Powerset killed by power _____


Adeon Hawkwood

 

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Easy: presumably it's the Tanker version of Ice Patch.
Which is actually the only version of Ice Patch. Ice Slick is a different beast entirely.

(On the subject of powers with similar names: Fire Breath and Breath of Fire: also not the same power.)


 

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Forcefields is killed by itself. By the entire powerset.

There are precisely three useful powers in Forcefields, and you have them all by level 12. Once you reach level 12, you have basically every truly useful power in the set, and can spend all the slots you would've spent picking up leadership, stamina, and heck, why not get 'whirlwind'? It's marginally more useful then Repulsion Field.

After level 12, the Forcefield set basically turns schizophrenic and isn't sure what to do with itself, and therefore fills itself with powers that are either borderline, redundant, or in some cases directly harmful to team survivability.

That said, Deflection and Insulation Shield are great and Dispersion Bubble is downright amazing for what it is. The two shield powers have a fairly long duration that makes re-applying them slightly less tedious then re-applying speed boost (or it would, if there weren't two of them).

The rest of the set just lets the three good powers down.



For example:
Personal Force Field is a huuuuuuuge offender, because it actively kills Forcefield's contribution to the team. Not only can you not bubble or blast through it, it also kills the effect of Dispersion Bubble for teammates, potentially cripping your own buffing potential. Even worse, once PFF's on (which can happen accidentally, if you're not paying attention), it's potentially very difficult to notice that it's working if you're running any of your big bubbles. Also, it's great that PFF let you survive the total party wipe! What're you going to do while you wait for the rest of the party to run back from the hospital? For PVP reasons alone I dont' suggest removing PFF, it's iconic and not bad for what it is--it's just awful when taken in the context of Forcefields as a whole. PFF actively hamstrings your contribution to the team.

Force Bolt looks like a damage power. It pretends to be a damage power. But it's not a damage power, it's an anemic soft control that's marginally useful while soloing at low level and you need to keep a melee boss away from you and can't be bothered to turn on hover. Force Bolt tends to annoy melee-centric teammates who now have to chase that very same melee-centric boss half-way to the next spawn, and doesn't provide enough (read, 'any') alpha control to make up for not being a force multiplier. Knockback is basically the second-most maligned form of 'control' in the game. Force Bolt is anemic, situational, and pathetically underpowered

Detention Field is a phase shift. Another control power of dubious merit; and one that can potentially be indirectly harmful to a team's survivability as people can and will waste time and endurance attacking the intangible target. Even better, with D-Bubble up, D-Field becomes basically invisible and only the most canny of teammates will notice the string of 'unaffected' floating above their target's head and switch to a new one--usually just in time for the phase shift to wear off. Also, it doesn't work on bosses, EBs, or AVs which means D-Field is hilariously useless for taking a tough target out of the fight while the team cleans up the minions. D-Field is only useful for removing from the fight (a single) mob of minion or lieutennant level: aka types that your team will simply eliminate during the first 3-4 seconds of combat anyway.

Repulsion Field Hey, remember Force Bolt and PFF? Well, R-Field the reason PFF exists. It's a PBAOE Force Bolt, so it's great at uncontrollably scattering a mob to make combat take longer, tossing mobs into other spawns so your allies AoEs will agro them, and attracting so much agro to you that you'll need to hit PFF to save yourself from the adds. Repulsion Field is both directly and indirectly harmful to your team's survivability; because you can't count on the knockback pulses triggering when you'd want, which makes it really easy to accidentally throw a melee-centric boss at one of your blaster friends rather then into the corner like you'd been aiming for. R-Field is situational, redundant, will piss off your entire team after a few minutes of screwing up their AoEs, and it is, in terms of reliability, outperformed by Force Bolt.

Repulsion Bomb for defenders is a great soft control. It's a targeted AoE knockdown that does reasonable damage. For everyone else, it's a targeted AoE radial knockback which means it's like Repulsion Field but more annoying because you can use it before anyone else can fire off their attacks to scatter a mob all over the place. As a defender power (i.e., performing at its absolute best), Repulsion Bomb renders Force Bolt and Repulsion Field utterly redundant and useless. Once you get Repulsion Bomb, you'll probably never use Force Bolt or Repulsion Field again.

Force Bubble is the final nail in the coffin for Force Bolt and Repulsion Field, and renders Repulsion Bomb a bit less attractive. It's a huuuuuge area repulsion effect that's of a circular shape, so unless the mob you're affecting with it is in the corner it'll simply scatter all over the map. Even better, Force Bubble is simply so huge that it will agro things you can't see due to corners and boxes, which makes running it in a mission (or really, running it at all) an iffy proposition. Even better, it's just as good at making mobs hate you as Repulsion Field, but on a faaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaar larger scale, which means after running it for a while you'll probably need to use PFF to save your own butt while the rest of the team dies due to the seven or eight spawns you just accidentally aggro'd. That said, Force Bubble is still infinitely more useful then Repulsion Field, since the two basically do the same thing (keeping mobs out of melee with you), but Force Bubble is actually almost good at doing that, while Repulsion Field will just make them (and the rest of your team) punch you in the face. Force Bubble will still typically make your entire team want to punch you in the face.



And that's why Forcefields is awful. It can still be leveraged right, but it has four powers that do basically the same thing (Force Bolt, Repulsion Field, Repulsion Bomb, Force Bubble) and no powers that debuff, boost team damage, or otherwise render the team more potent. If the +defense from the bubbles isn't enough to save people, Force Field has literally no other way to assist them. GG on that PFF, buddy! Now play some solitare while the rest of the team comes back from the hospital.

And yes, I've got a level 50 FF/Elec Defender. I will never play the set again.

And yes, I'm being overdramatic. This entire rant is my opinion, not gospel truth, and if Forcefield has been improved recently I honestly wouldn't know. When I last played it, however, Forcefields was (and likely still is) the Martial Arts of the Defender primaries. It has so much potential that I want to like it, but is typically played so poorly (or is simply usually so unfun to leverage correctly) that it doesn't get used in favor of the more universally effective sets like Dark and Kinetics (and for good reason).


 

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I LOLed.


 

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Originally Posted by Wonderslug View Post
Which is actually the only version of Ice Patch. Ice Slick is a different beast entirely.

(On the subject of powers with similar names: Fire Breath and Breath of Fire: also not the same power.)
OK, that answers my question.

It also shows that Ice Melee and Ice Armour are only ever available on Tankers and nothing else, hence why I know bupkis about them.


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Originally Posted by Arcanaville View Post
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.

 

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Originally Posted by DKellis View Post
but my Ninja/Storm has some of the most shameful performance I've ever seen on a non-Kheldian. I suspect it's the Ninja aspect, since every time I try to suggest it could be Storm, or perhaps a combination of Ninja and Storm, I get so many retorts to the contrary I am forced to retract my guess.
I, uh, I don't mean any offense by this but it might just be your handling of Ninja. My Ninja/Storm is pretty amazing and I haven't even hit 32 yet, so the idea of it being worse solo than a Kheld is pretty abhorrent to me. Indeed, it's completely backwards to me as he blows my PB out of the water solo.


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Originally Posted by PoptartsNinja View Post
Forcefields is killed by itself. By the entire powerset.

There are precisely three useful powers in Forcefields, and you have them all by level 12. Once you reach level 12, you have basically every truly useful power in the set, and can spend all the slots you would've spent picking up leadership, stamina, and heck, why not get 'whirlwind'? It's marginally more useful then Repulsion Field.

After level 12, the Forcefield set basically turns schizophrenic and isn't sure what to do with itself, and therefore fills itself with powers that are either borderline, redundant, or in some cases directly harmful to team survivability.

That said, Deflection and Insulation Shield are great and Dispersion Bubble is downright amazing for what it is. The two shield powers have a fairly long duration that makes re-applying them slightly less tedious then re-applying speed boost (or it would, if there weren't two of them).

The rest of the set just lets the three good powers down.



For example:
Personal Force Field is a huuuuuuuge offender, because it actively kills Forcefield's contribution to the team. Not only can you not bubble or blast through it, it also kills the effect of Dispersion Bubble for teammates, potentially cripping your own buffing potential. Even worse, once PFF's on (which can happen accidentally, if you're not paying attention), it's potentially very difficult to notice that it's working if you're running any of your big bubbles. Also, it's great that PFF let you survive the total party wipe! What're you going to do while you wait for the rest of the party to run back from the hospital? For PVP reasons alone I dont' suggest removing PFF, it's iconic and not bad for what it is--it's just awful when taken in the context of Forcefields as a whole. PFF actively hamstrings your contribution to the team.

Force Bolt looks like a damage power. It pretends to be a damage power. But it's not a damage power, it's an anemic soft control that's marginally useful while soloing at low level and you need to keep a melee boss away from you and can't be bothered to turn on hover. Force Bolt tends to annoy melee-centric teammates who now have to chase that very same melee-centric boss half-way to the next spawn, and doesn't provide enough (read, 'any') alpha control to make up for not being a force multiplier. Knockback is basically the second-most maligned form of 'control' in the game. Force Bolt is anemic, situational, and pathetically underpowered

Detention Field is a phase shift. Another control power of dubious merit; and one that can potentially be indirectly harmful to a team's survivability as people can and will waste time and endurance attacking the intangible target. Even better, with D-Bubble up, D-Field becomes basically invisible and only the most canny of teammates will notice the string of 'unaffected' floating above their target's head and switch to a new one--usually just in time for the phase shift to wear off. Also, it doesn't work on bosses, EBs, or AVs which means D-Field is hilariously useless for taking a tough target out of the fight while the team cleans up the minions. D-Field is only useful for removing from the fight (a single) mob of minion or lieutennant level: aka types that your team will simply eliminate during the first 3-4 seconds of combat anyway.

Repulsion Field Hey, remember Force Bolt and PFF? Well, R-Field the reason PFF exists. It's a PBAOE Force Bolt, so it's great at uncontrollably scattering a mob to make combat take longer, tossing mobs into other spawns so your allies AoEs will agro them, and attracting so much agro to you that you'll need to hit PFF to save yourself from the adds. Repulsion Field is both directly and indirectly harmful to your team's survivability; because you can't count on the knockback pulses triggering when you'd want, which makes it really easy to accidentally throw a melee-centric boss at one of your blaster friends rather then into the corner like you'd been aiming for. R-Field is situational, redundant, will piss off your entire team after a few minutes of screwing up their AoEs, and it is, in terms of reliability, outperformed by Force Bolt.

Repulsion Bomb for defenders is a great soft control. It's a targeted AoE knockdown that does reasonable damage. For everyone else, it's a targeted AoE radial knockback which means it's like Repulsion Field but more annoying because you can use it before anyone else can fire off their attacks to scatter a mob all over the place. As a defender power (i.e., performing at its absolute best), Repulsion Bomb renders Force Bolt and Repulsion Field utterly redundant and useless. Once you get Repulsion Bomb, you'll probably never use Force Bolt or Repulsion Field again.

Force Bubble is the final nail in the coffin for Force Bolt and Repulsion Field, and renders Repulsion Bomb a bit less attractive. It's a huuuuuge area repulsion effect that's of a circular shape, so unless the mob you're affecting with it is in the corner it'll simply scatter all over the map. Even better, Force Bubble is simply so huge that it will agro things you can't see due to corners and boxes, which makes running it in a mission (or really, running it at all) an iffy proposition. Even better, it's just as good at making mobs hate you as Repulsion Field, but on a faaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaar larger scale, which means after running it for a while you'll probably need to use PFF to save your own butt while the rest of the team dies due to the seven or eight spawns you just accidentally aggro'd. That said, Force Bubble is still infinitely more useful then Repulsion Field, since the two basically do the same thing (keeping mobs out of melee with you), but Force Bubble is actually almost good at doing that, while Repulsion Field will just make them (and the rest of your team) punch you in the face. Force Bubble will still typically make your entire team want to punch you in the face.



And that's why Forcefields is awful. It can still be leveraged right, but it has four powers that do basically the same thing (Force Bolt, Repulsion Field, Repulsion Bomb, Force Bubble) and no powers that debuff, boost team damage, or otherwise render the team more potent. If the +defense from the bubbles isn't enough to save people, Force Field has literally no other way to assist them. GG on that PFF, buddy! Now play some solitare while the rest of the team comes back from the hospital.

And yes, I've got a level 50 FF/Elec Defender. I will never play the set again.

And yes, I'm being overdramatic. This entire rant is my opinion, not gospel truth, and if Forcefield has been improved recently I honestly wouldn't know. When I last played it, however, Forcefields was (and likely still is) the Martial Arts of the Defender primaries. It has so much potential that I want to like it, but is typically played so poorly (or is simply usually so unfun to leverage correctly) that it doesn't get used in favor of the more universally effective sets like Dark and Kinetics (and for good reason).
Force Fields: Ur doin it rong


 

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Originally Posted by Mystic_Cross View Post
Fire Manipulation also has Hot Feet, Which has the same radius, AND does more damage than Lightning Field out the box... so you're wondering why /Fire doesn't have even MORE AoE potential than every other set?

Not that I'd be opposed to /Fire having two 20' radius damage toggles...

But it already tops the AoE list in blaster secondaries by having 3 PBAoE attacks and 2 PBAoE damage toggles. Even if one of those toggles has a paltry 8' radius... it still has far more than any other secondary offers, So might be a bit unbalanced if they extended the radius of Blazing Aura on top of that.
I point out the small radius of blazing aura for blasters because it has a lot of issues working with the set and the AT. Would it be unbalanced to set it to a large area of effect? maybe. Probably not though.

Then again, I've often said that /fire manipulation should have fiery embrace in there somewhere...and not necessarily at the omission of buildup. But then again I look at the damage to survivability ratio that blasters have in relation to some of the other high damage builds out there and they have a lot of room for further improvement before they become unbalanced.


 

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Originally Posted by Arcanaville View Post
No reason why it can't, but also no reason why it should. Blazing Aura is a derivative of tanker damage auras, and has the same radius by default. Lightning field, on the other hand, seems to have been intended to be a damage mitigator (drain) that happens to deal damage, and has a larger radius as a result. In fact, I believe its almost certainly the case that while Blazing Aura was borrowed from Tankers and added to Blasters, Lightning Field was borrowed from critters and added to Blaster at the beginning of time (to save time in the mad rush to create the powersets that archetypes required). its radius is an artifact of that, and because the two powers have different intentions there's no impetus to normalize them against each other after the fact.
I'm aware of how the powers came in to play. My comment wasn't asking for a literal explanation. Thanks though, fun as always.


 

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Originally Posted by NarfMann View Post
Force Fields: Ur doin it rong
Heh, if you're taking me 100% seriously, you're doing it wrong.

I got Hero Automaton to 50, through three respecs, and to be fair some of my woes were more due to defender electric blast not synergizing well with Forcefields. Hero Automaton was played entirely in a team play setting because soloing took forever, and even then I don't find Forcefields enjoyable. There are only three real 'must have' powers in the set, which I listed, and the rest you can take or skip as desired. I actually don't think that's a bad thing, I just wish Forcefield was a little less redundant.

Can you honestly think of any reason to take both Repulsion Field and Force Bubble?

I love Repulsion Bomb to death, and I loved it back when it was still a mass knockback; but I've never understood why old the defender version is knockdown+damage. Forcefields is for me, unfun, and since this post is for people to post why they don't personally enjoy the sets they don't enjoy, I hoped posting a heavily exaggerated and hopefully humorous list of reasons why Forcefields is "bad" would get a laugh or two.


 

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Responding to your edited post:

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Originally Posted by PoptartsNinja View Post
It has so much potential that I want to like it, but is typically played so poorly
Yes, and you're one of those that, in Narmann's words, is "doin it rong". That could be why you hate it. Just a tip there.


 

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Bubble teammates outside the mission (if they'll stand still long enough to let you) and again on entrance for 90 or so seconds of double-bubbles. Maneuver to keep them in bubble. Blast as needed. Drop Repulsion Bombs whenever the knockdown might be useful. Pin spawns to corners (or, in extreme cases, ceilings) with Force Bubble (until they get a lucky string of resistance that lets them break through far enough to reach me before getting repelled off at an odd angle). Det-field one-off semi-dangerous mobs that are a threat to certain allies (Voids, mostly--you don't want to det-field a sapper because your teammates will typically give up trying to kill it right around the time when the det-field wears off and he saps all their end), etc, etc.

You haven't played with me. I don't personally find Forcefield's buff cycle fun. Click a person, bubble, bubble; click next person, bubble, bubble; rinse and repeat for 50 levels. I could write a macro, but those will eventually get stuck or miss someone if they're not in range and aren't a great solution.

After level 12, there is pretty much nothing to really look forward to in terms of non-situational powers. Everything is great situationally, but nothing is as reliably useful as D-Bubble. Even Repulsion Bomb, which I personally loved, was pretty much never in any serious builds prior to the improvements that made it an AoE knockdown.

Additionally, because Forcefields is a rarely played set, most teams don't really know how to leverage a forcefielder to any great effect.

I also likely would've been much happier playing Forcefield/Sonic blast (because nearly everything's better when your blast set debuffs something in a useful way), but for thematic reasons I went with electricity instead and have always regretted it. In a set that lets you blast as freely as Forcefield does, electricity blast's comparatively anemic damage and 'weak' secondary effect never felt like it was accomplishing anything; even properly leveraged with epics such as power boost and/or power sink.

So, maybe I am 'playing it wrong'. Very rarely did any teammates ever come close to death, so I'm not disputing the usefulness of the shields, I just question why the set needs so many powers that do essentially the same thing (forcing things out of melee with you. Something which, in many situations, is accomplished just as easily (and, in the case of R-Field and F-Bubble, at less endurance cost) by turning on 'hover').


 

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Originally Posted by PoptartsNinja View Post
Can you honestly think of any reason to take both Repulsion Field and Force Bubble?
Repulsion field is useful when you have melee teammates, Force bubble is not. Force bubble is much better when you have nothing but ranged teammates


 

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Originally Posted by PoptartsNinja View Post

Can you honestly think of any reason to take both Repulsion Field and Force Bubble?
One of those powers is repel and the other is knockback.

Repulsion Field is knockback. Lets take a Eath/FF troller. If this troller immobilizes a mob with
Stone Cages. Repulsion Field is not able to move the mobs since Cages has knockback protection.

Force Bubble is repel. The same troller could use Force Bubble to move that same immobilized mob around since AOE immobilize don't offer repel protection.

Stormies have the same power varitation, Gale is great Knockback, Hurricane is repel. I would never skip those two powers on my stormies, and in most cases you can't. The powers do similar things but are different power effects.


 

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See also: Power Radius.

You really just have no idea what you're talking about, Poppy.


 

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Meh, in a thread that is asking players their opinions on why they don't like certain powersets, I've given my reasons to not enjoy playing Forcefields as a defender when coupled with electric blast. It's boring and does nothing that my secondary takes advantage of in any way. I have done builds where I've taken nothing but the shields and d-bubble and pool powers that have performed just as well (or, in some situations, better) then when I have taken every power in the Forcefield set. If you've had different experiences with controllers and masterminds, that's great! I don't personally enjoy the set and I won't personally be playing it again, and perhaps that's for the best.

I don't personally enjoy the 'rage' mechanics and won't be playing Super Strength either. Neither set is 'bad' but, as I said, I was playing up my perceptions of forcefield's weaknesses for humorous effect. That my attempt flopped is something I'm willing to apologize for.

TL;DR: "I don't enjoy Forcefields. If you do, kudos. I don't feel the set is bad, but I do think it's bad when coupled with Electric Blast." I'd even challenge you to try it with electric blast yourselves, but I honestly wouldn't want anyone to bother. The combination just doesn't seem to play well together.


 

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Yup.

Fun challenge for you though... did you ever try an FFer with all the powers EXCEPT the three ally usable shields? It's hella fun and like a whole different game. Much more interesting and challenging and requires a much higher degree of skill.


 

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Originally Posted by MaxXavier View Post
I, uh, I don't mean any offense by this but it might just be your handling of Ninja. My Ninja/Storm is pretty amazing and I haven't even hit 32 yet, so the idea of it being worse solo than a Kheld is pretty abhorrent to me. Indeed, it's completely backwards to me as he blows my PB out of the water solo.
I said it soloed worse than most other characters I've played except for Kheldians. Certainly they solo worse than other MMs I have.

Then again, I'm not happy with knockback in general, since I have terrible luck with enemies getting stuck in map geometry. Happens a lot in caves. My Ninja/Storm hit 38 and I just kind of... left her there.


Current main:
Schrodinger's Gun, Dual Pistols/Mental Blaster, Virtue

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Originally Posted by Westley View Post
Yup.

Fun challenge for you though... did you ever try an FFer with all the powers EXCEPT the three ally usable shields? It's hella fun and like a whole different game. Much more interesting and challenging and requires a much higher degree of skill.
Hm. Y'know, I never did. If I can ever get my internet issues sorted out and get playing again, I may have to try that. I'll probably just stick with brutes, though. It's for the best, after all.


 

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Originally Posted by DKellis View Post
I said it soloed worse than most other characters I've played except for Kheldians. Certainly they solo worse than other MMs I have.

Then again, I'm not happy with knockback in general, since I have terrible luck with enemies getting stuck in map geometry. Happens a lot in caves. My Ninja/Storm hit 38 and I just kind of... left her there.
Ah, so you did. I apologize for misreading you. My point stands, though: I've absolutely no issues soloing mine, in fact I find it to be highly effective. It's not been my easiest character but I've certainly played combinations just within the archetype that were vastly more painful solo (Mercs/Poison and Necro/TA come to mind). You may have just been using one of them wrong, or both of them wrong, or...well, maybe it just didn't click for you? I know I've had that happen with certain things.


Birth of a Villain Group (Arc ID 60573): Designed for villains level 1 - 10. Found a villainous organization on Mercy Island. Find a base, recruit some minions, gather valuable equipment, and destroy your enemies!

 

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Originally Posted by Westley View Post
Yup.

Fun challenge for you though... did you ever try an FFer with all the powers EXCEPT the three ally usable shields? It's hella fun and like a whole different game. Much more interesting and challenging and requires a much higher degree of skill.
Really? Because to me that seems somewhere between "enemy size pad" and "leech"...


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PPD & Resistance Epic Archetypes

 

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Originally Posted by SkarmoryThePG View Post
Really? Because to me that seems somewhere between "enemy size pad" and "leech"...
Not one of my teammates ever complained and I never once got kicked off of a team. Also my team remained just as alive and healthy as they did on the builds where I DID take the ally shields. But you can believe whatever you wish.


 

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SkarmoryThePG thinks them useless:

Really? Because to me that seems somewhere between "enemy size pad" and "leech"...
Proper use of KB is a wonderful thing. Even better than defense buffs. The enemies can't hit you if they're on their backs and jammed into a corner. That's 100% defense buff!


Dec out.

 

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Originally Posted by SkarmoryThePG View Post
Really? Because to me that seems somewhere between "enemy size pad" and "leech"...
I've got a lovely plant/ff that takes the alpha, neuters the spawn, and dishes some nice damage... with nary an ally shield to be seen.

Of course, I tend to lead teams with her so that if people don't like the fact that they're not bubbled (but still very safe), they're free to leave the team.