Stone Armor: What I'd Do


Arcanaville

 

Posted

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.


 

Posted

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Originally Posted by Umbral View Post
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.

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

Quote:
Originally Posted by Umbral View Post
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.
There are a couple of things that I do not like about your suggestion.

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)

 

Posted

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Originally Posted by Samuel_Tow View Post
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.
My experiences differ from yours. I love Granite Armor on my brutes.

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)

 

Posted

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.


 

Posted

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-


 

Posted

Quote:
Originally Posted by Steampunkette View Post
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-
As long as the endurance cost wasn't so high that I couldn't IO it away, I would be for this.


Favorite Hero: Computer (Empathy/Energy Blast Defender)

Favorite Villain: Gimp Computer (Fire Control/Psionic Assault Dominator)

 

Posted

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Originally Posted by Computer View Post
Reduction of Granite's resist to 17.5% is unacceptable to me.
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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).
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). The power is still mainly resistance oriented and provides more resistance than the rest of the set does. 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). The lowest I would probably go with the +def is 5%(all but psi), which would probably increase the resistance contribution to something around 20%. It might be possible to push it higher if the movement penalties were made worse (to prevent it from being able to used across multiple fights), though I doubt many current Stone Armor users would enjoy the loss of teleportation and a reduction in their movement speed cap to only a few feet per second (to prevent the +spd and +res(spd) workarounds that are currently in use so often).

However, a statement like

Quote:
lower things that can easily be make up for
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.

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Automatic detoggling is something I am against for many reasons.
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  • 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 can respect these issues. The aesthetics of the set outside of Granite Armor is definitely something that I find problematic, especially if you actually enjoy the appearance of Granite Armor. I don't really attempt to address the aesthetic issues of the set here, as this is intended to be a purely numerical and balance oriented suggestion, but it might work to ask BABs to put in some animation options that grant Granite-like appearance to the other toggles.

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.

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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.
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. 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. 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.


 

Posted

Quote:
Originally Posted by Steampunkette View Post
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.
Except that you didn't. Nice try. 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.

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.


 

Posted

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-


 

Posted

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Originally Posted by Steampunkette View Post
As for you ad hominem attack...
I'm not challenging what you're saying based on an external trait that isn't directly linked to your argument. I'm challenging you based on a trait that is integrally linked to your argument. Please, learn what you're talking about first. Your wikipedia skills are obviously failing, though I laud your ability to herd lolcats.


 

Posted

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Originally Posted by Umbral View Post
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.
Suggesting that I'm not doing anything is ad hominem. It implies I make no effort whatsoever. Suggesting that my argument is drivel is not ad hominem.

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-


 

Posted

Quote:
Originally Posted by Umbral View Post
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).
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.

Quote:
Originally Posted by Umbral View Post
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).
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?

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Originally Posted by Umbral View Post
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.
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.

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.


Quote:
Originally Posted by Umbral View Post
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.
Why?

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Originally Posted by Umbral View Post
The ability to maintain tier 9 survivability without downsides at all time is simply broken.
This I can agree with; however I look at the situation this way.
  • 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...

Quote:
Originally Posted by Umbral View Post
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.
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.)

Quote:
Originally Posted by Umbral View Post
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.
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?

Quote:
Originally Posted by Umbral View Post
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.
While I don't like either idea, I have to say I'd prefer your first idea over this.


Favorite Hero: Computer (Empathy/Energy Blast Defender)

Favorite Villain: Gimp Computer (Fire Control/Psionic Assault Dominator)

 

Posted

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Originally Posted by Computer View Post
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.
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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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?
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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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.
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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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.
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? You bring up PFF. Squishies characters get the ability to achieve tier 9 level survivability all the time by not being able to attack. Anything less than that is going to be imbalanced.

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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.)
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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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?
They didn't reduce the offensive capabilities of the PFF: they removed them. 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). Are you sure you want to use PFF as your precedent for Granite Armor? I highly doubt you would like what would happen if that occurred. The changes would not please you, I assure you.


 

Posted

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Originally Posted by Umbral View Post
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).

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?

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Originally Posted by Umbral View Post
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.
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.

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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.
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.

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Originally Posted by Umbral View Post
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.
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?

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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?
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.

Quote:
Originally Posted by Umbral View Post
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.
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.
  • Three weaker pets are balanced against one stronger pet in other sets.
  • Control sets are all different. Similarity would make things boring.


Quote:
Originally Posted by Umbral View Post
They didn't reduce the offensive capabilities of the PFF: they removed them.
Semantics, they reduced them to zero.

Quote:
Originally Posted by Umbral View Post
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).
  • 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).

Quote:
Originally Posted by Umbral View Post
Are you sure you want to use PFF as your precedent for Granite Armor? I highly doubt you would like what would happen if that occurred. The changes would not please you, I assure you.
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)

 

Posted

Umbral: blah blahbbity blah blah blah
Computer: blahbbity blah, blah blah.
Umbral:

Quote:
blahbbity blah
and blah blah blah blah!
Steampunkette: bibbity
Umbral:
Quote:
bibbity
snarkity blah blah
Steampunkette: bobbity?
Umbral:
Quote:
bobbity?
snarkity snark snark blah!
Steampunkette: boo! lulz
Computer:
Quote:
blahbbity blah
blargh blah blah blah
...
Quote:
blah blah, blah blah
blah blah blah, blah blah
...
Quote:
blahbbity blah, blah blah
blahbbity 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.



.


Quote:
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
The BIG consolidated LIST for BASE LUV
YUMMY Low-Hanging Fruit for BASE LUV

 

Posted

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.


 

Posted

Quote:
Originally Posted by Computer View Post
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.
You are vastly underestimating the power of sufficient levels of defence and the ways in which it can fail. First of all, defence debuff resistance exists for a reason, and if the set doesn't have it (I haven't checked) it can be added. Secondly, high levels of defence with a bit of resistance can perform significantly well, oftentimes giving you even better survivability than high levels of resistance.

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.

Quote:
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.
It has been mentioned multiple times that, while the game will not be made harder with the expectation that people will be using Inventions, this doesn't mean that Inventions will not still be accounted for in balance calculations, especially when they create vast and unintended alternations in performance. As a point of fact, look at the history of Domination. It was intended to be used as a burst advantage, but people with enough set bonuses were able to make it perma, which caused the developers to shift performance around the AT to mitigate that fact. More specifically, to mitigate the problem of perma-Domination being seen as the norm.

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.

Quote:
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?
To my understanding of Castle's post that you linked to, he didn't mind Shield Defence having more protection in some powers because it has overall less protection to go around, to be offset by the set's more offensive nature in Against All Odds and Shield Charge. I can't read his post as suggesting overpowered defences are good, because shield Defence is anything but overpowered.

Quote:
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.
Willpower is also much more situational. Optimal protection only exists with saturated Rise to the Challenge, and a lot of the set's protection still comes from hit points and regeneration, both of which are subject to much more sudden catastrophic failure than defence and resistance ever face. Furthermore, Willpower can still not maintain its absolute peak performance, because Strength of Will has an enforced downtime. And yet again, citing that you can build a Willpower Tanker who does more damage than Stone Armour is not an argument, because Willpower offers no intrinsic offensive benefit. You can say the exact same thing for every other Tanker primary because it's Stone Armour that debuffs its own offence, not the other sets that have greater offence as a set benefit.

Quote:
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?
Even relatively weak T9 powers like One With the Shield and Strength of Will still have enforced downtime. If you want a perma T9 that climbs on top of your existing shields, you WILL have to give up rather a lot. In fact, you'll have to go back to the old days, when Elude shut down your attacks completely.

Quote:
Semantics, they reduced them to zero.
It's not semantics and they didn't reduce offence to zero. You're thinking of Rage. Personal Forcefield does very much disable your offence at the source by applying an Only Affecting Self effect. Unlike the Rage Crash, you don't attack with very little damage but still full status effects. You cannot attack at all, because your attacks are prevented from firing to begin with. This is the exact same treatment Elude had back before I1 (the manual describes it as preventing you from attacking, and its name suggests that it's used to RUN AWAY), and it was changed because that's a stupid mechanic good only for gimmick powers in less "important" places in powerset progression. If you want your Granite Armour to say on perma and retain its current levels of survivability, then this is the kind of drawback you are looking at, and that just won't happen. Obviously.

Quote:
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).
You overestimate what it takes. Hasten not only overcomes the recharge debuff but actually gives you recharge faster than normal, JUST Swift removes the run speed debuff entirely and makes you run even faster (Rooted notwithstanding) and the damage buff is EASILY overcome by something as simple as being a Brute. A single attack from an enemy earns you, I believe, 5 points of Fury, equivalent to a 10% damage buff. Three enemies will put you on an even keel, and you can generally fight a lot more than that. And that -jump debuff gets handled with Teleport.

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.

---

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.


Quote:
Originally Posted by Arcanaville View Post
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.

 

Posted

Quote:
Originally Posted by Computer View Post
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.
First off, I am not altering the focus of the set in the least. Look at the actual powers in the set. Not just Granite Armor, but the entire set. There are 3 powers that grant resistance and 4 powers that grant defense. The set is not a resistance set. The only "resistance bias" the set has is when you're operating entirely under the assumption that Granite is the only thing that exists. Hell, if you actually look at my changes, I'm increase resistance more than I'm increasing defense. Please, know what you're talking about. You continually demonstrate how little you know about anything we're talking about the more we continue on this discussion. If it weren't against the forum guidelines to do anything more than facepalm at your obvious inability to perceive what is in front of you, I'd say more about this.

Quote:
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.
The game is balanced around SOs but that does not mean that sets are designed ignorant of their capabilities with IOs. The devs aren't going to reduce the defense of a set that has plenty of natural defense just because you know you can make up for a loss of defense but not a loss of resistance when you're dancing around in the known overpowered perma-tier 9.

Quote:
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.
He's better than you obviously. I doubt you even know what the set is even capable off when you're not stuck in Granite the entire time.

Quote:
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?
Actually, he does. You'd know this if you actually read the thread in question.

Quote:
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.
I'd then ask you to compare the performance and costs of those builds. Survivability is not a binary state. It exist on a continuum. Learn this, please. If you don't know what a continuum is, look up the word in a dictionary.

Quote:
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 have 3 apples and $10. You have 2,000 and $9. That's balanced, right? /facepalm.

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.

Quote:
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?
You're right. I'm using the wrong term. I shouldn't be using the term "tier 9", even though in colloquial discussion it amounts to the same as the correct term: god mode power. Granite Armor is a god mode. Unstoppable is a god mode. Instant Healing is a god mode (MoG isn't the tier 9 or even the tier 9 equivalent any more and you'd know this if you didn't simply make arbitrary groups and assign powers to them as you assume they apply). It doesn't matter what tier it is in. It matter that, while it is active, you are at your peak survivability for an extended period of time.

Quote:
Why is there no middle ground that we can find where Granite Armors bonuses are balanced around being perma?
The problem with this is that, when you're allowed to have a god mode perma, it is no longer a god mode and instead becomes a standard armor. The devs learned this mistake with Instant Healing and have continually move away from having anything remotely close to a god mode power that functionally acts as a standard survivability toggle within the set. Players are ******** that will exploit anything possible, regardless of whether the devs intended those attributes to be limiting which is why the only way to effectively prevent this exploitation from occurring is to use mechanisms that even the players can't get around.

Quote:
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
You're assuming that the pet powers are intended to behave anything like god mode powers. I can, in fact, assure you that they're not. The controller pet powers are intended to be up at all times to address the lower damage that Controllers (used to) have to deal with to get to 32. Having three pets versus having a single pet doesn't do anything to affect the fundamental nature of the power in question. They're all intended to deal damage and be functionally permanent. God modes are all intended to be functionally temporary (by the very admission of the devs thanks to the fact that the penalties of Granite Armor are intended to encourage players to not have it on at all times). Your argument doesn't even stand up to surface analysis.

Quote:
Semantics, they reduced them to zero.
Reduce without a quantitative qualifier infers that there is some remainder. If you had someone tell you that the speed limit was reduced on the highway, would you ever think that the speed limit was now 0? No, in fact, you would assume that the speed limit were taken down just a small amount. Please, if you're going to use loaded terms in an attempt to make your point seem more poignant and the needed limitations to not be as intense as they need to be, please try to make sure that you get a bit more creative and don't attempt to pass it off as a semantic argument. I kick *** at semantic argument.

Quote:
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).
It's quite simple actually. With enhancement slotting, that 30% -dam just got reduced to being a ~15% decrease in overall damage. Some damage procs take care of that remainder quite easily, since the Tanker and Brute damage scalars are so low that procs easily constitute a good deal more than 10% of the damage of many powers. With Hasten and basic SO slotting, even factoring in the lower recharge, you're going to get 20% +rech on average. Throw in 4 LotGs (since you've got 4 def powers in the set) and you just gnabbed yourself another 30%. 3 5% +rech sets allows you to get rid of that as well. The mobility issue is a joke to get around by just taking Teleport. With that little difference, try pulling any other tanker to the same level of survivability that a Granite Tanker manages. That's 4 IOs and 2 power picks to mitigate all of the disadvantages. Now try doing the same to avoid the Unstoppable crash while reducing the recharge to make it permanent (which you can't since it's not even possible).

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.

Quote:
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.
You're assuming that Tankers, Brutes, Stalkers, and Scrappers were all intended to be completely unkillable all the time if they're willing to kill stuff slightly slower. PFF and Granite Armor provide roughly the same level of protection. PFF prevents you from doing anything. Granite Armor simply makes you take slightly longer. If you want to keep the same permanent unkillability that is available whenever you want it, be prepared to not be capable of doing anything while it's active. If PFF is really the balance precedent you want to go with (and, yes, you'll likely have to choose between either PFF/Hibernate or a more classic god mode as your precedent), I don't think you'd be happy with it. I'd much rather go with a more classic variant since it lets you actually continue doing what you're on the team to do.


 

Posted

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
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Posted

Quote:
Originally Posted by SpittingTrashcan View Post
Keeping it pithy for the peanut gallery:
Don't mind if I do!

Quote:
1. You can't treat defense and resistance as interchangeable, just because they come out to the same level of mitigation in some situations.
True, but by the same token you can't simply appoint one as the "better" form of mitigation. Their have their strengths and their weaknesses. They don't have to be interchangeable, true, but they're not THAT different' either.

Quote:
2. I'd be willing to trade -9999% damage for keeping Granite's current numbers. Yeah, really.
I wouldn't. And if this happened, I would punch people... Except it wouldn't hurt them.

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.

Quote:
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.
Interestingly, I'd actually agree with integrating Granite Armour as one more shield to be run constantly. THAT would make it unique among T9 powers without a doubt. However, doing that would kill the "modal" nature of the power, as there would be no reason to turn it off. Personally, I don't mind it, but others will undoubtedly protest.

Quote:
4. Will never be on board for making Granite non-modal. An offense/defense mode switch is fun, interesting, and unique.
For a Tanker, possibly. For a Brute, I'd struggle to think of a justification. Brutes ARE offence. Trading offence for anything else on a Brute is like a gunslinger trading his sixshooters in for sugar cakes and cotton candy - sure, it feels good, but what are you going to do with those?

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.

Quote:
5. The precedent to look at is Dwarf Form.
Not quite. A Kheldian's melee damage mod is around .85 and ranged is either .8 or .75. Dwarf Form has a melee damage mod of 1.0, which is significantly higher. Yes, it's true the form only has three attacks, one of which is AoE Foot Stomp, but they Can be cycled well enough. Outside of a few specific powers like Incandescent Strike, Kheldians actually deal more damage in Dwarf Form. Or at the very least close to as much.

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.

Quote:
6. Why so serious? Nothing we say here will make one iota of difference one way or another.
You'd be surprised.


Quote:
Originally Posted by Arcanaville View Post
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.

 

Posted

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"
A better algorithm for ordering MA arcs

 

Posted

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.


 

Posted

Quote:
Originally Posted by SpittingTrashcan View Post
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.
I meant Dwarf Form in comparison to Human Form. Comparing Dwarf to Nova is obviously going to produce staggering results, but Nova form has more offence than Stone players are typically shooting for, especially Tankers. If anything, Kheldian Human Form offence ought to be roughly comparable to that of Tankers, albeit with more range and probably more AoE.

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.


Quote:
Originally Posted by Arcanaville View Post
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.

 

Posted

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.


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Posted

Quote:
Originally Posted by Starsman View Post
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.
I love the idea of turning Rooted into a toggle version of Grounded for mez protection.


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