Failure of the Developers to Implement Changes.
Give either Energy Transfer or Total Focus (Better Total Focus if Energy Transfer gets the desired changes) a 100% chance to stun, similar to the change that was made to Eagle's Claw from Martial Arts.
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If EM were mine to play with, there would be any number of things I could do with it. Unfortunately, most of them would involve animation changes, which make BAB unhappy because he ends up putting in a lot of work to make things that half the recipients will hate because they're different.
I wonder how people would like ET if it had Shatter's cone - and hit you with self damage for each target? Heh. This is why I'm not allowed to develop games...
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If you haven't played Dominators since the change to Domination, then you really have no idea what you're talking about.
Previously, Domination doubled the magnitude of your mezzes, increased their duration, filled your endurance bar, and increased your damage. Now, the damage no longer comes from Domination, and instead all of the Dominators' attacks (except Psychic Shockwave) have been equivalently buffed. (And while PSW wasn't buffed, the rest of Psi Assault got buffs to disperse how drastically weighted the set was toward PSW.) So, Dominators do more damage than they did*. Like Containment, Dominators can increase the magnitude of their holds (except Dominators can double their magnitude, instead of just adding 1). Unlike Containment, Dominators can increase the duration of their effect. Unlike Containment, Dominators can instantly refill their endurance bar. Unlike Controllers, Dominators now always have the extra damage available. |
No offense but you display a lack of intelligence when you claim a player who has played Dominators before would need to play them again after this buff to understand them. If you lack the ability to take your past experience and just place a change in it then that is unfortunate. For me it isnt hard to just remember my time as a Dominator and in that memory just picture myself doing more damage. That is the underlying change that has occured as you have stated correct? Just more damage outside of domination. The archetype still is too fragile and genetically inferior in my opinion.
This isnt about Dominators anyway.
The OP does have a point.
The way they're goin about it gives cause for concern but whatever.
The issue is bigger than the four examples they gave however.
Two examples off the top of my head.
1. Anyone have extensive experience with gravity control compared to other control sets?
2. Does dark armor really need to be as endurance intensive as it is?
My favorite combo is Faceplant/DebtCap with the TeamWipe Ancillary
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No offense but you display a lack of intelligence when you claim a player who has played Dominators before would need to play them again after this buff to understand them. If you lack the ability to take your past experience and just place a change in it then that is unfortunate. For me it isnt hard to just remember my time as a Dominator and in that memory just picture myself doing a lot more damage. That is the underlying change that has occured as you have stated correct? Just more damage outside of domination. The archetype still is too fragile and genetically inferior in my opinion.
This isnt about Dominators anyway. |
My favorite combo is Faceplant/DebtCap with the TeamWipe Ancillary
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Total Focus already has a 100% chance to stun. It has always had a 100% chance to stun. EM may have issues, but reliable mez is not one.
If EM were mine to play with, there would be any number of things I could do with it. Unfortunately, most of them would involve animation changes, which make BAB unhappy because he ends up putting in a lot of work to make things that half the recipients will hate because they're different. I wonder how people would like ET if it had Shatter's cone - and hit you with self damage for each target? Heh. This is why I'm not allowed to develop games... |
If WH stays the same I feel TF should be more like Thunderstrike with stun instead of knockdown or ET be made into a PBAOE.
Sure I do. I played one back in 2006-07 to 41 but gave up on it. Despite the damage increase I believe occured in my absense I doubt nothing has changed and I rather an AT that does not rely on its inherent so much the player wants to devote time and energy to reach the great perma inherent. With Hero ATs their inherent is always on from the start so I will stick with them.
By the way , can a player reach Perma Dom without IOs? I am not interested in building a house on Corrupt foundations. The genetics of the archetype has always been and will always be ...defective. And lets not forget the Purple triangles. Do they still exist ? Lol probably. If so how do you do with them on your target ? Does that new damage help you any ? I doubt it cause the AT is so fragile and helpless without controls. |
To answer your questions though:
People chase perma dom because it is amazing. They are strong without it, but god like with it. Sort of like if you could perma crit on a scrapper with enough investment. People would seek it.
It seems you don't know how many of the hero inherents work.
Yes you can reach perma dom without IO's. It's called teaming, which AV's are designed for, which doms contribute just fine toward when on a team. There are a few dom builds that can solo some AV's, but who cares? I can easily disqualify almost every AV solo'er because they have to pick and choose the Av's they face. There are very few true AV solo'ing builds in this game. So dom's don't fit that description, neither do 99.9% of builds.
If your intent was to attract the attention of a Dev to these issues, IMO your attempts are likely to backfire.
Some of these things are issues, sure, but keep mind at least two of them (problems related to Fire Aura and Energy Melee) stem from previous Developers making drastic changes on the fly. Also, Fire Aura's current backseat to Shield Defense is related to another change that resulted in a regretable damage miscalculation that has given us an armor powerset that outnukes... well, everybody.
I think that if you are trying to categorize this game's developers as unresponsive that you are simply mistaken. I have never seen or played an MMO with a development staff as responsive as this one. They may not always do what I want, but they've always been good at understanding it. I appreciate your frustration, but I simply think some of it is misdirected.
I also have to say that if the problems you've highlighted are the worst in the game, that this is one of the best balanced games I've ever played. IMO there are some powersets that are better than others, but few of them outperform to egregious levels. The exception set is Shield Defense, which is simply hanging out in the gallows until it meets its nerf (and lets hope the nerf is more reasonable than what Fire Armor or Energy Melee got that landed them in the "buff me" pile in the first place).
Since we're talking about broken mechanics though--and this is not likely to make me a more popular person--I might as well throw out there some of my broken issues. Namely, the madness of having a power that maxes out +Damage on a base 60 second Recharge (Fulcrum Shift) or deciding to give the supposedly lowest-damage AT more AoE damage than sets that actually have the word "Blast" or "Melee" as their purpose. Yes, I'm talking about Controllers. My favorite AT, but how long before someone does a damage multiplier analysis on Containment and/or Fulcrum Shift that netted us the scheduled downtweak to Shield Charge?
NO REAL TANKER INHERENT Disregarding Kheldians and Dominators who’s Domination I view as an overall disadvantage, every single AT on this game, now including Defenders , has a inherent that improves personal survivability. But not tanks. Apparently most people think Tanks don’t need one but with the implementation of IOs , I feel they are wrong. Other than concept, why play a Tanker when you can have a soft capped Scrapper ? There is no logical reason. IOs have now made it possible for Scrappers to achieve high levels of survivability to match Tankers but they have not made it possible for Tankers to achieve Damage that can match Scrappers. What Tankers should have is an inherent , other than the Taunt from Gauntlet needed for teams, that improves their durability. One suggestion I have made is for every attack a tanker makes , he has a chance of landing a Accuracy Debuff and a Damage Debuff in a small AOE around his target. It should be both so it can help both defense and resistance characters equally. |
Also domination is in every way a plus to doms i don't understand why you would say it's a disadvantage since having domination is better than not having it. Tankers on the other hand will see very little difference if gauntlet were removed. The HEAT inherent is also a plus once your on a team.
Does Energy Melee need tweaking? IMO...YES! I truely think it'll be checked out again when it gets ported over to scrappers.
Do I want to see it become more AOE centric. Personally? NO! I think sets like Energy Melee and Martial Arts should be the top single target DPS machines out there. Why? Because they're that much focused on Single Target! Dark Melee at least has it's utility.
Energy Aura. I agree! Still needs some tweaks. However, I don't think it's nearly as bad as you make it out to be. It's a set that's not that hard to soft cap with a little power investment/IO investment.
What would I do? I'd turn Conserve Power be turned into a END RED/+RES (All But Psi) power style power. I still think this is the best suggestion so far.
Give Kinetic/Power/Entropy Shield each 20% Unenhancable Energy Resist (it just bothers me that much that Energy Shield doesn't laugh off Energy attacks even more).
Power Drain. Personally. I don't see the problem. Super Reflexes doesn't have a heal at all when up against a single target. EA at least gets a small heal with a +END power that drains the enemy.
Do what Shielders do...9 enemies + AV = 50%ish (no damage to fuel) heal...since they're likely to be drained of energy, they're (the 9 extra minions) not hitting much, combined with your soft capped defenses.
I imagine this set will get more attention when ported around as well.
Okay first off, Dominators kick butt! It's just how it is. I don't even feel the need to IO for defenses on my DOM! That's how much Doms kick butt! Do I still think I need that Mez Protection? Yup! That's why I'm going for Perma Dom! More Mag on the Mez to keep enemies locked down and +END more often.
You seriously need to go back and play one before you make any comments. I felt this way pretty quick on my new doms since the change.
As for tankers, I'm going to tell you a secret. Scrapper may beable to get up to tanker level of defenses, but they only get up close, they don't get all the way up there. Tankers are still more survivable than Scrappers. And a scrapper will never hold aggro as well as a Tanker (holding it on single target doesn't count btw as there's more to holding aggro than just AVs).
What to do for a Tanker? Hmmm...really...in my experience with Tankers, I'd just be happy with a slight shift in the damage mod. Up to .85 might make a noticeable difference. *shrug* Survivability was never the issue, it was damage. :/ But they give up damage for the survivability.
A thought for Inherent however is this. Seeing as Brutes have a version of Gauntlet, how about give Tankers a version of Fury. Cap it for less +DMG, and only make it for enemies that the Tanker attacks (ie...no fury for being attacked, only for attacking). Treat it like Superman vs Apokalipse. He can take off the kids gloves.
On a team, they don't have to worry about damage as much. Solo, they'd have to keep going and going or lose the +DMG, because they stopped attacking, plus they'd be limited by their END as well. Just an idea.
I also like Billz suggestion of putting Brutes (thusly lower) and Scrappers (thusly raising) resistance caps at 80% (MAYBE Stalkers too...I don't know...they're melee...but they're squishy melee). Let Tankers being the Resistance Kings/Queens at 90%.
As Billz said, Castle said he is looking at it. So another wait and see.
And no. The reason you don't play this game, is because you see problems that really aren't all that!
You don't like your, what I can only guess, is your MAIN TOON, feeling so weak. Roll another. IO them out.
It's already been proven, you can make any melee set AWESOM with IOs. So you IOing out a Fire Armor, isn't going to be building on a crumbling foundation. You IOing out a Fire Armor, is you building on a foundation that everyone knows will somehow get even better.
When? That's the question. EA and FA where you're two concerns, and I can't help but think everyone knows they're going to see some loving. It's just a matter of when.
And Fire Armor isn't at the top of the OMG BEST list? If that's the problem. Remember one thing. One of the sets is going to come in at the top and one is going to come in at the bottom the goal is to not have the bottom set that FAR at the bottom.
If you only play the things you mentioned. Then maybe, this game isn't for you? I'm not saying don't try to get things buffed/nerfed that you think need it. But with the way you wrote your post, I get the feeling you wont be happy untill SO AND SO powerset is NUMBER ONE because that's the one you play and that's why you don't play often and every other set should be inferior, so your favorite set is better than the rest.
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i agree here. Punchvoke was installed on tankers since the launch of CoH and way before inherents came. The Devs simply repackaged it and gave it a new name, but never gave tankers a real inherent (while other classes like blaster, stalkers, controllers, Masterminds, brutes, and even defenders all have multiple inherent abilities). I suggest that every attack and hit a tank dishes out or recieves increases his resistance much like fury does for brutes. That would be a real inherent.
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If at all possible, I'd go one step further and have different tiers of enemy count for more or less on the aggro meter. Thus, Lieutenants might count as two minions, bosses as four, Elite Bosses as five or six, and AVs or GMs might max it out or come close by themselves.
Just as an offhand idea.
Goodbye may seem forever
Farewell is like the end
But in my heart's the memory
And there you'll always be
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In the past I'd suggested that when calculating defense and resistance against an attack, Tankers be treated as if they are one level higher than their actual level. That may be too extreme; a tradeoff would be that they are considered 1/2 level higher than their current level (i.e. basically get 50% of the difference between the current level's defense/resists and the next level's). This would include the base values but also the caps.
Another way to do it is for each Tanker on the team to increase the effective defense of the entire team as if they are 1/8th of a level higher than their actual level, with the above results. This would partially help solve the problem that more than 1 or 2 Tankers are generally undesireable.
If there is anything I really do not want to see it's another damage buff as the solution. IMO the buff Defenders got to damage basically just made the Defenders who were already soloing easily even better and left the rest of them barely better off than before, especially the ones that team who still got the same tired, broken endurance discount. The buff I wanted for Defenders was a reduction in base recharge times and/or bigger AoE buff/debuff sizes and ranges to make Defenders competitive with Controllers as team mitigators, but that's something I've already repeated endlessly.
You can't give tankers any kind of bonus to resistance/defense without making them unkillable. As it is, a tanker player right is already almost nigh unkillable. Any bonus to their inherent would have to be to improve soloing damage and the AT would play just fine.
You are frankly just wrong about Dominators. Now you may not like Dominators, that is a valid opinion. But that doesn't mean they are a weak AT under any circumstances. I don't like playing Controllers, but I admit they are a vey good AT. Remember, just because you don't like something, doesn't mean that something is bad.
I still think Fire Aura is a good set, when you take Shield Defense out of the picture and even then the two almost stack up, atleast on paper. Against All Odds gives a comparable +dam bonus to Fiery Embrace (One is always on, costs end to maintain and isn't as good against fewer enemies, while the other has a short recharge time, lasts 30 seconds and gives the same bonus in all situations). Burn is both decent damage AND damage mitigation. Y'know those guys running from the burn patch, they ain't attacking you or your teammates at this time. And keep in mind Shield Charge has a miscalculated damage modifier. It'll get it's nerf soon enough. (Their performance on IO's is a completely different matter, though I stand by my awesome Fire/Fire brute)
Can't comment on Energy Melee or Energy Aura. Never played either. But honestly, the "Waah do this immediately or I'll quit" attitude doesn't help. Or the "I don't play because of these issues" attitude...hey if you don't play anymore why do you care?
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And lets not forget the Purple triangles. Do they still exist ? Lol probably. If so how do you do with them on your target ? Does that new damage help you any ? I doubt it cause the AT is so fragile and helpless without controls.
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fragile and helpess without controls |
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Point 2: I was efficient with Defenders prior to their inherent change. It doesnt mean they didnt need one. The Tanker currently has no inherent that increases personal suviviability when solo, unlike everyone else.
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I won't comment on point one simply because I don't have any Energy AT powersets and don't feel qualified to comment.
On point 2 .. Tankers inherently have more hit points than any other AT in game and their entire Primary power set revolves around Defense (survivability) and aggro control. Granted it takes some time to get all of these and at level 10 I would never dream of trying to herd with any of my tanks. Okay so I tried it a few times and after the faceplants realized I needed more of my defense sets before taunt and herding were viable options. I also undrestand that in early game tankers don't get the number of attacks a scrapper does and solo slower but at higher levels most powersets have some very good damage attacks and I have soloed and teamed with all my tanks and done well. I'm a bit confused because you state that tanks don't do enough damage early on but seem to want an inherent that offers even more defense? To an AT that has probably the most defense options in game.
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With IO'd out scrappers and brutes there's not reason to play a tank for me. I think the real problem is the way defense works and the ease with which a multiple Scrapper/Brute secondary's can reach it's cap in one way or another. As much as I disliked the zephyr nerf it was a step in the right direction. It might even be necessary to lower the defense cap for scrappers and brutes to 40 so that there's a bit more fear when facing enemies. I would hate this as well, since the majority of my characters are defense based, but at least other, non defense sets would shine a bit more. I don't think there is anything wrong with the majority of them in their current form, they're just substandard when compared with IO'd out defense builds.
Not sure what inherent you could give to tanks to make them shine against other AT's that do the job just as well. You can talk about major hitpoints and resistance, but with defense, it's really just not necessary.
For Fiery Aura you could honestly just change a couple powers and make the set shine against it's peers. Change consume to be Auto Hit with a small Defense buff/debuff or resis debuff built in and reduce the timer. Reduce the timer on Fiery Embrace and fix burn to make it useful again.
Completely agree with Energy melee. Set is the laughing stock it was nerfed for nowadays.
Never played energy aura so I couldn't tell you.
I doubt any of this will happen until after GR goes live. I imagine that's why the devs have been quiet for a while. Looking forward to some new content and know that they have their priorities.
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With IO'd out scrappers and brutes there's not reason to play a tank for me. I think the real problem is the way defense works and the ease with which a multiple Scrapper/Brute secondary's can reach it's cap in one way or another. As much as I disliked the zephyr nerf it was a step in the right direction. It might even be necessary to lower the defense cap for scrappers and brutes to 40 so that there's a bit more fear when facing enemies. I would hate this as well, since the majority of my characters are defense based, but at least other, non defense sets would shine a bit more. I don't think there is anything wrong with the majority of them in their current form, they're just substandard when compared with IO'd out defense builds.
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Icelock - Ice/Storm Controller
Command Bot 1 - Bot/Traps MM
I strongly suggest you increase your knowledge base before making such assertions.
To answer your questions though: People chase perma dom because it is amazing. They are strong without it, but god like with it. Sort of like if you could perma crit on a scrapper with enough investment. People would seek it. It seems you don't know how many of the hero inherents work. Yes you can reach perma dom without IO's. It's called teaming, which AV's are designed for, which doms contribute just fine toward when on a team. There are a few dom builds that can solo some AV's, but who cares? I can easily disqualify almost every AV solo'er because they have to pick and choose the Av's they face. There are very few true AV solo'ing builds in this game. So dom's don't fit that description, neither do 99.9% of builds. |
No offense but you display a lack of intelligence when you claim a player who has played Dominators before would need to play them again after this buff to understand them. If you lack the ability to take your past experience and just place a change in it then that is unfortunate. For me it isnt hard to just remember my time as a Dominator and in that memory just picture myself doing more damage. That is the underlying change that has occured as you have stated correct? Just more damage outside of domination. The archetype still is too fragile and genetically inferior in my opinion.
This isnt about Dominators anyway. |
Since we're talking about broken mechanics though--and this is not likely to make me a more popular person--I might as well throw out there some of my broken issues. Namely, the madness of having a power that maxes out +Damage on a base 60 second Recharge (Fulcrum Shift) or deciding to give the supposedly lowest-damage AT more AoE damage than sets that actually have the word "Blast" or "Melee" as their purpose. Yes, I'm talking about Controllers. My favorite AT, but how long before someone does a damage multiplier analysis on Containment and/or Fulcrum Shift that netted us the scheduled downtweak to Shield Charge?
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The issue with kinetics is that it is more or less fine. It provides a lot of benefit, but provides very low protection (relative to the other sets and given it requires near constant melee range to perform well). It ends up being a solid, but not overshadowing set for defs and corrs.
However, imo the problem it presents for controllers isn't necessarily their damage output as that is more a function of them having vastly superior epic sets (even my ill/cold/stone kills things at an alarming rate, so it isn't just x/kin/x's). It is a problem because x/kin controllers can still maximize their controls and do high damage. Other controllers wanting to maximize damage have to make the choice to focus on that at the cost of control (go the way of a fortunata if you will, damage with good control), but kin controllers don't they have high control and high damage.
That is significant. You could say that corr/defs can skimp on damage enhancing too, but they gain almost no benefit from it like controllers do. Case in point, my plant/kin/stone is fully slotted for control in every power and yet is at damage cap most of the time. By allowing me to slot for control I make it even easier on myself to use kinetics powers.
I certainly don't have an easy solution for kin trollers because there is not really anything wrong with kinetics on any of the AT's, or anything wrong with control sets. It is just a synergy between high mitigation eliminating the risks that kinetics is supposed to be exposed to.
Total Focus already has a 100% chance to stun. It has always had a 100% chance to stun. EM may have issues, but reliable mez is not one.
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Hmm...maybe so, maybe no. Can't say I'd be opposed to such a change but I think it breaks the Cottage Rule. But I'm fairly vague on the definition of that rule so I might be totally off base. ET seems to be good as a ST attack but its speed is quite simply too slow.
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ENERGY MELEE
While I think the OP's method of attempting to present the issue is fairly horrible I do agree with their sentiment.
There have been several threads (All of them similar in tone ugh) about the set over the past few weeks. The main complaints have been the lack of AoE and its perceived inability to live up to the mantle of highest single target DPS.
It sparks an interesting debate because people are divided on which way to go when discussing how to improve the set. One camp wants more damage in Whirling Hands while the other wants to see something done about Energy Transfer's long animation. I lean more toward the latter. The set is still a heavy hitter in terms of ST damage which justifies reduced AoE ability. Problem is it lacks fluidity. Adjustments are sorely needed in certain places. As far as I can see they are as follows:
BARRAGE
This attack has a very poor reputation with EM players. Its very unusual for a tier 1 attack. It does better damage (58.7 DPA all told). In exchange it has a much slower recharge (6s as opposed to 2 or 3s for other tier 1s). Now, I don't wanna advocate for cutting the damage and the long recharge does balance it out but its placement in the progression is awkward and can prove frustrating for the inexperienced. I'd like to see it switch places with Energy Punch.
ENERGY TRANSFER
Very contentious power here. Energy Transfer is plainly a beast. It hits like a mack truck with a jet engine. Problem is it takes forever to do it. The animation time on this power is 3s. That's as long as it takes Khelds to shapeshift from one form to another. Solo, animation time is largely a non-factor. But on teams this is a power you're forced to save for rather hard targets because, if you don't, you'll probably end up dropping the hammer on a corpse. Now, across the board EM trades quickness for high damage which is a viable balance mechanism. But ET has another mechanic that can be used to balance it instead of or in addition to animation time. Because it also damages the user it has another element of risk. I'd be behind increasing the amount of self damage it does in exchange for a 1.5-2s animation time.
STUN STACKING
Stacking stuns are EM's only means of mitigation. In theory that's awesome. But it's not quite as good in practice because all the powers only carry a chance to stun. Only Taser is guaranteed to put a Mag 3 Stun on a target. This issue's a rather simple fix from my perspective. Give either Energy Transfer or Total Focus (Better Total Focus if Energy Transfer gets the desired changes) a 100% chance to stun, similar to the change that was made to Eagle's Claw from Martial Arts. Might have to tone down the magnitude but that'd be acceptable in exchange for a reliable Stun combo against bosses.
Also, not at all necessary but I'd love to see EM get some of the alternate animations that were given to Super Strength and Martial Arts. They're much more realistic than many of the current animations and would help with some of the goofier looking powers (Mostly Taser )
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