Stone Armor: What I'd Do
I'm not entirely sure where I said this... anywhere.
You must be confused. That's not a toggle you're designing. That's a click power. Toggles do no begin recharging until they turn off. No matter what, you're never going to have a toggle that shuts off automatically be permanent unless the recharge of the power is non-existent. At best (400% +rech), you'd get 71% uptime with those numbers. Unless you want to turn Granite Armor into a click power (which I don't think anyone supports), your solution wouldn't work. |
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Change your difficulty to +2/x8 (or whatever increased difficulty you choose) and get with the fighting. There. It's that simple. You can easily increase your difficulty to the point where you're actually leveraging your higher survivability to generate improved rewards. It's pretty obvious, honestly.
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The risk:reward ratio is tied explicitly to the concept that, if there is no risk, there is no reward. It's for this same reason that beating up on greyspawning enemies doesn't give you any experience. If your opponent isn't a threat to you, you're being presented with no risk and achieving an infinite reward ratio, compared to the risk. |
The question is not whether there is a specific level of survivability that should stop the ability to recieve rewards. |
Please, I beg of you, point out anything that can be taken in even remotely the same way as Granite Armor. Find anything that could possibly be used as a precedent for what Granite Armor does that isn't Granite Armor. Look for it. I will bet you anything that you're not going to find anything in game that proves this true. I dare you. Anything. |
If you were to twist my arm, though, I would say that PFF is the closest single power analogue. There are three major differences between PFF and Granite, of course. First, PFF is numerically superior to Granite, at least in terms of what it does by itself - Rooted, Stone Skin, and Earth's Embrace probably put Granite up a bit, but then Aid Self + PFF probably bring it almost back to neck and neck. Second, PFF is a tier 1 power, while Granite is a tier 9 power. And third, PFF has OAS.
@SPTrashcan
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I agree with everything Starsman just said, with one caveat. If Granite Armor gives encounter designers conniptions, then Phantom Army must drive them completely around the bend. Admittedly, that does take at least two characters working together, or else a whole lot of build investment, to function indefinitely. I will say nothing of Repeat Offenders, since we're talking about how the presence of a single character can make or break an encounter, whereas RO just demonstrates what happens when you create an entire team specifically designed for team encounters.
@SPTrashcan
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Risk:Reward:TIME
A Stone/Stone tanker might be able to go through an entire mission of +2/x8 enemies. But he's not going to earn rewards as fast as the Fire/Fire tanker or, frankly, any other build. Time is a big part of the Risk and Reward ratio. And while a Stone/Stone tanker might have awesome defenses the damage and movement penalties will certainly slow down his rewards per minute ratio. Sure there's less risk, but there's also less reward. Not per enemy, but per hour.
-Rachel-
Risk:Reward:TIME
A Stone/Stone tanker might be able to go through an entire mission of +2/x8 enemies. But he's not going to earn rewards as fast as the Fire/Fire tanker or, frankly, any other build. Time is a big part of the Risk and Reward ratio. And while a Stone/Stone tanker might have awesome defenses the damage and movement penalties will certainly slow down his rewards per minute ratio. Sure there's less risk, but there's also less reward. Not per enemy, but per hour. -Rachel- |
@SPTrashcan
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Except Hibernate. Yes, it's not a permanent mode, but "useless for anything but basic survival" is a pretty much perfect description of the power.
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What you are proposing (and what Granite Armour actually is) is a power that's is not uptime-bound. A power with that level of protection requires crippling penalties to balance it, but by instituting these penalties, you effectively DO make it uptime-bound, because you're forcing people to turn it off if they want to participate.
You stated that, as long as it allows you to tank/taunt, you have no problem with an offence-crippling mechanic. The problem is that tanking/taunting IS an offensive action, and as such breaks your own rule of removing offence entirely. You could argue that it does no damage and so should be permitted, but a variety of status effects deal no (or negligible) damage, and yet they are clearly classed as attacks. And, to be completely honest, causing enemies to attack an unkillable target while ignoring other, less unkillable players is functionally identical to control in all but a few corner cases (large-scale undirected AoE, basically).
The point of a tanking Tanker is to redirect enemy attacks onto himself and take on damage that could have otherwise been going into his team-mates, all the while ensuring not to die. The ability to force enemies to redirect their fire IS an offensive action as much as a hold is. In fact, oftentimes it's BETTER, because almost nothing has protection from Taunt effects and Tanker and Brute Taunt powers cost no endurance and are auto-hit against enemies, as well as recharging easily fast enough for them to be stacked a number of times.
In a single sentence: If you want to allow a Tanker to live literally indefinitely, you will have to trade away his ability to not just deal damage, but also to actually tank.
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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A Stone/Stone tanker might be able to go through an entire mission of +2/x8 enemies. But he's not going to earn rewards as fast as the Fire/Fire tanker or, frankly, any other build. Time is a big part of the Risk and Reward ratio. And while a Stone/Stone tanker might have awesome defenses the damage and movement penalties will certainly slow down his rewards per minute ratio. Sure there's less risk, but there's also less reward. Not per enemy, but per hour.
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Additionally, with better survivability, you are facing less need for resting and recuperation in more hostile conditions. A Fire Tanker may be able to handle as much as a Stone Tanker, but he'll be getting hurt, possibly KILLED a lot more, slowing him down. The Stone Tanker, by comparison, will just keep marching on. Fighting more enemies as he does and killing them not noticeably slower than he would fewer (with the right Primary choice) would and in fact DOES result in better gains.
What's more, the purported "speed decrease" isn't as much as people try to claim it is. Again, this can be made up in a variety of ways with not too much thought or build space given to it, meaning a Granite Tanker's actual speed isn't that much lower than any other Tanker can achieve.
Again, my complaint with Granite Armour is not that it performs poorly. If anything, it performs far too well. No, my complaint is that it SUCKS. I HATE having to use this power, not because my efficiencies drop, but because it irritates the hell out of me how it's designed.
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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That is a perfectly reasonable argument that has absolutely nothing to do with risk reward metrics. Well done: you've identified the existence of the risk floor, the point at which the design dictates that you cannot be this safe and still be a participant in combat. Actually, you've identified two: the permanent risk floor (PFF) and the temporary risk floor (phase). Tier 9 powers such as Unstoppable and Power Surge indicate yet another risk floor: you can be this safe for a limited time and then you are required to be extremely vulnerable for some time. Elude is problematic here: apparently over-softcap defense is considered to require a penalty, except that it is now possible to achieve this indefinitely, without any penalty, in powersets that aren't even based on defense to start with, so, hm. But that's a side issue.
So let's suppose there's another risk floor out there: the sustained participation floor. We don't know what it is, yet, but we'll assume it's somewhat higher than PFF, which means it's probably somewhat higher than Granite as well. So, given that Granite is "too good", what I'd like to do is try to work out how good it can be and remain a toggle. Because, to repeat myself ad nauseum, I rather do like being able to turn on Granite and become as tough as the game will allow me to be and still participate in fights. I like that Stone Armor does not have a timer on its peak performance. That is a draw for me, and it would be the one thing I would most deeply regret seeing disappear.
A rough and ready estimate for the participation floor: calculate the indefinite survival line for SO WP without SoW up, and then the indefinite survival line for WP with SoW up. Multiply the former by two, the latter by three, add and divide by five. Let this be the survival line for Stone Armor. Work out the details accordingly.
I think Starsman might have the numbers handy.
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That is a perfectly reasonable argument that has absolutely nothing to do with risk reward metrics. Well done: you've identified the existence of the risk floor, the point at which the design dictates that you cannot be this safe and still be a participant in combat. Actually, you've identified two: the permanent risk floor (PFF) and the temporary risk floor (phase). Tier 9 powers such as Unstoppable and Power Surge indicate yet another risk floor: you can be this safe for a limited time and then you are required to be extremely vulnerable for some time. Elude is problematic here: apparently over-softcap defense is considered to require a penalty, except that it is now possible to achieve this indefinitely, without any penalty, in powersets that aren't even based on defense to start with, so, hm. But that's a side issue.
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This is more of a legacy problem, though. It's similar to Unstoppable in this regard, in that an Invulnerability character (Scrapper or Brute, actually) is capable of capping his own resistance to physical damage, making Unstoppable's physical protection unneeded. I'm still not sure why Elude comes with only an endurance penalty when Unstoppable has both that AND a hit points penalty, but that's neither here nor there.
[qutoe]So let's suppose there's another risk floor out there: the sustained participation floor. We don't know what it is, yet, but we'll assume it's somewhat higher than PFF, which means it's probably somewhat higher than Granite as well. So, given that Granite is "too good", what I'd like to do is try to work out how good it can be and remain a toggle. Because, to repeat myself ad nauseum, I rather do like being able to turn on Granite and become as tough as the game will allow me to be and still participate in fights. I like that Stone Armor does not have a timer on its peak performance. That is a draw for me, and it would be the one thing I would most deeply regret seeing disappear.[/QUOTE]
This is where I have to tap out. I tend to do numbers for fun from time to time, but I'm not one of the smartest guys that do comprehensive, build-by-build survivability and damage statistics. At the very least, I haven't done my homework on this one.
At this point, I don't think we have a clear answer as to what an acceptable level of infinitely sustainable protection is for the ability to participate without doing damage. At this point, I can't give you a good level of survivability, but I suspect we could start by formulating the problem systemically.
Given a Rage-style 9999% damage debuff for as long as the toggle is up, how high can we push the numbers of infinitely sustainable protection?
Me, I'm not sure. I know the Rage debuff isn't nearly as bad as it looks, for one because temporary powers ignore damage buffs (and debuffs) and for another because the Super Strength user is more than capable of abusing status effects and tank. The ability to tank was actually why the Rage crash went from an Only Affecting Self effect to a damage debuff. However, that's a minor crash on a relatively more minor power intended to be a nuisance, not a severe penalty. I'm not sure how much protection this effect in itself would buy.
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 blame all weird power design choices on Geko.
As for the number I suggested, that's actually closer to the full participation floor: it's the level of mitigation WP has (on average) without taking any penalties whatsoever. I suggested WP mainly because it has a mitigation type spectrum that's comparable to Stone, although Stone has an edge in one-on-one fights because its mitigation does not vary with the number of enemies in aura range. Inv would also be a reasonable comparison, for the same reasons, but with the same drawback (and the additional drawback that its tier 9 is crashing and thus can't easily be averaged into the performance). Other tanker sets have too many points of difference for a one to one comparison to be anything approaching reasonable.
There's a separate issue to resolve about how much offense and defense can be traded before you hit the floor/ceiling for either, but for simplicity's sake I'm just trying to work out what the best allowed no-penalty indefinitely sustainable survivability is. Or rather, I'm suggesting that it be worked out; there are people more qualified to do the numerical analysis than I am, and the devs are among those people. I'd also trust numbers from Starsman, Arcanaville, or Frosticus, to name some names; anyone else and I'd want to see their work. :P
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I agree with everything Starsman just said, with one caveat. If Granite Armor gives encounter designers conniptions, then Phantom Army must drive them completely around the bend. Admittedly, that does take at least two characters working together, or else a whole lot of build investment, to function indefinitely. I will say nothing of Repeat Offenders, since we're talking about how the presence of a single character can make or break an encounter, whereas RO just demonstrates what happens when you create an entire team specifically designed for team encounters.
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Also it's easier to create encounters that defeat Phantom Army, all they have to do is create special encounters that can go through Phase Shift and defeat the ghosts easily. Given how they are meant to be illusions, its even very conceptually realistic for extremely strong enemies to not be fooled by their existence and be able to dismiss them all together.
Elude's conceptual design states that its a temporary, emergency use overdrive. Making it perma with any numbers would therefore be a violation of its conceptual intent. And you can't give a numerical reason for overturning its conceptual intent. You would have to give a conceptual reason for overturning its conceptual intent that was convincing to the devs. That aint easy.
Right now the conceptual intent of Granite Armor is to be a power you *could* use all the time but has sufficient downsides to make that decision non-trivial. In other words, its *supposed* to be something that players will choose to sometimes use, and sometimes not use. Some players could choose to use it all the time and others almost never, but across the range of players it should be used some percentage of the time that isn't 100% and isn't 0%. Traditionally, of course, the devs have not had a lot of success crafting powers that generate that situation (cf: Instant Healing, Rage, every version of Elude, Unstoppable, and MoG prior to I4, Granite Armor).
My own opinion on Granite Armor itself and Stone Armor in general is that I like conceptual diversity in principle. I don't think there is anything wrong with a powerset that has a tier 9 that can be toggled on all the time as long as its balanced appropriately. So I don't think its true that just because Granite can be made perma it is intrinsicly flawed. But I do think the penalty for running Granite is too easy to trivialize. However, changing Granite to have a penalty that *isn't* too easy to trivialize is likely to anger players used to the way the power works now. To be blunt: based on the kinds of suggestions I've read over the years, not just for Granite Armor but for other powers like Rage, I believe that most players (who have any opinion at all) believe that an "appropriate penalty" for anything is something that looks like enough of a penalty on paper to pretend to be a penalty without actually being something they personally couldn't completely negate in actual play.
Everyone has a gripe, and this is mine. Choices are supposed to have consequences, or they aren't really choices. While some players feel that consequences (ne penalties) aren't fun, the lack of them is the largest lost opportunity for fun for me personally. Had Champions Online managed to incorporate that one singular thing about the original Champions power system, instead of setting the entire thing ablaze and then claiming they had always intended on making a fire-walking game, I might have ended up spending at least as much time there as here.
Again: that is my personal preference opinion. Its not necessarily what I would recommend to the devs given the current state of this game and its playerbase.
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Elude is problematic here: apparently over-softcap defense is considered to require a penalty, except that it is now possible to achieve this indefinitely, without any penalty, in powersets that aren't even based on defense to start with, so, hm. But that's a side issue.
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As for rouge estimates, I did some stuff a while back, little has changed since then so lets see, without any pool powers applied this is how my calculations displayed tanker primaries:
Alpha Dash Set 62% 784% Invulnerability 53% 944% Stone Armor 45% 1108% Electric Armor 70% 1425% Shield Defense 77% 1529% Ice 42% 1691% Fire Aura 61% 1847% Willpower 61% 2189% Dark Armor 86% 8454% Stone Granite
Anyways for simplicity I named the two scores Dash and Alpha. Alpha means how much damage you actually reduce without resorting to healing and denotes how good are you at taking an alpha strike. The higher the better.
Dash is more meaningful for most as it means how much you can regenarate and heal coupled with how much you mitigate to give a better idea of how much steady DPS you can sustain and how little downtime you will endure. This later number actually is more significant when it comes to measuring leveling speed and reward earning.
I sorted the lists by the Dash but you can see Granite wins in both, by a huge margin.
This accounts for 5 foes in melee range for those set that care.
Elude is problematic largely because of its history, at this point. When Elude was turned from a PFF clone into a defence-granting God mode, enemy base to-hit was 75% and +anything enemies got more to-hit than even that. Of course, I'm not sure how easy it was to soft-cap defence back in the day when SR toggles gave (off memory) around 30% defence, but back then we were basically trying to overbuff defence to such an extent that enemy to-hit additions couldn't punch through the softcap. This is no longer the case, as JUST elude is capable of capping your defences, to the point I have to wonder why my SR Scrapper still has his 3-slotted for defence.
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Minions: 50%
Lts: 62.5%
Bosses: 75%
AVs/Monsters: 90%
Pets/Turrets: 105%
Elude itself gave about 45% defense**, which could be four-slotted to about 81% defense. Passives were giving about 7.5% defense, so if you detoggled yourself (or respeced out of them except FF) you could have 6-slot passives and 4-slot Elude for about 16.5 + 81 = 97.5% defense.
Sounds like a lot, but remember: pets and turrets had 105% base tohit. Also: back in I2 we were running invincible full team missions that could spawn +5s. Each level higher added +5% tohit to the critters, so a +5 mission would be spawning:
Minions: 75%
Lts: 87.5%
Bosses: 100%
AVs/Monsters: 115%
Pets/Turrets: 130%
Even passives + Elude wouldn't soft cap you against +5 AVs or pets, pseudo-pets, or turrets (i.e. don't dance in front of the Malta Engineer). But you could be floored against practically anything else, and you could, if you were really serious about it, stack power pools like combat jump. Or you could go the extra mile and keep all the toggles, driving you to 127.5% defense (assuming the toggles were slotted for endred).
Which would be fine except in things like the Eden trial, or anything else with a lot of DE in it. Those annoying +100% tohit buffing crystals really used to tick me off. I actually tested once and discovered back then (before Real Numbers or even accurate measurements of tohit) that a minus twelve DE could hit right through normal SR toggles almost as if they were not there when buffed by one of those.
** There is some room for error here. At one point we were told Elude was granting 60% defense, which would imply Scale 8 with the scrapper 0.75 modifier. But its also possible it was Scale 6 and misreported without the modifier taken into account. There is conflicting information about it, and it was a long time ago. However, the 45% defense number better matches my observations of the time, particularly as perma-Elude went up against things even higher than +5.
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My own opinion on Granite Armor itself and Stone Armor in general is that I like conceptual diversity in principle. I don't think there is anything wrong with a powerset that has a tier 9 that can be toggled on all the time as long as its balanced appropriately. So I don't think its true that just because Granite can be made perma it is intrinsicly flawed. But I do think the penalty for running Granite is too easy to trivialize. However, changing Granite to have a penalty that *isn't* too easy to trivialize is likely to anger players used to the way the power works now. To be blunt: based on the kinds of suggestions I've read over the years, not just for Granite Armor but for other powers like Rage, I believe that most players (who have any opinion at all) believe that an "appropriate penalty" for anything is something that looks like enough of a penalty on paper to pretend to be a penalty without actually being something they personally couldn't completely negate in actual play.
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This is the explicit reason why I have been saying, from the very beginning, that, if Granite Armor were to ever be rebalanced, one of two things would happen: either it wouldn't be perma and it wouldn't have any particular crippling weaknesses except for a crash or a crash analogue (taken care of with loss of nearly all mobility in my version) or it would be perma capable but have penalties so severe that it would be largely unplayable. No penalty to a god mode that provides survivability as high as classic god modes like Unstoppable is supposed to not have a drawback that you just can't get around: the classic hp and endurance crashes are something that kill you quite often, and the fact that you're likely to die when it drops is one of the mitigating factors to its use (rather than prevent death, Unstoppable and others like it tend to simply delay death). Because you can't enforce a crash on a toggle without making it a temporary toggle, the only reasonable penalty for it (which would, by the very necessity of it being up all the time be worse on average than the penalty of a power that is only up part of the time; it's for this reason that defense is weighted less heavily in balance calculations than resistance and for good reason) is going to be something extreme that would force players to have significant reason to not do so.
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Interestingly, that means it doesn't impair the power at all as a weird form of out of combat costume option. But it applies a debuff very hard to escape from: only respites and endurance recovery (true recovery that actually adds endurance points like transference, not things that buff recovery rate like stamina or speed boost) would allow you to function indefinitely under Granite.
I'm not sure if this is "extreme" or not, but its not the only way to get creative with mechanical balancers. Its just an example. And there is another "advantage" of sorts to this kind of balancing mechanic: its extremely difficult to trivially min/max around. You could argue about whether that sort of penalty is better or worse than Elude's, but in general it would be very hard to prove, because the qualitative differences swamp the quantitative ones (or rather can be made to do so with the right selection of numbers).
That's a dangerous game to play, though, because you never want to deploy something you yourself can't figure out. I have an idea of how to quantitatively balance such an effect, but I wouldn't want to do so by simple trial and error like was done with Instant Healing.
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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.
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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.
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Stone Armor can be improved in many different ways, there is no (to use a PvP term) flavor of the month in terms of a build with set bonuses.
I think a closer analogy to domination would be getting perma Eclipse on a Warshade. There is a specific goal to reach using recharge reduction set bonuses.
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...
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...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.
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Could you give an example of a situation of a situation from above?
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.
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Also he said "...protection levels shields can generate;" which to me says that he is looking what an IOed build can reach.
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.
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All other sets would would fall into the same boat. When all the sets are looked at from a peak sustained survivability standpoint, Stone Armor is number one. While in the state of peak sustained survivability, Stone armor also comes in with the least amount of damage. That to me shows a level of balance, though obviously not enough.
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.
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Tier nine to me = Power in the ninth tier of a power set
Tier nine to you = God Mode
In that case I completely agree with you. Having Stone Armor's lesser armors and Granite Armor with its levels of defense and resistance still intact would be way overdoing it.
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.
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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.
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I guess I canÂ’t reasonably gauge the balance factor that -jump inflicts because teleport has always been my favorite travel power.
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.
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P.S. Sorry for the long post delay, I have been tied up with things the past few days!
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Here is a thought I had earlier that may be perfect without actually change the way Granite "feels":
Add a huge -taunt global enhancement, take it to the negative cap.
Add a -radius and -range debuff that will half radius and range of all powers (this may affect Teleport for long travel)
The results of this are to make it very hard to reliably tank in Granite form. A granite tanker may require to build up hate in regular mode before he switches on Granite.
He would also be limited in it's AoE damage capabilities as all it's AoEs will have a drastic area coverage debuff, even if damage buffs can circumvent the damage debuff, this cant be easily circumvented.
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.
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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.
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This...
The first half is to modify Stone Skin so that it grants 11.25% +res(all) rather than 10% +res(s/l).
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The game is balanced around SOs but that does not mean that sets are designed ignorant of their capabilities with IOs.
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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.
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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.
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Actually, he does. You'd know this if you actually read the thread in question.
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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.
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I have 3 apples and $10. You have 2,000 and $9. That's balanced, right? /facepalm.
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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).
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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.
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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.
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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.
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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.
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Moment of Glory is Regeneration's tier nine. It falls in the ninth slot of the power's power set. This classification is not arbitrary; it is designed in-game.
In terms of if it is a God Mode or not is interesting. The strength of the set is spread around the powers quite substantially meaning the tier nine power could be designed weaker because the rest of the set is already very powerful. Personally I still think of Moment of Glory as the God Mode, however it's apparent that out opinions here differ as well.
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.
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Unstoppable's up time = 33% (Slotted)
Strength of Will's up time = 40%
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.
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A build that does not have drawbacks can build upon what they already have. They do not have to use resources to even the scores. An example of this, is the fact that build that does not have to make up for Granite Armor can achieve perma Hasten (Whether or not they want to is beside the point for this argument). In order to do the same in Granite Armor, you would need approximately 260% +recharge (With 6 slotted Hasten) which is unattainable (or in the case of the Force Feedback proc, unsustainable) by IOs alone.
In this case it comes down to: Does Granite Armor give up enough for what it gets? To which you answer, No.
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.
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So am I to believe that they are all designed to do the same amount of damage? Obviously not. Fire Imps do more than Singularity in terms of damage; however, the Imps can't hold a candle to the levels of control the Singularity puts out.
The point is, they are all different and function in different ways. The different God Modes of different sets can be created the same way, by making them different and functioning in different ways.
...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.
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Why should I leave Granite Armor on when I am facing a group of weaklings that cannot take me down if I use just Rock Armor itself? Without Granite Armor I will be able to take them down much faster due to not having the -65% recharge, -30% damage, and -30% runspeed.
If someone leaves Granite Armor on in that situation, why should we care? Had I been teamimng with them, my Stone Armor tank would have wiped the floor with them, before the he was finished walking over to them. The change should not be a forced downtime.
If someone is leaving Granite Armor on in that situation because turning it off would not net a meaningful pace decrease, then we have a problem. (Assuming this change is not due to teammates.) I personally don't see this happening.
...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.
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In my initial paragraph I said "That was obviously deemed overpowered, so instead of reducing the defense you got from PFF, they reduced the offensive capabilities of the power." I was showing that concessions were made to the offensive nature of the power rather than the defensive. I admit that I was thinking to myself reduced=nullified, but I didn't think I had to make that clear in the paragraph because that wasn't the point. Sorry for the confusion!
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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.
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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.
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If we look at it from the perspective of someone who does not want to live in Granite Armor, they are still faced with times where they will find themselves in Granite Armor, and not have the bonus of Hasten to even it out (unless they choose to never be in Granite Armor without Hasten active).
I don't think that averaged +recharge bonuses are applicable to this situation.
The mobility issue is a joke to get around by just taking Teleport.
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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).
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I understand exactly how hard it is. I don't think you realize quite how easy it is to get around.
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I believe this is one issue we will not see eye to eye on.
There's a reason Stone Tanks are so popular, and it's not just because people like all looking the same.
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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.
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- The ability to keep Granite Armor toggled.
- The ability to maintain the same peak survivability (even if it means evening mitigation out across the board and having all the armors able to be on at the same time).
- Lose offense to make up for the defense.
However, in my opinion, the loss of offense should put us closer to the level of offense we have now rather than the complete nullification of it as in the case of PFF.
P.S. I realize, Umbral, that I might not have been explaining things clearly enough; however, I would appreciate it if you would lose some of the snarkyness. I also care about what happens to my Stone Armor users considering I have five and am planning to make more.
Favorite Hero: Computer (Empathy/Energy Blast Defender)
Favorite Villain: Gimp Computer (Fire Control/Psionic Assault Dominator)
P.S. I realize, Umbral, that I might not have been explaining things clearly enough; however, I would appreciate it if you would lose some of the snarkyness. I also care about what happens to my Stone Armor users considering I have five and am planning to make more.
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Here's my preferred realistic scenario:
- Granite continues to be a toggle that can be maintained indefinitely. This is my dealbreaker. As previously noted, there is no rule that a tier 9 power cannot run continuously, and there does not need to be any such rule.
- The benefits of Granite are significantly reduced, because Granite as it exists now breaks encounters, per Starsman's reasoning.
- The drawbacks to running Granite continually are made significantly stronger and less circumventable, but not to the point where there is never a circumstance where you would want to do it - otherwise, what's the point of even having the capability?
- The remainder of the set is improved so that Granite is not required for survivability in most ordinary circumstances.
I rather like the increasing recovery penalty, and it got me thinking. Suppose Granite is a non-exclusive toggle. Every activation period, Granite applies a small buff to resistance and defense, and a small debuff to recharge, damage, movement speed, and recovery. These buffs and debuffs last for somewhere in the neighborhood of 15 seconds, and they stack. So, when you activate Granite, you gradually become more and more tough until you reach a survivability peak, but you also become less and less capable of moving and attacking. (Incidentally, if you can think of a way to circumvent this, I'd be happy to replace it with something less circumventable. I am not trying to dodge a significant downside to the power.) At Granite's peak, you are a sluggish, nigh-immobile, nigh-indestructable mountain. Turn off the toggle, and you gradually (well, over the course of 15 or so seconds) decalcify back to your normal offensive and defensive capabilities.
It's a fairly out-there idea, but it appeals to me.
@SPTrashcan
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I did not say that you were altering the focus of the set. I am saying you are changing the set so now it only has defense to fall back on (with slight resists with Granite Armor on).
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Nor, if I may point out, is it a defense based set. Stone Armor has mitigation in many areas including defense, resistance, and regeneration. |
I am afraid I do not understand what you are talking about. |
...is your only mention of increased resistance. Even if we look at it from the standpoint of being relative to defense increases, it still is not increased more. |
Why? If the defensive numbers were lowered than I would need to shunt more set bonuses in to make up for the lost survivability, which is something that can be accomplished versus making up for lost resistance numbers. That in turn would mean I have less resources for set bonuses in other areas such as recharge reduction and damage. |
Nor are you able to comment about my skill because you disagree with me. |
Are you sure? No where that I can find does he even mention Shields level of protection except for my excerpt, which says nothing about it being too high (just the opposite in fact). |
I'm afraid I personally cannot do that however I will ask someone else who I believe has an application to do so. I will get back to you with the results. |
This is why I have been referring to things being transferred. In the end you want to user to be able to be able to reach the same amount of defense, with a less powerful version of Granite Armor. |
In terms of if it is a God Mode or not is interesting. The strength of the set is spread around the powers quite substantially meaning the tier nine power could be designed weaker because the rest of the set is already very powerful. Personally I still think of Moment of Glory as the God Mode, however it's apparent that out opinions here differ as well. |
What do you mean by this? It would seem to me that the God Modes of recent sets (Strength of Will and One with the Shield if you agree that they are God Modes) have been designed around the fact that they will be used more often. Unstoppable's up time = 33% (Slotted) Strength of Will's up time = 40% |
however options for set bonuses must be used up in order to do so. |
This is irrelevant to the point I was trying to get across. |
So am I to believe that they are all designed to do the same amount of damage? Obviously not. Fire Imps do more than Singularity in terms of damage; however, the Imps can't hold a candle to the levels of control the Singularity puts out. |
However, the biggest problem with your comparison is that you're attempting to draw similarities between a power that summons 3 weaker pets compared to those that summon 1 pet and a power that provides a level of survivability all the time compared to those powers that provide that same level of survivability part of the time. Your metaphor is fundamentally flawed because it's assuming that 3 pets that deal roughly 1/3rd of the damage all of the time is supposed to be fundamentally different from 1 pet that deals full damage all of the time. A comparison that would have actually been appropriate would be attempting to find a power that deals triple damage part one third of the time so that you could compare it to a power that has the same fundamental average contribution but operates on a different uptime and use ratio.
So if some players are not detoggling Granite Armor when it is unneeded then they are only handicapping themselves. Why should I leave Granite Armor on when I am facing a group of weaklings that cannot take me down if I use just Rock Armor itself? Without Granite Armor I will be able to take them down much faster due to not having the -65% recharge, -30% damage, and -30% runspeed. |
Why wouldn't you simply make sure that you are facing large numbers of enemies that would allow you to leverage your increased survivability and the incredible efficiency of AoEs? We've got the capability to control spawn sizes and levels as we see fit. Hell, this is the exact reason why Scrappers solo so well compared to Blasters. If survivability had no effect upon the ability to generate rewards, the only thing that people would increase would be damage.
I think you are overlooking a major issue with +recharge. The person who wants to live in Granite Armor won't care that over time Hasten + 45% recharge will even out the recharge penalty. They want to completely get rid of it, meaning at least 65% +recharge from other sources (at which point we are assuming they are alright without perma Hasten). |
Also something to remember is that the 20% -rech isn't applied at the end: it's applied at the same time as all other +rech or -rech values. Assuming decent IO grade enhancement (~70%), the 20% -rech penalty is only increasing the recharge on a power by ~12%. On an attack with a recharge of 4 seconds (a standard tier 1 attack), you're talking about the difference between the power recharging in 2.35 seconds and 2.66 seconds.
Due to unavailability (or game mechanics, whichever way you look at it), IOs cannot undo Unstoppable's drawbacks (as I am sure you already know). |
I would rather keep:
However, in my opinion, the loss of offense should put us closer to the level of offense we have now rather than the complete nullification of it as in the case of PFF. |
If Granite Armor is allowed to remain permanent, it is not going to remain the same penalties. The penalties are laughably low right now compared to the increased survivability the power provides. You can survive through the situations that are only possible otherwise with PFF or Phase Shift and yet unlike them, you can actually attack and deal damage. You're not going to get to be unkillable (i.e. maintain the same level of peak mitigation) while being able to attack and keep the power perma. Pick two of those because you're simply not getting all three.
P.S. I realize, Umbral, that I might not have been explaining things clearly enough; however, I would appreciate it if you would lose some of the snarkyness. |
If you want me to stop treating you like you're an idiot, stop acting like one. Unlike some people, I don't suffer fools.
While a good example, I believe this situation is too different. With perma Domination there was a specific goal to meet that changed game play significantly. Gain enough recharge and you get this bonus.
Stone Armor can be improved in many different ways, there is no (to use a PvP term) flavor of the month in terms of a build with set bonuses. I think a closer analogy to domination would be getting perma Eclipse on a Warshade. There is a specific goal to reach using recharge reduction set bonuses. |
Granite Armour is in much the same situation. Granite Armour IS Stone Armour, and my Stone Brute can't go through two teams without someone gasping that I'm not Perma-Granite, or indeed asking me to be. It's come to the point where, penalties or no penalties, design or no design, Granite Armour is what Stone Armour is. This has become the baseline. At this point we can either go the Domination Route by instituting higher-than-normal but lower-than-granite protection to the whole set, sustainable all the time, constantly, we we can go the Elude/Unstoppable path and make the armour's drawbacks crippling or the armour itself temporary. Personally, I'd vote for the former, but I'd lie if I said I wasn't biassed.
I'm afraid this is one area where I believe we won't see eye to eye on. Yes I agree that if there was an exploit or loophole that allowed a build to vastly outperform another it should be closed, but in my opinion getting IO's into your character is not a loophole. Could you give an example of a situation of a situation from above? |
This is what Granite Armour with set-negligible drawbacks is. It's a power that's supposed to bring one kind of functionality that players are perverting into bringing a very different kind of functionality. Even though the power CAN be run all the time, set design makes it pretty clear that it really wasn't supposed to be, much in the same way as Instant Healing. In this case it's not just sets that are the problem, but the mere fact that players can negate the drawbacks distorts what Granite Armour actually is. Look at it this way - playing with JUST your set and not reaching outward, Perma-Granite SUCKS, and a set-restricted character would represent your average casual player, one who plays by the seat of his pants and does not do build plans and calculations. As such, you are creating a higher-than-intended baseline that people aren't actually going to achieve if they play naturally. Hence, the Domination conundrum.
In fact, I've long maintained that any single set that ends up hinging on one power to the point where, if this power were changed or removed, the set would become "broken" in people's eyes... That is a set that is badly designed. I mean, sure, there are key powers in every set, like status protection and so forth, but no set should be MADE by a single power. Whenever a set entirely revolves around a single power, that's a red flag for balance problems. Either the set is so weak that's its one saving grace, or that one power is so strong that it overshadows the rest of the set. Neither of those is good.
Sorry, what I meant to say what that at their peak sustainable survivability (In this case the Stone Armor would be in Granite debuffing its own damage) Willpower will do more damage, and Stone Armor will be more survivable. The point I was trying to get across is that to acquire that higher survivability, Stone Armor does have its drawbacks. All other sets would would fall into the same boat. When all the sets are looked at from a peak sustained survivability standpoint, Stone Armor is number one. While in the state of peak sustained survivability, Stone armor also comes in with the least amount of damage. That to me shows a level of balance, though obviously not enough. |
All of that is to say that SURVIVABILITY ITSELF increases damage outpit, hence making up some of the difference that its own debuffs are trying to make. In other words, Granite Armour counters the very debuffs that are meant to counter it.
And there is also the other point - damage is not the only offensive capability a Tanker or Brute has. Control effects count as offence, as do Taint effects. Clearly, they are slowed down by the recharge debuff, but they still operate at full power. The ability to tank while in Granite Armour is itself something I view as bordering on an exploit. The limiting factor to a Tanker's ability to tank is his own survivability. It is unreasonable and impractical to expect to remove survivability out of the equation and still be able to perform as a tanking Tanker. Granite Armour pretty much removes survivability out of the equation, hence why a proper penalty would take your ability to deal damage, control and tank right along with it.
But that would result in a pretty crappy power, now wouldn't it?
After reading Umbral's post I believe I understand where the disconnect between us is coming from. Tier nine to me = Power in the ninth tier of a power set Tier nine to you = God Mode In that case I completely agree with you. Having Stone Armor's lesser armors and Granite Armor with its levels of defense and resistance still intact would be way overdoing it. |
The question is, how low do you make them? You can make them pretty low, but if, upon stacking with existing armours, you still get up to the level of old-style Granite Armour numbers, then you have effectively accomplished nothing. You are still seeing Granite Armour levels of survivability, it's still permanently sustainable. Nothing has changed but semantics. Whether it's one toggle or six, that level of survivability maintained constantly is the problem.
If you want Granite Armour perma with negligible drawbacks, you need to give up survivability. If you want Granite Armour perma with its current survivability, you need to accept more crippling drawbacks. If you want Granite Armour with its current survivability and negligible drawbacks, you need to give up its ability to be up all the time. You just can't have all three like it is now. And I assume that's a major reason why this hasn't been touched in ages. It's a hornet's nest of GUARANTEED player unhappiness.
If we are looking at it from a Brute's perspective, than yes itÂ’s pretty easy to overcome the -run speed as well as the -damage. I just wanted to point out that while Hasten will counteract Granite Armor's -recharge, it will only do that for 120 seconds. At which point Granite Armor gets its -recharge back hindering Hasten's recharge as well. Though if you consider buying things like Luck of the Gambler's easy, then the point is moot since all three can be IOed away. |
As such, I'm citing Brutes, because for them, Granite Armour is just a bad power choice. Granted, some people try to tank with their Brutes, but really, that's not what they're designed for. You can try going with a Petless Mastermind or an offensive Defender, but you can't expect game design to promote this. This is my major beef with this. I can see why Granite Armour would be popular for Tankers, but every time a team-mate tries to tell me to just stay in Granite and tank, I want to dropkick him in the mouth.
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Basically, I feel Granite Armour is the Instant Healing of recent years. Nothing has been done to it partially because it's a controversial matter and partly because touching Granite would necessitate retouching the entire set, and that just takes a lot of development time.
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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So, "risk" in this game means "you slow down" (walk time from hospital + time to clear debt)
What does Granite does? It slows you down. You may still argue that even with all the build options the granite tank still is slower than an equally IOd non-granite tanker. So, solo, you wont be earning rewards any faster or even anywhere near as fast as an equivalently built tanker, ever. This technically means you are walking dead!!! All your reward earning is slowed down just for being stronger.
The true problem comes in teams and while designing elite raid content, as I noted in a previous post a few minutes ago.
Everyday tanking for teams may also be an issue to an extreme, but mobility is way more important in every day team tanking than many players realize. At that point Granite pay it's penalty, or at least his team might.