new archetypes


Aett_Thorn

 

Posted

Make a new archetype for heroes and villians wanting certian defensive and offensive powers, just use some of the scrapper and stalkers secondary sets,( i think heroes should hide too) and with the scrapping primary power set limit the use as a secondary and use it as a halfway secondary defensive with only stuns,knockdowns,slows and knockback etc.
You could call heroes Crusaders(like Batman)for heroes and Vandals for villians or whateveryou want its your game lol. Its time for ranged defensive sets.kind of like the crab powers.


 

Posted

The problem with this is that you risk it becoming a Tank-Mage (and yes, I am aware that SoA tend to be this way as it is). When you pair medium- to high-damage output at range with decent self defenses, you can quickly become an AT that doesn't need any other AT to do anything.


Let me never fall into the vulgar mistake of dreaming that I am persecuted whenever I am contradicted.
~Ralph Waldo Emerson

"I was just the one with the most unsolicited sombrero." - Traegus

 

Posted

Quote:
Originally Posted by Aett_Thorn View Post
The problem with this is that you risk it becoming a Tank-Mage (and yes, I am aware that SoA tend to be this way as it is). When you pair medium- to high-damage output at range with decent self defenses, you can quickly become an AT that doesn't need any other AT to do anything.
Who. Cares?

No AT needs other ATs to do anything in this game already, and any AT is an asset to any team. The "Tank-Mage" would be no different from anything else.

This game is not built around a holy trinity of team balance, but rather around the idea of allowing players to feel powerful and have fun. The Blast(Assault)/Defence AT is so often requested, and so often represented in all media, including the comic books this game works so hard to emulate, that its exclusion from the game is almost unforgivable.

I seriously want to throttle people that say "Tank-Mage".

PS A "Tank-Mage" would have Tank-level defence with Blaster-level damage. I don't think anyone has ever proposed that archetype.


 

Posted

TankMage! XD

However I mostly agree with Eiko on the Assault (or Manipulation)/Defense AT. Lower the numbers on the defenses -slightly- and it'd be good and balanced! Though the Tankmagery thing isn't about AT Balance, it's about gameplay balance. The ATs are inherently imbalanced. They're designed not to be the same homogeneous level of simplicity. But a straight Ranged/Defense AT would, in fact, be overpowered when it comes to fighting enemies, making the game a cakewalk, and ruining the fun inherent to challenge.

So yes. I'd love to see a nice, fun, Assault or Manipulation/Defense AT. No. I don't want to see a Blast/Defense AT.

That said. the AT suggested here (Melee/Defense with Control sprinkled in) is incredibly underwhelming. The player would die. Often. Repeatedly. Without much defense an AT that dishes out it's damage in melee is going to have problems. Tossing in a few stuns or KB effects isn't going to be enough to save them. Dominators focus on control with a secondary utilizing ranged damage with a few melee attacks.

-Rachel-


 

Posted

Quote:
Originally Posted by Eiko-chan View Post
Who. Cares?

No AT needs other ATs to do anything in this game already, and any AT is an asset to any team. The "Tank-Mage" would be no different from anything else.

This game is not built around a holy trinity of team balance, but rather around the idea of allowing players to feel powerful and have fun. The Blast(Assault)/Defence AT is so often requested, and so often represented in all media, including the comic books this game works so hard to emulate, that its exclusion from the game is almost unforgivable.

I seriously want to throttle people that say "Tank-Mage".
Okay, so just because no AT is needed, we should create an AT that can do everything by itself?

In any MMO, you want to avoid creating a class or AT that is hands-down the 'best' for everything. An AT that can not only throw out lots of ranged (and since there's no penalty for using ranged attacks in melee, lots of Melee damage, too), and have the survivability to take any incoming damage as well becomes out of balance. You basically create an AT that makes all of the other ATs seem useless. So, you end up trending towards a single-AT game, where everyone in the game chooses that one class, because it's better than the others a great majority of the time.

Whether this game is based on a holy trinity or not is completely irrelevant to the discussion. Because it's not about a class that can do everything okay, while the other ATs do one thing well, and something else only decently. It's about an AT that can do everything well, while other ATs only do one or two things well.


Take a look at other games where a "Tank-Mage" type class has been put in. Has that class ever survived long in that kind of fashion?


Let me never fall into the vulgar mistake of dreaming that I am persecuted whenever I am contradicted.
~Ralph Waldo Emerson

"I was just the one with the most unsolicited sombrero." - Traegus

 

Posted

Quote:
Originally Posted by Eiko-chan View Post
PS A "Tank-Mage" would have Tank-level defence with Blaster-level damage. I don't think anyone has ever proposed that archetype.
Except Johnny Butane.

P.S. Yes to the rest that you said.


A game is not supposed to be some kind of... place where people enjoy themselves!

 

Posted

From Eiko:

Quote:
PS A "Tank-Mage" would have Tank-level defence with Blaster-level damage. I don't think anyone has ever proposed that archetype.
No, it doesn't necessarily have to have that. The term Tank-Mage has been around a lot longer than this game, and doesn't imply being a Tanker, or having Tanker-level defenses.

It only implies a class or AT that can dish out high amounts of damage (typically at Range and Melee, though sometimes only range) and take high amounts of damage. That doesn't necessitate Blaster-level attacks and Tanker-level defenses. Scrappers can take a lot of damage themselves, even though they don't have Tanker-level defenses. Considering that most enemies in this game only have very weak ranged attacks, having any Defenses to them at all can increase your survivability greatly.

Then there's the damage part. Take a look at SoAs, especially Crabs. They are the ones most often compared to Tank-Mages in this game, and they don't quite have Blaster-level damage.


Let me never fall into the vulgar mistake of dreaming that I am persecuted whenever I am contradicted.
~Ralph Waldo Emerson

"I was just the one with the most unsolicited sombrero." - Traegus

 

Posted

Quote:
Originally Posted by Aett_Thorn View Post
Scrappers can take a lot of damage themselves, even though they don't have Tanker-level defenses. Considering that most enemies in this game only have very weak ranged attacks, having any Defenses to them at all can increase your survivability greatly.
List of ATs that don't need other ATs:
Masterminds
Tankers
Scrappers
Brutes
Corruptors
Controllers
Blasters
Dominators
Stalkers
Defenders

Aside from HEATs, Defenders were previously the AT that seemed most designed to rely on having other team-mates. However, the recent updates to Vigilance were specifically designed to alleviate that problem and allow Defenders to stand more on their own.

VEATs, obviously, are the most tank-magey class, but the fact that a large portion of their defences come in the form of team buffs make them some of the most desired team-mates in the game.

None of these design choices have done anything to deter from the teaming aspects of the game, and none of them have made any one AT far more desirable than others. Scrappers don't dominate teaming, or gameplay, nor do VEATs, despite already being pretty much Tank-Mages.


 

Posted

We're not even discussing the main topic, are we..?

Again. The powersets would have to be incredibly well designed to take into account the higher than average damage of melee attacks, especially from Bosses and Lieutenants, before the AT would be plausible.

-Rachel-


 

Posted

Quote:
Originally Posted by Steampunkette View Post
We're not even discussing the main topic, are we..?

Again. The powersets would have to be incredibly well designed to take into account the higher than average damage of melee attacks, especially from Bosses and Lieutenants, before the AT would be plausible.

-Rachel-
Here is a list of Blaster Sets with IOs (just using the blasts, I think if you throw in melee at least for the ones without weapons, you get higher DPS if I remember correctly) for the best possible DPS...

Fire 182.4
Sonic 166.32
Psychic 163.86
Ice 155.26
Elec 145.87
Archery 144.13
Energy 137.17
Dual Pistols Fire 135.13
Dual Pistols Standard 130.44
AR 114.25

(this list is brought to us by Umbral by the way, credit where credit is due)

...

Last I recall (and feel free to tell me I'm wrong...as I very well may be and I'm sure you will if I am)...

Almost all the Scrappers melee sets can match or pass Ice in DPS with the exception of Spines (using Bill Z Bubba's list of DPS here).

What I'm not sure of, is if Umbral's list takes into account Defiance (I don't think it does, but Umbral would have to say for sure).

Electric Melee may also be a little under Ice, but it would come close anyways.

And if Umbral's list of Blaster DPS doesn't include Defiance, then Blasters would still dish out more damage than a proposed Ranged/Defense AT.

Now if memory also serves, Blasters have higher than 1.0 Damage Mod on their Blasts to begin with (not including Defiance adding more damage)...setting a Blast/Defense set to 1.0 Damage Mod, would mean less DPS than either Blasters or Scrappers.

So now it looks like it's time to factor in the Defense Set. If they give them Scrapper numbers/caps for Defense...it can be made up for, by less hit points!

Blasters have at minimum 1204.8 Hit Points at lvl 50.

So for the Ranged/Defense AT:

Give them Controller/Defender/Dominator minimum Hit Point at lvl 50 which is 1017.4.

OR

Give them even less Hit Points by giving them a Masterminds minimum Hit Points at lvl 50 with a total of 803.2.

I personally wouldn't go less than the MMs (but it's doable) and you could possibly go inbetween 803.2 and 1017.4.

But you cap it at the other ATs lowest cap of 1606.4 (this is lowest current HP cap for any AT).

However, I'm pretty sure the only ones who would cap HPs with IO usage factored in, would be those with Dull Pain in the Defense Set even at max 1017.4 base HP. Note, I could be wrong, but I'm pretty sure this is right.

I'm still on the side of giving this AT the old Stalker treatment and Secondary sets. They get the Stalker version of Defense Sets. So they get Hide (with it having a flat always 2.5% Defense to all...they don't get the added AOE Defense while hidden), one attack taken out for a Placate (I'd suggest the snipe attack for the sets with a snipe attack) and the Hold/Stun powers for those without a snipe power.

With their inherent being a critical while hidden and a 10 second timer (not 8) to get back into Hide Status.

But that's not all. A low mag AOE (5 target max) taunt power on all single target attacks. Something a Tanker/Brute/Scrapper with Taunt/Confront or someone with Provoke can override, but stops the Ranged/Defense AT from pulling one target at a time with single target blasts.

And remember most nukes have an END Crash...so that's toggle dropping alot of times, and with a lower damage mod than Blaster, may not take everything out either.

Another thing, not sure...could also lower the mag protection level on the set...enough to stop some mezzes, but not able to resist the amount of mez stacking a Scrapper/Brute/Tanker/Stalker can take.

I bet with this setup, it wouldn't be overpowered, would be fun, STILL not be everyone's go to AT, and still be a decent contributer to team damage, without over shadowing Blasters/Scrappers/Brutes/Stalkers.


BrandX Future Staff Fighter
The BrandX Collection

 

Posted

Enemies do more damage in melee than at range.

This is the rule. there are a handful of exceptions. But Enemies dish out more damage in melee than they do at Range. Players do not always follow this rule. Enemies also tend to have more melee attacks than ranged attacks, and generally aren't shy to use Ranged attacks while in Melee.

So 22.5% damage resistance at range is more useful than 22.5% damage resistance in melee. Due not only to the lower damage per attack, but also the number of attacks being thrown off in an attack chain.

DPS is mostly irrelevant when the defensive utility of Range is added on to Defensive Sets. Defensive Sets are given to characters in melee to protect them against the higher damage melee attacks -and- the longer attack chains coming at them.

If a Blaster can "Kite" enemies from range and destroy them without dying, the AT you're suggesting would do the blaster's job better. Not more effectively, but better, by being able to avoid death far better than blasters who already do it through maneuvering and careful consideration.

If an enemy in Melee is throwing off an attack that does 100 points of damage and the player has 22.5% damage resistance, the player only takes 77.5 points of damage. An Enemy throwing off a ranged attack will generally do only 70-80% of their ranged attack damage. Assuming they deal 80 damage, the player takes 62 points. In melee enemies can throw off their ranged attacks interchangeably with their melee attacks, too!

Maybe if I say it enough times people will understand it...

-Rachel-


 

Posted

Quote:
Originally Posted by Steampunkette View Post
Enemies do more damage in melee than at range.

This is the rule. there are a handful of exceptions. But Enemies dish out more damage in melee than they do at Range. Players do not always follow this rule. Enemies also tend to have more melee attacks than ranged attacks, and generally aren't shy to use Ranged attacks while in Melee.

So 22.5% damage resistance at range is more useful than 22.5% damage resistance in melee. Due not only to the lower damage per attack, but also the number of attacks being thrown off in an attack chain.

DPS is mostly irrelevant when the defensive utility of Range is added on to Defensive Sets. Defensive Sets are given to characters in melee to protect them against the higher damage melee attacks -and- the longer attack chains coming at them.

If a Blaster can "Kite" enemies from range and destroy them without dying, the AT you're suggesting would do the blaster's job better. Not more effectively, but better, by being able to avoid death far better than blasters who already do it through maneuvering and careful consideration.

If an enemy in Melee is throwing off an attack that does 100 points of damage and the player has 22.5% damage resistance, the player only takes 77.5 points of damage. An Enemy throwing off a ranged attack will generally do only 70-80% of their ranged attack damage. Assuming they deal 80 damage, the player takes 62 points. In melee enemies can throw off their ranged attacks interchangeably with their melee attacks, too!

Maybe if I say it enough times people will understand it...

-Rachel-
you say that...then I look to my Lvl 50 Crab and Lvl 50 Widow...and go in theory that may work. In practice it doesnt.


BrandX Future Staff Fighter
The BrandX Collection

 

Posted

15%-20% defense isn't a defensive set, either.

A Super Reflexes scrapper can have 29.25 defense (Ranged, Melee, AoE) without dipping into IOs or Pools outside of Elude and have damage resistance to fall back on, when low on health. With Elude they softcap their Defense without issue.

An Invulnerable Scrapper can have a standing Damage Resistance of 45% to Smashing/Lethal just on SOs. Plus extra hit points/healing at a click and Defense/Accuracy bonuses if enemies are in melee. With Unstoppable up they cap their damage resistance easily.

These are the two sets I think best exemplify Defense and Damage Resistance powers, respectively. Add in the ability to avoid half or more of an enemy's attacks and you've got a scrapper who takes even less damage. Lower their hit points? It'll help, some, to be sure. But it won't solve all the balance issues the AT would have against the NPCs in this game. And you'd have to keep them from taking Regen, since without all those luscious HP regen rate boosts would be nearly useless as a survival tactic.

-Rachel-


 

Posted

Quote:
Originally Posted by Steampunkette View Post
15%-20% defense isn't a defensive set, either.

A Super Reflexes scrapper can have 29.25 defense (Ranged, Melee, AoE) without dipping into IOs or Pools outside of Elude and have damage resistance to fall back on, when low on health. With Elude they softcap their Defense without issue.

An Invulnerable Scrapper can have a standing Damage Resistance of 45% to Smashing/Lethal just on SOs. Plus extra hit points/healing at a click and Defense/Accuracy bonuses if enemies are in melee. With Unstoppable up they cap their damage resistance easily.

These are the two sets I think best exemplify Defense and Damage Resistance powers, respectively. Add in the ability to avoid half or more of an enemy's attacks and you've got a scrapper who takes even less damage. Lower their hit points? It'll help, some, to be sure. But it won't solve all the balance issues the AT would have against the NPCs in this game. And you'd have to keep them from taking Regen, since without all those luscious HP regen rate boosts would be nearly useless as a survival tactic.

-Rachel-
Let's see...just using Lvl 50 Gen IOs, grabbing powers to be a purely Ranged/Defense AT...

Crab can get the following...

32.5% Defense to EVERYTHING (Typed/Position) with 44.3% Ranged Defense
39.6% Resist to F/C/E/N, 57.1% Resist to S/L, and a measily 6.3% To Psionics

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Then we add in Serum. And even go Soul Mastery to get ahold of Darkest Night (for -DMG & -tohit). With IOs you could streamline this even more.

And STILL Crab's aren't considered Tank Mages.

Now, I'll admit (maybe Mids is wrong on the numbers)...I'll have to go in game and check my own Crab. And I didn't even go with this build (I wanted try out the pets). But a Ranged/Defense AT just got all that.

And if you read my whole post, I also said lower the Mag Protection of the Mez Shields to not be as good as Stalkers/Scrappers

So, same amount of Mag Protection as a Crab, and they lack the Team buffs, and since I suggested using the Stalker Secondaries, they don't get all those Quick Recovery goodies either.

The only thinking, I can possibly see, not to include this as an AT, is people are afraid people will stop playing Blasters all together. But seeing as how the Blaster would still be this big damage king, with IOs/Power selections get a high amount of Defense, people will stay play them.


BrandX Future Staff Fighter
The BrandX Collection

 

Posted

Quote:
Originally Posted by Aett_Thorn View Post
Okay, so just because no AT is needed, we should create an AT that can do everything by itself?
Scrapper. Brute. Stalker. Tanker. Blaster. Certain Defender and Corr combinations. EATs.

Next question.


Quote:
Originally Posted by Zwillinger View Post
GG, I would tell you that "I am killing you with my mind", but I couldn't find an emoticon to properly express my sentiment.
Quote:
Originally Posted by Captain_Photon View Post
NOTE: The Incarnate System is basically farming for IOs on a larger scale, and with more obtrusive lore.

 

Posted

Quote:
Originally Posted by BrandX View Post
Let's see...just using Lvl 50 Gen IOs, grabbing powers to be a purely Ranged/Defense AT...

Crab can get the following...

32.5% Defense to EVERYTHING (Typed/Position) with 44.3% Ranged Defense
39.6% Resist to F/C/E/N, 57.1% Resist to S/L, and a measily 6.3% To Psionics

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The game is balanced around SOs. Not IOs. Though, yes, I think the data in Mids is wrong, to boot. I tried straight 6 slotting an SR scrapper for defense and came up with 33.1% defenses...

Using SO numbers is the best way to balance things because that's what the challenges of the game are balanced against.

Though if you'd REALLY like to lean into the "But with these non-standard decisions" path let's go for broke. Let's go for a ranged/defense character fully slotted with IO sets using combat jumping, tough, and weave to boost their DR and Defense kiting AVs at range while the AV struggles to catch up to them to land a hit in melee (while waiting for it's ranged attacks to recharge)

Now a Scrapper with the same slotting and all the bells and whistles of tough, weave, etc has the same defensive numbers! BUT it takes more damage when a melee hit lands, and takes the ranged/AoE hits, too. Or at least it has to try to dodge them.

Your AT is obviously more powerful than the scrapper. Sure it won't have one power out of it's secondary, but instead it'll have a set 2.5% defense power.

You'd have to lower it's ranged damage to a smaller number than a scrapper's melee damage to help offset the incredible survivability the set would gain. Even with a slightly lower magnitude of resistance to control effects it will probably resist the first and/or second hold, sleep, stun, whatever laid on it, unless it's an exceptionally high mag control effect.

-Rachel-


 

Posted

Quote:
Originally Posted by Steampunkette View Post
The game is balanced around SOs. Not IOs. Though, yes, I think the data in Mids is wrong, to boot. I tried straight 6 slotting an SR scrapper for defense and came up with 33.1% defenses...

Using SO numbers is the best way to balance things because that's what the challenges of the game are balanced against.

Though if you'd REALLY like to lean into the "But with these non-standard decisions" path let's go for broke. Let's go for a ranged/defense character fully slotted with IO sets using combat jumping, tough, and weave to boost their DR and Defense kiting AVs at range while the AV struggles to catch up to them to land a hit in melee (while waiting for it's ranged attacks to recharge)

Now a Scrapper with the same slotting and all the bells and whistles of tough, weave, etc has the same defensive numbers! BUT it takes more damage when a melee hit lands, and takes the ranged/AoE hits, too. Or at least it has to try to dodge them.

Your AT is obviously more powerful than the scrapper. Sure it won't have one power out of it's secondary, but instead it'll have a set 2.5% defense power.

You'd have to lower it's ranged damage to a smaller number than a scrapper's melee damage to help offset the incredible survivability the set would gain. Even with a slightly lower magnitude of resistance to control effects it will probably resist the first and/or second hold, sleep, stun, whatever laid on it, unless it's an exceptionally high mag control effect.

-Rachel-
Changing them to SOs, lowers the numbers a bit, but not by any noticable amount.

31.9% Defense (43.6% Ranged) ALL.
56.2% Resist S/L, with 39% Resist F/C/E/N, 6.2% Resist Psi

I would think Kiting would lower the DPS by a fair amount, since attacking roots you.

And as I pointed out, Blaster blast sets for the most part at top DPS ranged only attacks...

Fire 182.4
Sonic 166.32
Psychic 163.86
Ice 155.26
Elec 145.87
Archery 144.13
Energy 137.17
Dual Pistols Fire 135.13
Dual Pistols Standard 130.44
AR 114.25

(again list by Umbral)

With no defiance to up those numbers (as I dont think Umbral put defiance into the DPS - could be wrong, but I dont think so)...and as I suggested a lower damage mod...a Ranged/Defense AT (as I suggested) will have less hitpoints than a Blaster, and do less damage.

And less hit points will put a hamper on some sets. With less hit points, an unlucky streak will hurt more.

I can see some hover builds for AVs this is true...but they tend to have some ranged attacks that can push through and down you quick.

All this said, I'd be okay with an Assault/Defense set as well. Fiery Assault/Fire Armor goes along way imo to being the fiery superhero of comics, than stuck in melee all the time untill lvl 41, that Scrappers are.


BrandX Future Staff Fighter
The BrandX Collection

 

Posted

Quote:
Originally Posted by Eiko-chan View Post
This game is not built around a holy trinity of team balance, but rather around the idea of allowing players to feel powerful and have fun.
I think the problem here is that if the devs create one AT that is far and away more powerful than every other AT then it becomes the ONLY one that actually provides that feeling of fun and power. That said, I can't think of anything wrong with an AT that has power sets similar in structure to the Epic ATs. Except for making those two obsolete because the new AT would not be more flexible that either Hero or Villain version, not be tied to Arachnos, and not have to worry about Voids.


The Abrams is one of the most effective war machines on the planet. - R. Lee Ermy.

Q: How do you wreck an Abrams?

A: You crash into another one.

 

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Originally Posted by M_I_Abrahms View Post
I think the problem here is that if the devs create one AT that is far and away more powerful than every other AT then it becomes the ONLY one that actually provides that feeling of fun and power. That said, I can't think of anything wrong with an AT that has power sets similar in structure to the Epic ATs. Except for making those two obsolete because the new AT would not be more flexible that either Hero or Villain version, not be tied to Arachnos, and not have to worry about Voids.
Well as I suggested, they would lack the team buffs that VEATs get (and I wouldnt underestimate that fact myself). And personally I still think HEATs need some improvements.


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The BrandX Collection

 

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Originally Posted by M_I_Abrahms View Post
I think the problem here is that if the devs create one AT that is far and away more powerful than every other AT then it becomes the ONLY one that actually provides that feeling of fun and power.
Funny, that AT already exists, but people keep insisting on playing things other than Masterminds. I can't imagine why.


 

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Originally Posted by Eiko-chan View Post
Funny, that AT already exists, but people keep insisting on playing things other than Masterminds. I can't imagine why.
Above Statement: Approved
All Arguements against: Possessing: Counter arguements

The unavoidable fact is, that ranged/defence ATs, Assault/Armour ATs...whatever you want to call them, the type EXISTS, and it is balanced. Otherwise it wouldn't still be in game, or at least not in it's current form.

For every arguement against said AT, there are at least two to counter it with.


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Originally Posted by Zwillinger View Post
GG, I would tell you that "I am killing you with my mind", but I couldn't find an emoticon to properly express my sentiment.
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Originally Posted by Captain_Photon View Post
NOTE: The Incarnate System is basically farming for IOs on a larger scale, and with more obtrusive lore.

 

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it is balanced
Considering the wildly swinging extremes of power possible, it'd be fairer to say that nothing in this game is balanced, everything is broken on some level, and the devs have more thrown up their hands and given up in frustration.


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Originally Posted by Aett_Thorn View Post
Okay, so just because no AT is needed, we should create an AT that can do everything by itself?
Yeah, that argument doesn't work here as ATs like Brutes and Scrappers can do anything in this game, certain Controllers can farm countless enemies by themselves and Defenders can take down the toughest foes in the game if they put their power to it.

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Originally Posted by Steampunkette View Post
This is the rule. there are a handful of exceptions. But Enemies dish out more damage in melee than they do at Range. Players do not always follow this rule. Enemies also tend to have more melee attacks than ranged attacks, and generally aren't shy to use Ranged attacks while in Melee.
Where is this rule stated? Besides there being exceptions, there are examples that just completely flip flot it. Hell, there are enemies that *ONLY* use ranged attacks.

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So 22.5% damage resistance at range is more useful than 22.5% damage resistance in melee. Due not only to the lower damage per attack, but also the number of attacks being thrown off in an attack chain.
Since there are exceptions to your 'rule' how in heavens name can you 'calculate' the effective damage resist of positions!? That's like saying 22.5% damage resistance at AoE is superior to either...How!?

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If a Blaster can "Kite" enemies from range and destroy them without dying, the AT you're suggesting would do the blaster's job better. Not more effectively, but better, by being able to avoid death far better than blasters who already do it through maneuvering and careful consideration.
Serious question to anyone reading my post. Do you kite with your Blasters? And I mean kite *everything*. Cause yeah, occasionally, I'll step back when there's a boss in my face but I'd more likely use a control, debuff or better yet, Knockback, to mitigate. Because a kiting Blaster is killing slower. Longer fights equal higher risk and that is plain common sense.

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If an enemy in Melee is throwing off an attack that does 100 points of damage and the player has 22.5% damage resistance, the player only takes 77.5 points of damage. An Enemy throwing off a ranged attack will generally do only 70-80% of their ranged attack damage. Assuming they deal 80 damage, the player takes 62 points. In melee enemies can throw off their ranged attacks interchangeably with their melee attacks, too!
That works for players too. Ranged and melee attacks usually do similar damage (with an edge going to melee) yet the melee recharge faster and have a strong tier 9 that can be used in an attack chain. So your ranged attacks will meet similar persistence vs the enemy's resistance. Sure, there's usually a tier 3 blast that does some good heavy hitting (usually inferior to the melee tier 9) but they often have their ranged cut severely...so...I dunno, I'm just not seeing it.

All in all, it's a wash and a point that really doesn't make a difference.


 

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You want it Alphabetically?

Fifth Column Soldiers: Sure the base minions may have ONLY ranged attacks, but when an enemy has both melee and ranged attacks it invariably is safer to get out of melee. The "Fist" branch of each enemy tier, Mek Men Energy fists, Night Wolves, Wolfpack Robots, and Krieger Kicks, for example.

Arachnoids are terrors in melee range. Especially the Super Arachnoids. At range they do far less damage.

From the Wolf Spider Tac Ops and Blood Widows all the way up to Bane Spiders and Night Widows, Arachnos is lethal in melee. Arachnobots with their flaming, toxic, or merely slashing claws... Heck! Even Crab spiders do more damage with their arm lash attacks than with their energy blasts or leg-bullets!

Axis America only really has one unit with melee attacks, But the Unteroffizer without a shadow of a doubt deals more damage with it's kicks than it's Incendiary ammo.

The Banished Pantheon only has a handful of melee attacks mixed in with musketfire. But those Clubs and Tomahawks do dish out some mean damage. Not nearly as much as the Avalanche Shaman's Tremor, or the Totem's Arm Smash for sure! But more damage than the muskets.

Bat'Zul's minions really only ever have their single bite attack, but it does more smashing damage than their firey spit, to be sure.

The Cabal are best known as one ofthe few enemy types that uses flight and ranged attacks effectively! But for those who've ever closed on them, even the minions have Storm Strike and the LTs also have Charged brawl, both of which do more damage than Lightning Bolt.

I guess the Cage Consortium would be your example of "Turning it on it's ear" by being an exception... But even in their case quantity of melee and ranged attacks means they dish out more total damage in melee than at ranged.

Them and maybe the Cap Au Gremlins? Though, again, Charged Brawl and their Suicide Explosion are both -melee- ranged abilities, even if they don't do as much damage as the ranged attack.

The Carnies are a fun group for this. Everyone remembers them for their psychic, fire, and energy damage. But the Harlequin Fencers are a great example of higher melee damage per hit. Then again so are all the ranks of Strongman, and Seneschals hit harder when swinging their fiery torches. The ring Mistresses are another example of an enemy type -without- melee attacks. Not even brawl!

Do I -really- need to go through this with the Cimeroran Traitors? Pilum: Nice Damage. Sword: Awesome Damage. Even the Immunes Engineer has "Push Back" a melee Extreme damage power.

Now the Circle of Thorns pretty much puts this maxim on it's ear! Except for the Thorn Wielders, Spectral Demons, and Behemoths. Oh! And the Hordeling Berserkers.Oh... And Ruin Mages, too. since the only two melee attacks they have do far more damage than their single target hold Or immob. Unless you want to include the Circle Mage "Kamikaze" attack. In which case -all- of them do more damage in melee than at range.

For the Civic Squad *snickers* Max Action tears people up in melee, being a Martial Artist. Though those two shuriken attacks sure are -fierce- am I right? Though Eletrixie's only melee effects are Thunderclap and Thunderous Blast... Which I freely admit is a MELEE AoE.

Clockwork: Charged Brawl does nearly twice the damage of charged bolts, split between smashing and energy. Every unit has it. The Princes also have a "Pummel" attack which does more damage than Charged Brawl does. In Melee they hit harder than at range.

Contaminated: Their attacks actually do LESS than similar attacks from same-level enemies. But since they're limited to the tutorial it's understandable... Though, still, "Pipe" does more damage than "Throw rock"

Corallax, with their Coral clubs, Heavy Brawls, Coral Smashes, Haymakers, Coral hammers, Stunning blows, and Heavy Stunning Blows -WHALLOP- enemies in melee, while at range they tend to fling urchins and other lower damage attacks.

The Council are a Reskinned 5th Column.

Council Empire are the same as the Axis America with the addition of a boss-level enemy in the "Archons". their Missle Launchers do a -lot- of damage, but their Eagle Claw hedges it out... Especially combined with Crane kick, Thunder Kick, Crippling Axe kick, and Dragon's Tail, all of which can be used with the Missle Launcher in melee, but not at range.

Crazed. Their Axes, knives, and baseball bats all do more damage in melee than their revolver shots. The LTs have no melee attacks outside of "Brawl" but the Bosses have Haymaker which trumps their SMG in damage, by far.

And then we get into Crey... From the lowliest Riot Guard with his Stunning Baton, Brawl, and Pistol attacks to the most powerful Paragon Protectors, Melee damage rules in Crey! Even the Radiologists and medics have Brawl, their only attack power, Geneticists, too. I guess the Research Assistants do better damage at range with their sleep attack..? No? Okay. The Researchers and Scientists -actually- do more damage at range! But still have Brawl helping to fill out attack "Chains" in melee, so they do more damage (total) in melee than at range... The vigilants, infiltrators, and Tanks all have great melee attacks and puny ranged ones, though the Chief Cryo and Plasma Scientists are exceptions... Public Relations have their Crane kicks which hurt more than their pistols... The Crisis units, Juggernauts, and Eliminators do more damage with their ranged attacks... So they're exceptions. But they do more Damage per Second in melee, with interchangeable melee and ranged attacks. Sharpshooters are better at range, but the Crey Protector and the second tier of Tanks are better in melee. ALL The Paragon Protectors dish out better melee damage than ranged with their claw or energy attacks, fire melee, dark melee, or spines. Even the Scorpionoids dish out more damage in their energy melee attacks than they do with their tail-blasts. The Burn Protector -almost- fails to hold up the maxim, until it turns into a Demon, though even before that quantity of attacks means melee is more dangerous than ranged. And the Shining Light's Thunderstrike quickly trumps it's Lightning Bolt and Charged Bolt attacks.

Devouring Earth. Do I -really- need to go into this one? Their melee is far more deadly than their range.

Dockworkers... Overall the group is more melee-oriented and dishes out impeccable melee damage.

Dopplegangers don't really work in a comparison, generally speaking, since they have player rather than set powers.

And I think that's where I'll stop. I never got into the Family, the Rikti, Redcaps, Legacy Chain, Outcasts, Trolls, Slag Golems, Igneous, Shivans... In fact I went through less than a third of the enemy groups in the game, in alphabetical order. The point is: With Few exceptions enemies with both melee attacks -and- ranged attacks dish out more damage with their melee attacks and, without exception, dish out more damage in melee since they use both melee and ranged attacks in melee.

If you want to get into the "AoE Attacks Argument" I generally count AoE as either Melee AoE or Ranged AoE. And almost without exception melee AoE does more damage than ranged AoE, but both do less damage then melee or ranged attacks, respectively.

-Rachel-


 

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Balance always is key, and I think they could balance this AT out so that it is playable, and so that people don't always make this class. I like the idea of being able to mix and match, obviously within limits, and since this is a superhero game, we should be able to make up heroes that match those we love in comics. Tanks are my fav, I always ***** about damage, mostly to myself, lol, but I still love em. Controllers, meh, Defenders, am learning, scrappers, the same, blasters, in that same category. Having said that, I have one of each that I play. It's all up to choice. Oh, and I never make Warshades or Kheldians, just think they are meh, but there are people that love them. Point is, make a class, not everyone will gravitate towards it. The Devs responsibility is to balance it.