Epic Pool Parity


Aett_Thorn

 

Posted

A few times I've heard that Patron Pools are worse than Ancillary Pools. Not due to theme (which opens up a different argument) but actual strength. I'm curious about the reasoning. Well, Primal Forces is sort of Fitness 2.0 so that probably affects views by default. Still, I'm curious about the reasoning overall.


 

Posted

Not sure of the attitude towards them post-fifth-power additions, but I know some of the complaints dealt with some of the powers - like all of them having a short lived, long recharge pet (except masterminds,) or - for instance - Stalker snipes being good pretty much just for set muling (with their eight second animation time, mostly interruptable, they're useless... and this coming from someone who otherwise *likes* snipes.)

Some of the complaints are from when we were locked into them. They were supposed to be more powerful to compensate - they weren't. Some of the complaints are from still having to unlock them, as opposed to APPs (yes, you still have to do the patron arcs.) Some of the complaints are just from having to do patron arcs and not having them nicely generic themed (Fire mastery, Cold mastery, etc. as opposed to "Mako's Fun Pack.")

Numbers-wise... someone else will have to tell you. Some powers there just is no equal to (and Castle IIRC tends not to like them much) - Body mastery, for instance, with the targeting drone or whatever it's called.


 

Posted

I've always been a bit wary of this comparison. I mean most Scrapper ones aren't great at all, Brute ones are fairly good. Controller ones are fantastic. Domi ones are fairly good. MM ones are fairly rubbish.

So swings and roundabouts mostly IMO. There are stinkers both sides and decent choices both sides.*

The 5th Power addition did a bit to mix it up and remedy some of the issues alright.


Except in the case of Masterminds where they pretty much still suck given a Masterminds role and AT modifiers.


 

Posted

Quote:
Originally Posted by Carnifax_NA View Post
I've always been a bit wary of this comparison. I mean most Scrapper ones aren't great at all, Brute ones are fairly good. Controller ones are fantastic. Domi ones are fairly good. MM ones are fairly rubbish.

So swings and roundabouts mostly IMO. There are stinkers both sides and decent choices both sides.*

The 5th Power addition did a bit to mix it up and remedy some of the issues alright.


Except in the case of Masterminds where they pretty much still suck given a Masterminds role and AT modifiers.
Well, they're generally supposed to help fill in holes and such. Scrappers don't need all that much help, so theirs tend to be somewhat... meh. Melee generally gets a bit of range and control to keep things in punching distance. Controllers generally want some self protection and damage by the time they're dealing with the EB/AV parade of late levels, and they get it (made better with Containment.) Masterminds... <3 my AOE immobs, and I won't turn down some extra protection and a touch of damage. And Defenders... heh. Love critting on a self-buff (in Dark) as a Defender.

There is a good bit of variation within the sets, though.


 

Posted

It's an excellent conversation to be having! But I have a feeling there'll be a lot more to say once Issue 18 hits open beta.


 

Posted

I read this thread title as "Epic Pool Party"

Thought someone was talking about a bash they threw over the weekend....then I saw the "I" in the word


Quote:
Originally Posted by Dechs Kaison
See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately.

 

Posted

Quote:
Originally Posted by Zamuel View Post
A few times I've heard that Patron Pools are worse than Ancillary Pools.
Tell that to a Scrapper or a Tank. You may think Physical Perfection and Conserve Power are nice, but compare everything else that the ATs that get them get a hold of: it's either a rubbish ranged attack for an AT that already spends 99% of its time in melee or a rubbish mez/debuff that is rendered completely useless by the fact that, unlike Defenders and Controllers (and virtually every other AT that isn't in melee at all hours), melee ATs, for some unknown reason, get crappy AT mods for anything that isn't expressly damage (which kinda makes you wonder why Defenders, Controllers, and all of the others are allowed to maintain Tanker level melee res buff and melee def buff attributes when they're not even supposed to be "melee"). Compare those powers to Darkest Night, Shadow Meld, or the fact that neither of the redside melee ATs have to wait for level 47 to get their APP AoE.

As I see it, the problem with APPs and PPPs isn't so much a question of "which side" but "which role". Melee ATs get hosed by and large, by the APP decreased effectiveness rule ("3 times worse" overall is the standard, by and large) and the fact that, unlike the support ATs, they have crappy attribute mods for anything that isn't expressly concerned with their primary or secondary (I'm still trying to figure out why a Controller, Defender, or Mastermind should be getting more from Tough and Weave than a Scrapper, Stalker, or Brute).


 

Posted

Huh. Besides the hero mez protection click for the psychic controller app and the oft-mentioned physical perfection power, I've seen the patrons pools as overall much better than the heroes' options. They get AoE damage attacks easily, good shields, AoE immobilizes, (compare to the many hero ST immobilizes) and some darned fine utility/boost powers.

(See: darkest night, waterspouts, soul drain, shadow meld,power surge, etc.)


 

Posted

I'm actually quite happy with most of them on both sides but think a bit more variety would be nice.

I would like a second DEF based pool for my squishies on redside despite Scorp Shield being pleasantly inconspicuous compared to poo armor and frozen armor.

Some thematic variety would be nice too; I would love a fire/fire/pyre Dom. That's definitely gonna cross over to blueside if it opens up the fire PP

I also wish there was more parity between the Brute and Scrapper *PPs. I'd love to have Physical Perfection for my /Dark Brute. I'd also love to have an AOE immobilize or AOE taunt for my /SR scrapper so entire spawns don't run off when they drop below half health. It also makes me glad that I made my Elec a Brute and not a Scrapper because the entire spawn running off when they get their endurance bar drained would just drive me crazy on a Scrapper.

Most of all though, it is the redraw that annoys me the most about *PPs and PPs in general and that's something that isn't particularly restricted to any one side.


 

Posted

Quote:
Originally Posted by tarrantm View Post
I also wish there was more parity between the Brute and Scrapper *PPs. I'd love to have Physical Perfection for my /Dark Brute
And there is a legion of Scrappers frothing at the bit to get their hands on Gloom.

It works both ways.


 

Posted

Quote:
Originally Posted by Deus_Otiosus View Post
And there is a legion of Scrappers frothing at the bit to get their hands on Gloom.

It works both ways.
Doubtful. The redraw will drive all the Sword/Kat/Claws/Blade/Spine scrappers batty (or maybe not, so I'll just speak for myself and say I only pick PPs on my weaponized Scrappers for IO muling or Physical Perfection). It may help Elec with its questionable single target damage, but I doubt the Scrapper version of Gloom is going to do much more damage than Fireblast and since it's largely a DOT, it won't benefit from crits the way Fireblast does.


 

Posted

I'm hoping that when Scrappers can go redside and grab PPPs, that they're done better than their current APPs.

Their current APPs, for the most part suck (imo). Immobilzes are a waste for my scrappers, a long range attacks is usually good for concepts, as is the aoe blasts.

Holds, usually a waste, and of the ones we get, not visually impressive at all.

I'd rather have a "5% Resist to all Fire Shield" to throw on team members than the single target immobilize. :/


BrandX Future Staff Fighter
The BrandX Collection

 

Posted

Quote:
Originally Posted by BrandX View Post
I'd rather have a "5% Resist to all Fire Shield" to throw on team members than the single target immobilize. :/
Agreed. As I see it, Scrappers aren't missing ranged attacks or mez effects that need be rounded out by their APPs (which was the original concept behind them, to "round out" your capabilities"); they're missing buffs and debuffs that would allow them to get some moderate in team force multiplication going on. Rather than getting some crappy mez effects and worthless range ST attacks, I'd rather that Scrappers got some team buffs and/or heals (though I'd hope the devs would actually learn from the mistakes of the current melee APPs and forgo using a design that makes APPs useless for some ATs and a godsend for others that sends their effectiveness through the roof).


 

Posted

I would love APP ally buffs! So much!

That said, I don't get some of the outlooks in this thread. Here's how I see it:

  • Blaster: Rise of the Phoenix and Repulsion Bomb both improve characters a great deal, and LRM is lots of fun (plus Surveillance is rather handy). At least 3 good sets.
  • Controller: Excellent damage all around, and forces you to choose (if going for effectiveness) between RotP, status protection, and the all-around high-powered Earth set. Extremely desirable sets, perhaps even too much so.
  • Defender:The Dark set is incredibly powerful, making you virtually unstoppable (especially with certain main sets) and then sticking in a self-rez for some actual immortality. The Psi set is a wet dream for people who like dirt-cheap purple set bonuses. The other sets have handy tools; Elec might be nice if you want melee damage and need better endurance management.
  • Scrapper: Body Mastery gives you your choice of endurance management, massive accuracy, health + endurance, ranged energy damage + def debuff, and targeted AoE energy damage + knockdown. It is incredible. The other sets are a bit meh unless you want them for style or ranged damage, but they're not bad at those things.
  • Tanker: The control can be a little handy, otherwise they get a similar analysis to Scrappers. Tanks probably don't need their APP's as much because they can use regular pools to directly boost their main job (taking hits), but their APP's do actually advance that well if used properly.
  • Brute: Gloom is excellent. Everything else is weak debuff, control, or ranged damage, all insufficient to drastically change your life.
  • Corrupter: A lot of weak controls (like some main sets already have) and a mixed bag of other effects. Scorpion Shield is rather nice for some builds. These might have the potential to be life-changing; unfortunately, this is also one of the most egregious areas of comparison. Would you rather have Soul Drain every 4 minutes with 1.7/6.8 base ToHit/Dam per target, or once every 2 minutes with 2/8? Would you rather get 20% resist from Dark Embrace or 27%? This is a place where direct comparison is possible, and where Villains get outright screwed. (Yes, their armors appear to be balanced against Blaster APPs rather than Defenders, but Blaster APPs have excellent non-armor toys; indeed, I don't usually even take their armors.)
  • Dominator: Some armors (again, nerfed) and some light debuff, with some sets able to self-buff (again, nerfed). More damage, as if they need it--many (most?) Doms would lose damage by using PPP attacks, since their own attack chains are so brutal.
  • Mastermind: KO blow does some real damage, but these sets are mostly defenses and holds. At least they got Defender defenses. Of course, as noted, these sets neither drastically improve your pets nor make the MM itself into a good damage-dealer.
  • Stalker: Leviathan gives good mitigation and pets are a nice distraction (especially as compared to Brutes), but this is also another area of direct insult. Take the large spikes of ranged+aoe damage a Scrapper gets at these levels and halve it, and you're still being too charitable (you can Crit with a Fire Blast, you can't Stealth Strike with a Mace Blast). Also, the snipes are terrible as powers and only mildly useful as set mules.
  • Soldiers: See Brutes. I must admit, Gloom and Dark Oblit both markedly improved my Crab, and Shatter was a bit useful on my Widow and my roommate's Bane.


In general, there are two problems (other than concept) with PPPs over APPs:
  1. APPs are a bit overpowered and tend to fill most weaknesses of a character, often resulting in a drastic change in play style and enormous power boost. PPPs are nice little bonuses for their users that tend to subtly enhance existing tactics.
  2. Any direct comparison attempt between the two is insulting (Scrapper ranged vs. Stalker ranged, Defender armor/buff vs. Corruptor armor/buff).
PPPs are arguably designed better. I would go as far as saying that APPs are the problem, but in the interest of not going back to the "sweeping nerfs" system of game design I think PPPs are clearly too weak and should be buffed.


 

Posted

I just want sharks for my tank.


 

Posted

I can't comment on some AT's, since I only have a small stable of toons high enough. But I will say this about the pools and powers I know -

BLUESIDE:
) Focused Accuracy for scrappers - very useful. Though, admittedly a tray full of yellows will do the same job.
) Physical Perfection - again very useful, though IOs can fill the same job.
) Rise of the Phoenix for blasters - an AOE attack rez for (what I consider) a suicidal AT? Yes please!!
) Bonfire and Char for blasters - panic buttons for when things go really wrong, these are very handy.

REDSIDE:
) the whole of GW's pool for Masterminds - ...very meh. I didn't have many attacks by the time I reached the 40s so I picked up a couple here and have to say, I'm not impressed. I can see the armour being handy for tankerminds, though.
) Scirocco's pool for Brutes - ohh, hells yes. Electric Fences allows me to get the most out of Burn without everyone running away! So much fun. And some extra damage and slight endurance help from the other powers.

...I guess what I'm trying to say is - while I may not have the most informed opinion here - I've seen pretty much the same as Carnifax. MM's are the only ones who can really complain.


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"Hard pressed on my right. My centre is yielding. Impossible to manoeuvre. Situation excellent. I am attacking." - General Ferdinand Foch

 

Posted

Quote:
Originally Posted by Super_Ready View Post
Focused Accuracy for scrappers - very useful. Though, admittedly a tray full of yellows will do the same job.
FA seems useful... until you realize that it provides less improvement for your end chance to hit than Tactics does, costs more endurance, and doesn't buff your friends. All that it really does is provide a bit of tohit debuff resistance, which is nice, but of debatable value considering the endurance costs of the power. FA is one of those powers that really bit it when the devs nerfed it. It really needs to have its endurance cost brought down to a sane level to make up for the fact that it's been nerfed into oblivion.


 

Posted

Quote:
Originally Posted by Umbral View Post
FA seems useful... until you realize that it provides less improvement for your end chance to hit than Tactics does
...really? I'll have to check this out - if Tactics gives +Perception as well, I might just respec, as it's the only ancillary I'm still using on that toon... my other reason for having it is the 6-slot bonus for Gaussian's, but hey, Tactics will take that too.


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"Hard pressed on my right. My centre is yielding. Impossible to manoeuvre. Situation excellent. I am attacking." - General Ferdinand Foch

 

Posted

Quote:
Originally Posted by Super_Ready View Post
...really? I'll have to check this out - if Tactics gives +Perception as well, I might just respec, as it's the only ancillary I'm still using on that toon... my other reason for having it is the 6-slot bonus for Gaussian's, but hey, Tactics will take that too.
FA provides 5% +tohit and 20% +acc. Tactics provides 7% +tohit. The only attribute of those two that can be enhanced via augmentation is the +tohit though, so Tactics the better option. In either case, it's largely a toss up between the two when you're putting a build together: FA is nice because of the tohit debuff resist whereas Tactics is nice if you're short on endurance and/or want to be more useful to your team.


 

Posted

Quote:
Originally Posted by Teeth View Post
APPs are a bit overpowered and tend to fill most weaknesses of a character, often resulting in a drastic change in play style and enormous power boost. PPPs are nice little bonuses for their users that tend to subtly enhance existing tactics.
Beyond how the implementation of PPPs is among the worst game design ideas I've ever heard of (hey let's make them locked, but then make them overpowered in an attempt to balance that, which even if it works, will only make them overpowered for tweakers and underpowered for everybody else, then not actually make them overpowered, then say that we did, and add railroad concept and lots of insults of the player to go with it), this gets to the point.

APPs are dramatic increases in ability to hero ATs, and PPPs are nothing but bonuses. Some of that is because hero ATs are more specialized in the first place, so they have much more to gain, and some of it is because whoever made PPPs was just not remotely good at making them equivalent. They're more equitable now due to the additional powers in i13, but APPs got those too so it is just a case of diluting the suckiness of the PPPs.

Think of how you might hear a guide to blasters or controllers, the most specialized ATs, hype up your increase in performance with APPs. PPPs do not provide that sort of role-breaking. The strongest PPP, brute soul, is more complementary. It can improve them, but it does not radically change their playstyle like blaster and controller APPs do.


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

 

Posted

Quote:
Originally Posted by Timber_Bear View Post
I just want sharks for my tank.
You should get sharks for your tank. It was said that heroes who go villain will get to keep their AP until they respec. At which point they had better have a patron unlocked. Similarly, villains who redeem themself can keep their patron pool up until they respec.


"The danger is not that a particular class is unfit to govern. Every class is unfit to govern." Lord Acton

Madam Enigma's History

 

Posted

Quote:
Originally Posted by Madam_Enigma View Post
You should get sharks for your tank. It was said that heroes who go villain will get to keep their AP until they respec. At which point they had better have a patron unlocked. Similarly, villains who redeem themself can keep their patron pool up until they respec.
I can't remember where the interview was, but according to War Witch, they changed that.

Now, everybody gets APPs at level 41, and anyone who's done their Patron Arc (available at level 40+ to Villain and Rogue characters) gets access to PPPs, regardless of their current faction.


@Roderick

 

Posted

I think blasters get screwed over more than anyone else. The additional hold can be helpful and snow storm is nice, but what most blasters really need is def/res imo. I never understood why the AT with the least amount of contro/def/res/debuff/buff is given the smallest buff numbers for defense and resistance powers.


 

Posted

Quote:
Originally Posted by moifus1 View Post
I think blasters get screwed over more than anyone else. The additional hold can be helpful and snow storm is nice, but what most blasters really need is def/res imo. I never understood why the AT with the least amount of contro/def/res/debuff/buff is given the smallest buff numbers for defense and resistance powers.
Because they have the highest damage mods of any AT?


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

And oddly enough they get the smallest benefit from powers like assault also.