FF needs love
My $0.02:
FF suffers more in the high level game more than it does the low or mid game. The ability to softcap the defense of a team isn't quite as useful to the players when some AT's can do that on their own without the FF powers. Yes, Scrappers, Tankers, and (to a lesser degree) Blasters I'm looking at you.
Design problems with FF include having a tier 9 power that has Repel power with a radius of effect greater than the range of an attack power in the Defender's ranged powerset. You can't use the short ranged powers against a target that is being kept at the radius of your power. The only ways to over come that is to push the character into a corner and advance on your target until the power is in range, or to slot for range in the attack power. That's an ugly set of choices IMO.
- B.
Crey Threat Assessment: Bayne
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The Defenders of Paragon
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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[EDIT] Gah! Beaten to it! Read the entire thread before replying.
I really don't know. I have a 50 FF/Elec, and I genuinely don't enjoy playing him. Every four minutes I'd reapply shields, but between then and later I don't really get to contribute on account of Defender's craptastic damage. That's really the crux of it I guess; because your buffs are so reliable and stable, it makes assisting the team uneventful, and Defenders have the worst damage in the game so I can't really feel like I'm contributing with my secondary.
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. |
You've picked a very safe defensive combo there. Defender damage is about half Blaster damage (counting lack of Build Up), and Electrical Blast trades some of that for even more safety in the form of control and end drain. Even worse, it requires you to skimp on AoE damage slotting to do that properly by slotting Short Circuit up for End Mod and Recharge.
Even so, slot thoise attacks up and use them (including Voltaic Sentinel) and you will be contributing a steady flow of AoE damage.
I'd rather not see FF gain any damage boosts (except maybe a bit of damage on Force Bolt). I think its good that we have a set that's clearly intended as "ultimate team defence" along with all the other sets that spread their points between offensive boosts and defensive boosts. It's meant to be the uneventful set, at the other end of the spectrum from Kinetics. I like having the choice of extremes like that.
Well done on slugging through to 50, but I guess rather than changing Force Fields for everyone, you can have a go with some other sets.
You want eventful? Try Storm/Ice! (Ice Storm and Blizzard do Blaster level damage!)
wanna know why FF is not very solo friendly?
cottage rule.
blame this rule right here.
Whining about everything since 2006.
Ammo switching for Dual Pistols was my idea:
http://boards.cityofheroes.com/showthread.php?t=135484
FF is not hugely solo friendly because its very team friendly.
From level 22, you're pretty much guaranteed to transform all your teammates experience at an investment of about 1/8th of your playtime. Unless they're all Tankers.
Its not the worst solo set for Defenders. Empathy and Sonic have it harder, but any FF Defender on their own is a decent enough armoured light cannon, especially with a small IO investment that's cheap in terms of both slots and inf.
FF is not hugely solo friendly because its very team friendly.
From level 22, you're pretty much guaranteed to transform all your teammates experience at an investment of about 1/8th of your playtime. Unless they're all Tankers. Its not the worst solo set for Defenders. Empathy and Sonic have it harder, but any FF Defender on their own is a decent enough armoured light cannon, especially with a small IO investment that's cheap in terms of both slots and inf. |
So pre-SO would be (worst to best of the three) Sonic, FF, Empathy
After SOs : Sonic, Empathy, FF
I know its a very minor distinction, and of course, alot depends on blast choice and skill.
Maybe I just suck at Sonic
BIOSPARK :: DARKTHORN :: SKYGUARD :: WILDMAGE
HEATSINK :: FASTHAND :: POWERCELL :: RUNESTAFF
Well I think at least part of the issue with Force Field is you are basically a walking anchor for the team, and that competes with the positioning you need in order to take advantage of your knock and repel powers.
One thing that surprised me after playing all three of those sets Dr.Mike (FF, Emp, Sonic) was that Empathy was actually a little more solo-able in the early game because of the heals, but Forcefield catches and passes Empathy very quickly after SOs.
So pre-SO would be (worst to best of the three) Sonic, FF, Empathy After SOs : Sonic, Empathy, FF I know its a very minor distinction, and of course, alot depends on blast choice and skill. Maybe I just suck at Sonic |
And Sonic Resonance just plain sucks as soloing set. You get:
Sonic Siphon - with the full end and animation cost of an attack, this only helps your DPE and DPS against bosses and higher.
Sonic Cage - useful for panic situations.
Sonic Dispersion - awesome 5 star power, but little to stack it with till later. Even with Tough, 50% S/L resistance is poor compared to the defence a solo FF-er can accumulate
Liquefy - very nice, but long recharge.
So on a typical solo radio mission, until you hit the boss at the end you have Sonic Dispersion. One power out of 9.
I think a lot of the problem with the perception of FF has to do with the fact that, unlike almost every other defender set in existence, you're going to be spending a vast majority of your time using your secondary powers (or not doing anything at all). This means that much of your perceptions of the set are going to hinge on the effectiveness of your secondary (because that's what you're seeing the direct effects of for a majority of the time).
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Having Vengeance and Fallout slotted for recharge means never having to say you're sorry.
The only change I would suggest is a longer duration on the shields and faster animation for shielding. Compared to Thermal, Cold or Sonic the FF shields take a long time to animate. I love the animation for how you shield people, I just wish you could shave off a bit of time.
The knockback powers could use an extra secondary effect, but in general I really enjoyed Force Fields as a set. It is really fun to play and offers a lot of protection for the team.
You just have to really enjoy blasting, thankfully with /AR and Repulsion Bomb, mine was a little AoE queen.
That makes a lot of sense. Healing works best in the early game, when incoming spike damage is low. Defence and resistance work better in the later game, when they can stack with other powers that get unlocked, and get slotted.
And Sonic Resonance just plain sucks as soloing set. You get: Sonic Siphon - with the full end and animation cost of an attack, this only helps your DPE and DPS against bosses and higher. Sonic Cage - useful for panic situations. Sonic Dispersion - awesome 5 star power, but little to stack it with till later. Even with Tough, 50% S/L resistance is poor compared to the defence a solo FF-er can accumulate Liquefy - very nice, but long recharge. So on a typical solo radio mission, until you hit the boss at the end you have Sonic Dispersion. One power out of 9. |
BIOSPARK :: DARKTHORN :: SKYGUARD :: WILDMAGE
HEATSINK :: FASTHAND :: POWERCELL :: RUNESTAFF
The key and source problem with FF is that it lacks variety, specifically it lacks -dmg/+res/+recharge/-recharge/+dmg/-Res/-Def/+tohit/-tohit effects, pet AoE soft control (ice slick for example), and non-phase hard controls (like any ST hold/stun/confuse/fear).
Why does it lack so much? The culprits are Repulsion Field, Force Bubble, Detention Field, Force Bolt, and Repulsion Bomb and how they redundant in addition to requiring too much user input (IE: positioning, animation time, situational awareness, etc.). The redundancy of the over-protectiveness of the set hurts the set mid to late game when other sets have bloomed and are stacking a variety of effects in addition to +Def, where as FF only gets more knockback effects on top of knockback effects. If FF had at least one late blooming power that was at least somewhat offensive, the defense/KB redundancy wouldn't be an issue.
It also doesn't help that none of the FF KD/KB effects are fire-and-forget type powers like Sleet and many trap abilities. Instead they require more work on the player's part with situational/spacial awareness in regards to abilities and position without any greater results to justify the work. Case in point, spamming Repulsion Bomb is less effective than casting Ice slick one time, you trade a good amount of animation time and endurance for the same or less of a result. If Repulsion Field and Force Bubble weren't player centered toggles and weren't as previously stated redundant in effect, this wouldn't be as big of an issue.
Narrowing it down, if you get rid of or dramatically change either or both Repulsion Field or Force bubble to be offensive in someway and more fire-and-forget, then FF wouldn't feel as underwhelming compared to every other support set mid-late game.
If you had taken a "better" blast set (like Dark, Sonic, Archery, or Ice), you likely would have had a substantially better time because you would actually be generating real benefits for your team by blasting away rather than feeling like you were contributing almost nothing.
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Buff defender blasts!
Why Blasters? Empathy Sucks.
So, you want to be Mental?
What the hell? Let's buff defenders.
Tactics are for those who do not have a big enough hammer. Wisdom is knowing how big your hammer is.
Hm.
What if Repulsion Aura dealt damage and/or a debuff to each target it kicked? The conceptual rationalization being that you are using your force shields offensively to slam enemies away from you, which ought to hurt somewhat. Right now the endurance cost for Repulsion Aura and the superior size and effectiveness of Force Bubble make it an underperformer, but using FB and RA to cram enemies into a corner and crush them to death sounds like it could be quite a bit of fun...
@SPTrashcan
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How would I fix FF?
I would add a small but stackable amount of -regen on force bolt.
While FF is an awesome buff set, it, like empathy, really lacks in the debuff department. Being able to stack -regen on hard targets would make FF much more soloable and make it much more desireable to have on TFs.
If you were building a team for a TF, do you limit the number of emps and FFers you invite or at least think about it? Would you ever place a similar limitation on rad?
50s: Inv/SS PB Emp/Dark Grav/FF DM/Regen TA/A Sonic/Elec MA/Regen Fire/Kin Sonic/Rad Ice/Kin Crab Fire/Cold NW Merc/Dark Emp/Sonic Rad/Psy Emp/Ice WP/DB FA/SM
Overlord of Dream Team and Nightmare Squad
The key and source problem with FF is that it lacks variety, specifically it lacks -dmg/+res/+recharge/-recharge/+dmg/-Res/-Def/+tohit/-tohit effects, pet AoE soft control (ice slick for example), and non-phase hard controls (like any ST hold/stun/confuse/fear).
... Narrowing it down, if you get rid of or dramatically change either or both Repulsion Field or Force bubble to be offensive in someway and more fire-and-forget, then FF wouldn't feel as underwhelming compared to every other support set mid-late game. |
It ain't gonna happen.
Beyond the aforementioned cottage thing, Castle's hands are tied by the set's bible entry. I've speculated about this before, and the entry probably reads, "Keep 'em safe. +def. Status protection. Distance." Detention Field was a /very/ late addition to the set -- it replaced a third ST (fire / cold, to go along with eng / neg and s / t) bubble while the remaining two bubbles had their duration doubled.
Castle's willing to twiddle numbers and how some powers work (changing clicks to toggles) ... but he's /very/ reticent to add new effects to powers, and tends to only do so for under-performing melee sets (and melee set mitigation performance can be modelled). And he always maintains the flavour of powers he changes.
But ... here's the thing.
Can anyone point me to hard data that FF underperforms compared to other defender primaries? No one around here has the time and chops to put together that beast of a spreadsheet. And, unless Castle lets us do some datamining to see in-game performance, all we have is speculation.
So ...
Yeah.
FF, simply, offers exceptional performance out of 3 primary powers and one pool power, with few slots spent. That is, IME, the tradeoff for not having any other tools for bumping team performance beyond mez protection and mitigation.
Castle's willing to twiddle numbers and how some powers work (changing clicks to toggles) ... but he's /very/ reticent to add new effects to powers, and tends to only do so for under-performing melee sets (and melee set mitigation performance can be modelled). And he always maintains the flavour of powers he changes.
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Castle is actually more likely to add functionality to a power than he is to remove existing functionality. He's as much as said it. There's also the issue that you can model the contribution of support sets just as easily as you can for mitigation sets (I've done it before on several occasions). Just because someone hasn't created a spreadsheet for it doesn't mean that it's not possible.
What Umbral said. They've completely removed and replaced powers in the past that were widely considered redundant or underperforming, as is the case with Energize replacing Conserve Power when the set already had Power Sink yet lacked a heal. he could easily look at FF and say, "well Force Bubble and Repulsion Field in the same set is kind of redundant." The reason we haven't seen anything looked at is because support sets tend to get listed after everything else on Castle's todo list, mainly because they are more complex (see castle's frustration with Oil Slick Arrow).
There's also the issue that you can model the contribution of support sets just as easily as you can for mitigation sets (I've done it before on several occasions). Just because someone hasn't created a spreadsheet for it doesn't mean that it's not possible.
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Most of the comparisons I've seen so far leave out some details like The Purple Patch, team size, (de)buffs from mobs, and team composition. Even small things like +recharge can make a huge difference in a set like Traps, at least in my experience, but do relatively little for, say, FF.
I'm not a math person, so I might be off, but calculating the permutations of defender performance seems rather daunting, so my hat goes off to you for doing it.
Can anyone point me to hard data that FF underperforms compared to other defender primaries? No one around here has the time and chops to put together that beast of a spreadsheet. And, unless Castle lets us do some datamining to see in-game performance, all we have is speculation. |
I think people have been saying FF (and sonic resonance) need love since their creation...
mabye one day that'll happen*
*most likely never
Whining about everything since 2006.
Ammo switching for Dual Pistols was my idea:
http://boards.cityofheroes.com/showthread.php?t=135484
BIOSPARK :: DARKTHORN :: SKYGUARD :: WILDMAGE
HEATSINK :: FASTHAND :: POWERCELL :: RUNESTAFF
Other than its activation, it's not.
Issue 16 made me feel like this.
Warning: This poster likes to play Devil's Advocate.