FF needs love
Well, at least Force Fielders can now go villain and pick up the Mace pool for a defense-based slash/lethal shield. My FF/Ice Defender will definitely be going that route. And he will also get the AoE immobilize power, which will finally allow him to somewhat use his rain powers when solo.
Whether it is sounding like the rath of 1000 angry whales, or having a bunch of useless powers, it seems to be a constant in CoH that something has to be screwed up with FF.
Heroes
Dysmal
Lumynous
Sam Steele
Pluck
Wile
Slagheap
Pressure Wave
Rhiannon Bel
Verified
Stellaric
Syd Mallorn
Villains
Jotunheim Skald
Saer Maen
Jen Corbae
Illuminance
Venator Arawn
Taiga Dryad
Tarranos
I have to say I kind of enjoy the fire and forget nature of FF. Refresh the shields every few minutes, keep whatever toggles you want going, and you can spend the rest of your time blasting away.
I'd describe Sonic Resonance as even more boring. You shield everyone, you sacrifice a big chunk of your endurance to apply Disruption Field and thats about it.
At least Force Fields allows you to Force Bolt juggle a dangerous boss every now and then.
I actually enjoy playing both sets though, as they give me plenty of time to use my blasts. They're much more fun in that way than Empathy, which requires constant monitoring of your own buffs icons to play well.
How would you suggest changing it, Vanden?
Forcefields is so incredibly fun to play on a team that every time I do, my Empath gets jealous.
1) Buff every 4 minutes and spend the rest of your time being a mini-tank blaster ...check
2) Turn on reliable status protection so you dont have to worry about the stray stun or hold ...check
3) Fire off massive and viscerally fun Knockback powers like force bolt to protect less fortunate "squish....err... teammates".... double-check
what could be more fun. Oh Yeah.... Fire up your personal force field and laugh maniacally at your enamies as you use a tricorder to heal yourself. ....Good Times
BIOSPARK :: DARKTHORN :: SKYGUARD :: WILDMAGE
HEATSINK :: FASTHAND :: POWERCELL :: RUNESTAFF
My force fielder is a soloer. Turn on force bubble and kill everything at range. With capped ranged defenses, there's not much that gets through, and the stuff that does there's the epic shield and aid self. She's probably the safest soloer I have, though it also makes her the most boring.
I would be a bit torn about any substantive changes to FF. One the one hand, I like the fact that I can get 99% of the team contribution I require from a set in just 4 powers (Dispersion Bubble, Insulation Shield, Deflection Shield, and Repulsion Bomb). Similarly, I enjoy the fact that I can fully support my team with 30 seconds every 4 minutes, leaving me plenty of time to use my secondary. On the other hand, I dislike the fact that, for all intents and purposes, my Defender plays exactly like a Blaster for 3 and a half minutes out of every 4. Similarly, I dislike the fact that it's so incredibly easy to simply skip half of the powers in the set.
As to whether FF will ever get "fixed", I highly doubt it, unless Castle is really willing to go completely ape **** on the Cottage Rule. The skippable powers in FF are skippable explicitly because of what they do rather than how they do it. They could mess with Detention Field all they wanted and it likely wouldn't make the power any more likely to be taken by players (though I expect they could probably have the power provide intangibility protection that is unaffected by enhancement equal to the intangibility mag itself while providing a mag 3 hold as well to make it a power that you can enhance to provide intangibility but is otherwise slottable and usable as a hold; which would somewhat preserve cottage rule while making it an option that players might actually take). Repulsion Field is pretty much the same since there is a power in the set that does pretty much the exact same thing while being cheaper about it as well (though making it a PbAoE toggle with a flat endurance cost that provides a chance to KB akin to Ice Patch (~10% chance for mag .67 KB) would probably make it more popular and useful).
The other powers are situationally useful and likely wouldn't be changed simply because there are substantially more players that find them useful (still not enough for me to consider them "must have" or even "good" powers). I could see Force Bolt getting a bit of a damage buff to make it a more popular attack power. Force Bubble could probably stand to have its radius reduced a pinch since the primary problem for many people is that, when it's on, you're going to be getting more than just a single group with it. I would probably reduce the end cost by a bit too because that thing is almost prohibitively expensive (though not to the same degree as Repulsion Field).
Why not turn Forcebolt into a targeted AoE knockDOWN power? Increase the recharge of course, but would give a great active control power to the set. (Obviously, leave it unchanged for PvP)
Other possible changes....
1. Change Detention Field into a Toggle. (I think there was some tech issues with this... So they should fix that!)
2. Reduce the Animation time of Repulsion Bomb.
Why not turn Forcebolt into a targeted AoE knockDOWN power? Increase the recharge of course, but would give a great active control power to the set. (Obviously, leave it unchanged for PvP)
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1. Change Detention Field into a Toggle. (I think there was some tech issues with this... So they should fix that!) |
Anything that increases the base recharge would make it impossible to leave it unchanged in PvP. |
Of course, you're also dealing with interfering with the very reason that some people like it: it sends enemies flying crazy far and it can keep a boss down indefinitely because it recharges so quickly. |
There's also the issue of pseudo-cottage rule tweakery since the power uses the ranged single target IO sets and turning it into an AoE would force it to use the ranged AoE IO sets. |
The devs have changed quite a few powers to not accept certain sets. This is alot less of an issue then the actual cottage rule. |
I can't remember any cases where the devs have actually removed the ability for a power to accept a certain IO category for a power that had already been released. They've added sets, but I can't remember a single case where the devs have removed and IO set category from a power. Care to share some of the "quite a few" that you apparently know of?
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Swift/Hurdle- Stealth IO's
Multiple Powers-Taunt IO's(I believe it was mostly scrappers? Can't remember)
Knockback is .67 mag KB. With full KB slotting (~170%), you'll pull that up to 1.8 mag. At level 1, Force Bolt does mag 9. That has always been the problem with any "knockback or knockback based off of player choice" debate. Because of how enhancing works, if a power does knockback, you'll never enhance it to an appreciable level. |
Swift/Hurdle- Stealth IO's
Multiple Powers-Taunt IO's(I believe it was mostly scrappers? Can't remember) |
It still puts it at KB, rather then KD. Yes, the boss won't go flying a gazillion feet, but thats a good thing. |
I'm curious why you're even going on this still especially since Force Bolt isn't an especially bad power within the set. If the devs had no problem with such large scale revisions to a power (changing IO sets, recharge, numerous other things), I'm pretty sure the devs would have simply scrapped substantially less useful and usable powers (like Detention Field) and replaced them with powers that are actually useful. Force Bolt isn't a useless power that is somehow in need of massive revision like the big problem powers of FF.
I'd change one of the big KB/Repel bubbles before Detention Field. I don't have a Forcefielder but I know the enemy phase is quite handy on my Sonic.
Admittedly, it's useless for 95% of the game but for the endgame TFs it can be an immense help.
Additionally, FF has plenty of ways to move stuff around and other sets do too, but only FF and Sonic have ST foe phase powers. Black Hole is a turd because indiscriminate foe phasing is fail but DM doesn't need any help
The Melee Teaming Guide for Melee Mans
I'd change one of the big KB/Repel bubbles before Detention Field. I don't have a Forcefielder but I know the enemy phase is quite handy on my Sonic.
Admittedly, it's useless for 95% of the game but for the endgame TFs it can be an immense help. Additionally, FF has plenty of ways to move stuff around and other sets do too, but only FF and Sonic have ST foe phase powers. Black Hole is a turd because indiscriminate foe phasing is fail but DM doesn't need any help |
Repulsion Field is a shared power, and I don't forsee it getting changed, since it could *potentially* make many of the Energy Mastery APP's OP if buffed to much, or at all.
Alternatively, it could get the Fiery Embrace treatment, and just simply be called something else to differentiate from the other Repulsion Fields.
Possible fix to FF version of Repulsion Field- Turn into something that is similar to Earthquake/Ice Slick. Still a PbAoE toggle, but it checks rapidly against enemies in range, and causes knockdown, like Earthquake. Possibly lower endurance use against each enemy, since they are not getting thrown back, you are going to be checking vs ALOT more of them. Should still burn out your end bar if you leave it on to long though.
OR.... Make it a timed Toggle, with much lower endurance usage. 90 Second recharge or so, 30 second duration.
Force Bubble may be more problematic... It's not very useful in most of the game, but can be very useful in very *specific* situations(Ship Raid). Not sure what to do with Force Bubble, but it's just so.... Meh......
EDIT: Ooh! I just had an idea. They should make it so whenever a FF shield causes an attack to miss, the Defender gets a damage buff.
Issue 16 made me feel like this.
Warning: This poster likes to play Devil's Advocate.
I don't think there's anything better for survivability than an FF defender, but it's so boring to play as a primary. We need incentive to play it in the form of it being fun for US to play!
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Or do you really mean boring because your damage seems low?
1. Change Detention Field into a Toggle. (I think there was some tech issues with this... So they should fix that!) 2. Reduce the Animation time of Repulsion Bomb. |
From the PvP standpoint alone, being able to toggle remove someone, following them around/evading/rebuffing seems OP.
If you're going to do this, the toggle will have to wear off after a determined time period. Just the PvE griefing potential on TFs of a Phase toggle would be off the wall. Get to the final AV, cage Vandal, start /em dancing and either end up getting kicked off the team or cause undue stress to your teammates. Even worse, why not grief Rikti raids by just caging all the pylons? In my experience, the big problem with the cages is that people are unfamiliar with them and attack caged foes due to Scrapperlock etc. One admittedly simplistic solution I use is to colour the Detention Field/Sonic Cage "BRIGHT RED" so it servers as a "Stop" sign, as well as a team bind: "$target is now caged! Do not attack them for a small while!" so that teammates have an idea of what is happening.
With cages being pretty useless in PvP these days, the PvE aspect is worth looking at. They can be pretty damned handy in some situations though and I'd certainly want an in-depth discussion if they're being turned into toggles...
FF seems fine to me overall. You give your teammates a good cushion of defense and mez protection and have some pinpoint and brute force tools to repel and knockback foes as well. Playing pinball with an annoying boss, using corners and map geometry on top of the "get up/fall down" animation cycles can serve as a fair amount of mitigation. If there's a power I would like "examined" it's Repulsion Field as I see more FFers use Force Bubble than that. So just looking at it in Mids, it has a 6.23 KB and, to my recollection, a hefty end use as well. Don't want to get too deep into Cottage Country here, but I'd love to see this into more of a "cone" KB instead of a PBAOE KB power. This might necessitate its turning into a "click" rather than a toggle, though. So essentially you'd line up your enemy group, Repulsion Field them and they'd get KBd and go into the "get up" animations. Another direction you could go is assimilate it to the Repulsion Bomb aspect (minus damage) and create a kind of mini KB field that lasts a few seconds.
My greatest issue as a FF is that I rarely have both Force Bubble (which I see more as a BRUTE FORCE tool) and Replusion Field on simultaneously. Of course, they likely aren't meant to be used in that manner, being situational mob control tools.
I'd hate FF to be stripped of its uniqueness, but I'd love to hear from fellow longtime FF users as to where issues may lie with some of its powers.
Thanks for opening this discussion.
Questions about the game, either side? /t @Neuronia or @Neuronium, with your queries!
168760: A Death in the Gish. 3 missions, 1-14. Easy to solo.
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The fundamental problem with FF, IME, is that it's FAR too good with 3 primary primary and 1 pool power with 10 additional slots.
And it's not good enough with 9 primary powers and 45 additional slots.
Let's face it's freaking easy to immob most of the game's mobs. An immob keeps mobs at range for squishies, within reach for melee, and clumped together for AoEs. The fact that a relatively common, lowbie controller power can trump a T9 defender power is, frankly, bad design that speaks to how poorly the original dev team understoon how powers interact with each other ... and how players would use, or not use, their powers.
But I still think FF works OK as it is. FWIW, I see fewer Trappers than Bubblers, and Traps is borderline overpowered.
I enjoy playing a bubbler, lets me just do a few buffs every now and then and help the team out by blasting away. Skippable powers means I'm not missing out on anything to take Fitness, Leadership and travel pools while still taking most of my secondary.
Head of TRICK, the all Trick Arrow and Traps SG
Part of the Repeat Offenders
Still waiting for his Official BackAlleyBrawler No-Prize
It still puts it at KB, rather then KD. Yes, the boss won't go flying a gazillion feet, but thats a good thing. Tossing a boss across a room is a great way to earn the ire of your teammates. In fact, I can think of extremely few, if any reasons why you would need to throw a boss that far, other then just simply for ***** and giggles. Only thing I can think of is negating -KB from controllers who spam their AoE Immb.
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1. Boss is barreling down on me, I float left and angle my Force Bolt so the target flies across the room... and hits the Scrapper. Problem solved.
2. Ever play ping-pong against a wall? With an Elite Boss as the ball? With the right timing, you can keep it nearly perma-ragdoll'd.
3. You cannot slow a Warwolf, so it'll happily run out of debuff patches. *PUNT* Bad dog! Stay! Lie down! Good dog!
4. Ever knock down an Archvillain? On purpose? (Okay, some are too resistant, but not all...)
5. Okay, this is a party trick, I'll admit, but... Have you ever knocked something back so hard that you lose targeting on it before it landed? That never gets old. You usually need to be a good 20-30 levels above the target to do this, though.
Force Bolt is the Swiss Army Knife of Forcefields. It's useful in so many situations, and pair it with Hover and you can deliver that enemy exactly where you want it after a little bit of practice. Knocking an enemy into the face of a Tanker/Scrapper and watch them do their thing never really gets old.
If Forcefields is to get a buff, it has to be better at what makes it unique: Defense buffs and Knockback. As a lone Defender can softcap the entire team, Defense is pretty much covered. Knockback, however, could use some love. There are still other contenders for the "King of Knockback" title. I want to see Forcefields take it once and for all. Precision Knockback is the most underrated defense in the game.
Aegis Rose, Forcefield/Energy Defender - Freedom
"Bubble up for safety!"
Issue 16 made me feel like this.
Warning: This poster likes to play Devil's Advocate.
I don't think there's anything better for survivability than an FF defender, but it's so boring to play as a primary. We need incentive to play it in the form of it being fun for US to play!
Issue 16 made me feel like this.
Warning: This poster likes to play Devil's Advocate.