Plug them into the spreadsheet and you'll see. They weren't an arbitrary choice.
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And I realize what you mean. It doesn't matter how you overcome it. If a weakness is easy to overcome with any mechanism, then it's not a weakness. |
You're quoting a post from Castle wherein he lamentably demonstrated a noticeable lack of knowledge concerning what's going on. You're not really going to make much headway with people that actually know what's going on by quoting that.
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If he doesn't care that Shields can get extraordinary levels of protection (I assuming from IOs), why would he care about Stone Armor doing the same thing?
Are you sure you want to accept the level of nerf that it would take to offset the ability to be completely unkillable all the time? Are you really sure? |
With SOs Willpower will have more damage and Stone Armor will have more survivability. It seems balanced to me. Yes changes on a power by power basis, like transferring defense from Granite Armor to the lesser armors, but overall the sets have strengths and weaknesses that set them apart from each other.
There is a damned good reason why you can't have a perma-tier 9: it's a friggin' perma tier 9! If you don't believe that it's fundamentally flawed to be able to not die while you're able to kill them, no argument is going to address that. You've pretty much decided that it has to be perma.
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Let's say we changed Granite Armor to:
-Mutually exclusive to all other toggles and powers
-Reduces defense by 10,000%
-Reduces resistance by 10,000%
-Reduces Hit Points to 1
-Reduces regeneration to 0%
Would it still be considered overpowered just because it is still a perma tier nine? Why is there no middle ground that we can find where Granite Armors bonuses are balanced around being perma?
Ex. Why do Fire Controllers get three pets? They're pets! They should only get one!
There are two responses to this.
- Three weaker pets are balanced against one stronger pet in other sets.
- Control sets are all different. Similarity would make things boring.
They didn't reduce the offensive capabilities of the PFF: they removed them.
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And the reason they removed them was because it was too easy to bypass the restrictions. The same thing applies to Granite Armor (grab a kin and go, or just slot some +spd IOs).
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- Are you saying that there is too much synergy between Stone Armor and Kinetics? That is a whole 'nother argument altogether about how archetypes interact with each other.
- I think you are vastly underestimating what it takes to bypass the downsides of Granite Armor (at least +30% run speed, +65% recharge, +30%, damage, and nothing can get past the -jump).
I was merely pointing out that balance can be found with toggle powers that provide high levels of defense. In the case of PFF for squishies, yes, it did mean the removal of offensive capabilities; however, tankers, brutes, stalkers, and scrappers were meant to have damage mitigation in the form of toggles.
Favorite Hero: Computer (Empathy/Energy Blast Defender)
Favorite Villain: Gimp Computer (Fire Control/Psionic Assault Dominator)
Umbral: blah blahbbity blah blah blah
Computer: blahbbity blah, blah blah.
Umbral:
blahbbity blah |
Steampunkette: bibbity
Umbral:
bibbity |
Steampunkette: bobbity?
Umbral:
bobbity? |
Steampunkette: boo! lulz
Computer:
blahbbity blah |
...
blah blah, blah blah |
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blahbbity blah, blah blah |
Umbral: blah blah blah blah blah blah blahblah blah blah blah blah blah blahblah blah blah blah blah blahblah blah blah blah blah blahblah blah blah blah blah blahblah blah blah blah blah blahblah blah blah blah blah blahblah blah blah blah blah blahblah blah blah blah blah blahblah blah blah blah blah blahblah blah blah blah blah blahblah blah blah blah blah blahblah blah blah blah blah blahblah blah blah blah blah blahblah blah blah blah blah blah
Computer: blah blah blah blah blah blahblah blah blah blah blah blahblah blah blah blah blah blahblah blah blah blah blah blahblah blah blah blah blah blahblah blah blah blah blah blahblah blah blah blah blah blahblah blah blah blah blah blahblah blah blah blah blah blahblah blah blah blah blah blahblah blah blah blah blah blahblah blah blah blah blah blahblah blah blah blah blah blahblah blah blah blah blah blahblah blah blah blah blah blahblah blah blah blah blah blahblah blah blah blah blah blahblah blah blah blah blah blahblah blah blah blah blah blahblah blah blah blah blah blahblah blah blah blah blah blahblah blah blah blah blah blahblah blah blah blah blah blahblah blah blah blah blah blahblah blah blah blah blah blah
Congratulations, guys. You've managed to make me not care.
blah.
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Don�t say things. What you are stands over you the while, and thunders so that I cannot hear what you say to the contrary. - R.W. Emerson |
YUMMY Low-Hanging Fruit for BASE LUV
The problem with Stone Armor seems to be that the set doesn't work well with itself. The rest of the set is subpar to the average performance of other sets in both mitigation, maneuverability, and endurance consumption because it can't be equal to them else you have to question the relevance of even taking Granite.
Thematically the idea is supposed to be that you go into Granite to represent sacrificing offensive for ultimate defense, except it doesn't work this way because the rest of the set has nothing "offensive" about it. It's still just as slow because of how Rooted works, and the giant endurance consumption the set uses in comparison to just using Granite offsets the disadvantage Granite has with -recharge and -dam. Ultimately your choice is to either having subpar mitigation or really good mitigation, which isn't really a choice at all.
I think Umbral has the right idea of where to go. Rooted needs the movement penalty removed about a billion issues ago, and having the Regen activate only while your on the ground still fits with the thematic of the power enough that I would be okay with passing the idea. The endurance the set consumes also needs to be looked at rather desperately.
Beyond that, I would still like it if the thematic of the set was kept in check. As such, I think the "rest of the set" should have it's mitigation numbers increased by a much smaller amount than initially proposed, while adding a passive to Granite that grants a damage buff to the user that would be set to False when upon activating Granite. Ideally, "NotGranite" should represent a level of higher offense while Granite should represent a higher level of defense (not the evasion kind, obviously). By sticking the dambuff onto Granite you seem to ensure its' place within the build regardless of whether someone wanted "okay" mitigation with enhanced attack (a la Shield Defense) or if they wanted ultimate mitigation with less attack. In this way Granite would still retain it's appeal as the ultimate form of mitigation and remain a toggle without marginalizing the rest of the set because of it.
Beyond this, Granite probably needs it's endurance consumption increased to be roughly equal to the amount of endurance consumed by NotGranite after NotGranite has had it's endurance consumption lowered so as not to accidentally offer Granite an advantage it shouldn't fairly possess.
Correct. However the increase in defense does not make up for the loss of resistance because of this difference. Right now my Tanker will not die from getting hit by a defense debuff because I am either in Granite Armor or I can turn Granite Armor on if I need to; however, if Stone Armor were turned into a predominantly Defense oriented set then defense debuffs, Arch Villain spikes, things that I did not have to worry about before, are now a big problem. I have the advantages of both high defense and resistance now.
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Furthermore, you're comparing a the theoretical fix to Granite Armour now, when it has both defence AND resistance in high values. It comes down to your personal preference for defence vs. resistance, but this is not a question of numbers design. It's a question of, again, preference. You state defence debuffs which, unless they come from the Soldiers of Rularuu, have to land in order to debuff you, which they won't. You're also talking about lucky streaks from AVs, completely ignoring UNLUCKY streaks from AVs that can save your hide. Ghost Widow or Nosferatu missing you on their Dark Regeneration makes a huge difference, as does Romulus' Healing Nictus missing you in that fight. Defence and resistance are not functionally interchangeable, but you can't point to one and claim it superior to the other.
Why (Specific to IOs)? This game is balanced around SOs, and there are sets that can become, arguably, far more overpowered than a Stone tank. With SOs you cannot overcome Stone Armor's weaknesses solo. |
Stone Armour is no different. If enough people see Granite Armour as the baseline performance for Stone Armour in general (which many do), then the solution that is to spread the protection around the rest of the set and ensure that specific Inventions builds do not vastly outperform everyone else because a loophole in design allowed them to ignore the drawbacks of the power.
While I realize Castle is not the best person to get information about game from, the part of his message I was referring to was the lack of caring about the levels of survivability Shield Defense can get. If he doesn't care that Shields can get extraordinary levels of protection (I assuming from IOs), why would he care about Stone Armor doing the same thing? |
I have designed other tanker builds that are nearly unkillable, just like Stone Armor, and they are not staring down the barrel of a nerf. In the case of Willpower the powers work together rather than outdoing each other like Stone Armor. With SOs Willpower will have more damage and Stone Armor will have more survivability. It seems balanced to me. Yes changes on a power by power basis, like transferring defense from Granite Armor to the lesser armors, but overall the sets have strengths and weaknesses that set them apart from each other. |
I still don't understand, why can't a tier nine be perma?! Would it still be considered overpowered just because it is still a perma tier nine? Why is there no middle ground that we can find where Granite Armors bonuses are balanced around being perma? |
Semantics, they reduced them to zero. |
I think you are vastly underestimating what it takes to bypass the downsides of Granite Armor (at least +30% run speed, +65% recharge, +30%, damage, and nothing can get past the -jump). |
Again, the drawbacks in Granite Armour as they are right now are mainly annoying and do little to offset the armour's HUGE survivability increase. That's why nearly every Stone Tanker or Brute you see out there is perma-Granite. There's very little reason not to be, hence why it's bad design.
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Stone Armour in general is a set that has a lot of potential, but is so balanced by annoyance that far too many people just don't want to bother. And that's not good design for a set.
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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Correct. However the increase in defense does not make up for the loss of resistance because of this difference. Right now my Tanker will not die from getting hit by a defense debuff because I am either in Granite Armor or I can turn Granite Armor on if I need to; however, if Stone Armor were turned into a predominantly Defense oriented set then defense debuffs, Arch Villain spikes, things that I did not have to worry about before, are now a big problem. I have the advantages of both high defense and resistance now.
Is your stand that, this shift is just an outcome of the nerf? My problem is not with your calculations my problem is with your exchange of resistance for defense. Sure you can take some power away from Granite Armor and transfer it to other powers, but we're left with too little resistance. |
Why (Specific to IOs)? This game is balanced around SOs, and there are sets that can become, arguably, far more overpowered than a Stone tank. With SOs you cannot overcome Stone Armor's weaknesses solo. |
While I realize Castle is not the best person to get information about game from, the part of his message I was referring to was the lack of caring about the levels of survivability Shield Defense can get. |
If he doesn't care that Shields can get extraordinary levels of protection (I assuming from IOs), why would he care about Stone Armor doing the same thing? |
I have designed other tanker builds that are nearly unkillable, just like Stone Armor, and they are not staring down the barrel of a nerf. In the case of Willpower the powers work together rather than outdoing each other like Stone Armor. |
With SOs Willpower will have more damage and Stone Armor will have more survivability. It seems balanced to me. Yes changes on a power by power basis, like transferring defense from Granite Armor to the lesser armors, but overall the sets have strengths and weaknesses that set them apart from each other. |
I think I just noticed something else... You're assuming I'm transferring stuff out of Granite Armor and into the other armors (not that I have any idea where you're getting this since the decrease to Granite Armor's numbers isn't even close to the improvements I gave to the other armors). You're wrong. I improved the other armors while ignoring Granite Armor and then chose new numbers for Granite knowing that the new numbers would be used as a baseline.
I still don't understand, why can't a tier nine be perma?! Let's say we changed Granite Armor to: -Mutually exclusive to all other toggles and powers -Reduces defense by 10,000% -Reduces resistance by 10,000% -Reduces Hit Points to 1 -Reduces regeneration to 0% Would it still be considered overpowered just because it is still a perma tier nine? |
Why is there no middle ground that we can find where Granite Armors bonuses are balanced around being perma? |
Ex. Why do Fire Controllers get three pets? They're pets! They should only get one! There are two responses to this.
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Semantics, they reduced them to zero. |
I think you are vastly underestimating what it takes to bypass the downsides of Granite Armor (at least +30% run speed, +65% recharge, +30%, damage, and nothing can get past the -jump). |
I understand exactly how hard it is. I don't think you realize quite how easy it is to get around. There's a reason Stone Tanks are so popular, and it's not just because people like all looking the same.
I was merely pointing out that balance can be found with toggle powers that provide high levels of defense. In the case of PFF for squishies, yes, it did mean the removal of offensive capabilities; however, tankers, brutes, stalkers, and scrappers were meant to have damage mitigation in the form of toggles. |
Keeping it pithy for the peanut gallery:
1. You can't treat defense and resistance as interchangeable, just because they come out to the same level of mitigation in some situations.
2. I'd be willing to trade -9999% damage for keeping Granite's current numbers. Yeah, really.
3. Still on board for shifting some of Granite's mitigation out to the rest of the set and making it not a mutually exclusive toggle. Granite as a mode: good idea. Granite as the only armor needed: not so much.
4. Will never be on board for making Granite non-modal. An offense/defense mode switch is fun, interesting, and unique.
5. The precedent to look at is Dwarf Form.
6. Why so serious? Nothing we say here will make one iota of difference one way or another.
@SPTrashcan
Avatar by Toxic_Shia
Why MA ratings should be changed from stars to "like" or "dislike"
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1. You can't treat defense and resistance as interchangeable, just because they come out to the same level of mitigation in some situations. |
2. I'd be willing to trade -9999% damage for keeping Granite's current numbers. Yeah, really. |
Seriously, though, this will make Granite Armour practically useless for, I dare say, most people who use it, thereby making Stone Armour in general useless, thereby necessitating another fix to fix this fix. Yes, there are a fair few Tankers who enjoy playing Taunt Bot. More power to them, and I have nothing against this, but devoting an entire powerset to this is not a good idea.
3. Still on board for shifting some of Granite's mitigation out to the rest of the set and making it not a mutually exclusive toggle. Granite as a mode: good idea. Granite as the only armor needed: not so much. |
4. Will never be on board for making Granite non-modal. An offense/defense mode switch is fun, interesting, and unique. |
Again, I'd actually sooner see the Granite Armour "mode" left on by default by integrating it into the set's regular-running toggles in general. That would shift the "offense vs. defence" paradigm to powerset selection.
5. The precedent to look at is Dwarf Form. |
If Granite Armour WERE like Kheldian Crab form, then few people would complain about Granite Armour. Never forget that Dwarves can also run fast, jump high and teleport naturally.
6. Why so serious? Nothing we say here will make one iota of difference one way or another. |
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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It's so nice to have a cordial theoretical discussion.
Neither resistance nor defense is "better", but each one has situations where it is more or less beneficial. A blend of both is more robust than either alone, and stripping resistance for defense does remove some of that all-situation robustness. WP and Invuln perform well on a blend of resistance, defense, +HP, and healing/regen.
-9999% damage is something of an exaggeration, of course. My larger point is that any complaint about the "circumventable" penalties of Granite Armor can be obviated by making those penalties less circumventable. Tech is in place to situationally lower buff caps, for instance. It's also worth noting that the "circumventable" penalties are generally circumvented through a teammate; a different kind of teammate can push other sets up to Granite level survivability with the same amount of effort. What makes Stone nice is that it requires no external support to survive and defend.
Just because I feel Granite should be something that can be run constantly doesn't mean I want it to be something that is desirable to run constantly, though. When I say that I want a modal switch, I mean that I want a modal switch, the option to trade offense for defense. Not only is that not something you want to do all the time, it's something that not every build would necessarily ever want to do. A Brute built for offense would not necessarily want to take Granite, and if the survivability of the rest of the set were improved (which I think is a good idea anyway) he probably wouldn't feel a need to either. Incidentally, I would buy in to removing the movement penalty from Rooted, although in my experience it tends not to be that much of a hindrance.
On Dwarf form: I know my dwarf numbers pretty well, thanks. For another discussion, I ran the numbers on what a Warshade can do damagewise on SOs and IOs in Nova versus Dwarf form, and I think the damage output ratio was as high as 10 to 1 in favor of the Nova. I haven't done the comparable Peacebringer math, but I expect it wouldn't be too far different. So yeah, Dwarf is most definitely a mode that sacrifices offense for defense. I'll give you that Dwarves are somewhat more naturally mobile (though "run fast" is a relative term at best), but at least Stone Armor doesn't have all its mez protection in its defense mode.
Well, that was some teal deer right there. Anyway, in conclusion, yeah I'd be surprised if Castle harvests any specific ideas from this thread. There are ways in which forum posters can have a strong influence on the game, but this doesn't seem like one of the situations that qualifies. At any rate, I don't see a reason to get all rage-y regardless.
@SPTrashcan
Avatar by Toxic_Shia
Why MA ratings should be changed from stars to "like" or "dislike"
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Hmmm.... Stone armor. How i hate thee. Stone armor is insanely hard to level up, it's annoyingly horrible to build "properly" if you dont want to relly on granite, and in the end you still are just "baseline". But take granite and you are a god, with huge debuffs but a god.
IOs have changed the playing field too, recharge bonuses have made it so that Granite's Penalties are down to a relatively small -dmg debuff and -speed. And as some one that has tried "tele-tanking" i can say it actually is far from a handicap to be "forced" to take teleport as a tank. If I had room I'd take it on all my non-shield or non-electric Melee tanks.
That being told, as I am as opinionated as anyone else, perhaps a bit more, I have my own ideas on how to rebalance stone, and these ideas too change constantly.
Right now, if i was able to, let's see...
Start with the big issue: Granite.
I'd make Granite and Rooted exclusive, same with Earth's Embrace. You cant activate EE while in Granite mode and activating rooted shuts down Graite. At this point just give Granite a 1 minute recharge once detoggled. That would be the extend of the nerf I'd give Granite.
As for the rest of the set:
Rooted: Remove travel power restrictions and -jump, mez protection remains unchanged on the power but all other non-mez protection attributes only work while you are on the ground (regen, -end res, -def res)
Mud Pots: reduce the endurance cost to match other damage auras, the immobilization of minions honestly does not warrant the cost. To a point I'd consider it a penalty as minions wont follow you if you move due to the lingering immobilization.
Brimstone and Crystal armors: both expand their resistance and defense to cover energy/negative/fire/cold. This alone makes Stone armor much more friendly to build. Add to both a bit of lethal resist/defense but not much. Just enough to make the set stronger to lethal than smashing, reason: Stone is harder to cut than it is to smash.
Minerals: many would consider that power great but its way too situational, enough for players to skip unless they plan to fight Psi foes all the time (otherwise inspirations work for an AV without expensive build sacrifices.)
Lets make Mineral more useful, turn it into a team buff aura similar to Grant Cover but only protecting from psi/confuse and granting perception.
On Dwarf form: I know my dwarf numbers pretty well, thanks. For another discussion, I ran the numbers on what a Warshade can do damagewise on SOs and IOs in Nova versus Dwarf form, and I think the damage output ratio was as high as 10 to 1 in favor of the Nova. I haven't done the comparable Peacebringer math, but I expect it wouldn't be too far different. So yeah, Dwarf is most definitely a mode that sacrifices offense for defense. I'll give you that Dwarves are somewhat more naturally mobile (though "run fast" is a relative term at best), but at least Stone Armor doesn't have all its mez protection in its defense mode.
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Anyway, as far as preference goes, I'm actually NOT a fan of this modal design. I mostly play solo, so trading offence for defence just means I'm prolonging the battle, thereby putting myself under fire longer, thereby compromising my defence that much more. Again, for a heavy-tanking Tanker I can see this as a strong build choice, but for a Brute... I don't know. I'm just not a fan.
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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I agree Stone Armor needs tweaked.
However, I don't think I care for you're solution Umbral.
Yes. I think they need to get rid of Rooted's penalties. This is what breaks the set for me personally. It's one thing with Granite, but Rooted? *Sigh*
What I don't like about your suggestion is the change with Granite. I like part of the idea. But the idea of it being stuck at 300 seconds and not effected by recharge, I don't care for at all.
That was WP's cool factor. It was then given to Shield. And Granite's cool factor was it had a toggle tier 9 versus the others.
I don't want to see all sets get this less crash, no recharge enhancement tier 9 treatment. It's bad enough people have asked to get the other sets Tier 9 put into this category.
Why not go with what you said...
Toggle
Recharge: 180 seconds
End Cost: .26 - .65 a second (this puts it between Granite as it is now and Phase Shift)
Duration: 90 seconds.
This I think would allow people to keep it perma as it is now (if built with enough recharge), while keeping it closer to the same.
The +Resist/+Defense it grants I think would depend on just how much of an increase it gives to the rest of the set as a whole.
BrandX Future Staff Fighter
The BrandX Collection
Hmmm.... Stone armor. How i hate thee. Stone armor is insanely hard to level up, it's annoyingly horrible to build "properly" if you dont want to relly on granite, and in the end you still are just "baseline". But take granite and you are a god, with huge debuffs but a god.
IOs have changed the playing field too, recharge bonuses have made it so that Granite's Penalties are down to a relatively small -dmg debuff and -speed. And as some one that has tried "tele-tanking" i can say it actually is far from a handicap to be "forced" to take teleport as a tank. If I had room I'd take it on all my non-shield or non-electric Melee tanks. That being told, as I am as opinionated as anyone else, perhaps a bit more, I have my own ideas on how to rebalance stone, and these ideas too change constantly. Right now, if i was able to, let's see... Start with the big issue: Granite. I'd make Granite and Rooted exclusive, same with Earth's Embrace. You cant activate EE while in Granite mode and activating rooted shuts down Graite. At this point just give Granite a 1 minute recharge once detoggled. That would be the extend of the nerf I'd give Granite. As for the rest of the set: Rooted: Remove travel power restrictions and -jump, mez protection remains unchanged on the power but all other non-mez protection attributes only work while you are on the ground (regen, -end res, -def res) Mud Pots: reduce the endurance cost to match other damage auras, the immobilization of minions honestly does not warrant the cost. To a point I'd consider it a penalty as minions wont follow you if you move due to the lingering immobilization. Brimstone and Crystal armors: both expand their resistance and defense to cover energy/negative/fire/cold. This alone makes Stone armor much more friendly to build. Add to both a bit of lethal resist/defense but not much. Just enough to make the set stronger to lethal than smashing, reason: Stone is harder to cut than it is to smash. Minerals: many would consider that power great but its way too situational, enough for players to skip unless they plan to fight Psi foes all the time (otherwise inspirations work for an AV without expensive build sacrifices.) Lets make Mineral more useful, turn it into a team buff aura similar to Grant Cover but only protecting from psi/confuse and granting perception. |
BrandX Future Staff Fighter
The BrandX Collection
Any change that removed the movement penalty from Rooted would be a positive one to me. I tried to make a non-Granite Stone Brute some time back but having to crawl from place to place, or constantly detoggle and retoggle Rooted...it got old quick.
Ideally I'd like to see the restriction on travel powers removed from Rooted altogether. I'm all for keeping things consistent with a concept, but having to toggle juggle any time you want to go from point A to B is too much hassle. I think the concept can flex a bit there. Giving the regen aspect the Grounded treatment seems like a good compromise to me.
One more negative to a non-Granite build currently is that you can't run Combat Jumping with Rooted for the added defense. You've got one of the lowest defense sets and then also exclude one of the most popular ways to bolster that defense. Even if the exclusion of actual travel powers stayed I'd hope Combat Jumping could be allowed.