Longer Buffs


Aura_Familia

 

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Originally Posted by Memphis_Bill View Post
FF, Sonic, Emp, Cold, etc... I play them all, and have most at significant levels if they aren't 50 already.

Yes, they would nerf them. Longer duration = higher end cost and/or lower values. The reapplication of those buffs is part of the 'balance.'

Apply them where they're actually needed (not everyone needs every buff. Yes, even on a MM. Pets can be replaced. Worry about the players.) If you find the process to not be fun, don't roll something that buffs in that manner.
I have a 50 Ill/FF Controller and a 50 Cold/Ice Defender. I would be fine if my 4 minute defense buffs were say 10 minutes and cost 2.5x the amount of endurance. That would make them about 20 end a cast unslotted. I don't mind buffing at all, but most buffs are a BIT too short for my tastes. I actually enjoy it sometimes over constant killing. (Hence why I have two 50 bubblers)

I think this would make both characters more enjoyable to play without a need to nerf the effectiveness of the buffs. It would also alleviate the "pay for buffs" problem that is one of the base reasons for the short timers on buffs.


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Originally Posted by Steampunkette View Post
How about a compromise?

"Extend Duration" Enhancements. Usable only in specific targetted buff powers. They do not drop, but must be purchased from DO or SO trainers.

-Rachel-
This would be win. Add common IOs too though.


The City of Heroes Community is a special one and I will always look fondly on my times arguing, discussing and playing with you all. Thanks and thanks to the developers for a special experience.

 

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Originally Posted by EvilGeko View Post
This would be win. Add common IOs too though.
So long as they don't drop, I'm fine with that. I don't want to screw up the tables any more than they already are!

But having purchaseable common IOs for duration increases on specific powers would be nice...

What powers would we allow to accept duration enhancements? Somehow I sincerely doubt self-buffs of any sort would get the benefit, to avoid players with Dull Pain perma or Tier 9 defensive clicks that crash moments before they're reapplied by players with perma-hasten and duration extension.

I think targeted buffs would be fine, though? Perhaps even targeted -debuffs- as well! Make the /poison mastermind's abilities last longer on an AV so he can spend more time flinging Alkaloid.

As for total amount of increase: I think Double Duration works well? "Quick" buffs that last for 2 minutes instead of 1, and long duration buffs holding out for 6-8 minutes, if the buffer forgoes any sort of end reduction...

Oh! Just to balance it out you -could- make each instance of the enhancement also increase the endurance cost of the power, incrementally! Got bubbles that last twice as long? They cost twice as much. Slightly more time before fights popping blues or resting while putting up fields, unless you decide to Stagger them over the group, instead. hit the people who -need- the buffs, get into a fight, hit the people who really enjoy the buffs, next fight, then hit the people who don't -really- need to be buffed at all, but whom it still helps a little.

-Rachel-


 

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I've played Force Field (not to 50), Thermal Radiation (to 50), Cold Domination (not to 50), and Sonic Resonance (not to 50), and Kinetics (not to 50).

I'll tell you now, out of all those buffs sets, the only one I think needs to have it's duration increase is Kinetic's Speed Boost, to a 4 minute duration. As I just don't care for buffing the team every 2 mins. Every 4 mins and I'm golden!

In all those times I've played those sets, the only time I feel the need to buff other peoples pets is 1) When I feel like it OR 2) Right before we pounce on an AV.

If you want to buff every single pet on the team all the time, that's not the sets problem, that's yours. And personally, I've never been on a team with any toon with pets that looked at me and said "Hey! Shield my pets!"

That said, out of all those shielders, only the Thermal did more pet buffing than anything else, as Elec/'s damage just felt so weak, I felt like I was doing more keeping the pets shielded than going about blasting.


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Originally Posted by Rebel_Scum View Post
The only buff whose duration I would love to see increased is Speed Boost. Because I'm sick of spending half its duration reapplying it to an entire team, all of whom whine at me for it the instant they so much as see the buff icon blinking. It has the same 7.8 end cost and 2 sec recharge time as the buffs in forcefields, sonic, cold or thermal. Yet it only lasts half as long, for no apparent reason. I fail to see how making it last slightly longer would be overpowered.

Oh no, I won't have to run from one end of a mission map to the other rebuffing everyone constantly. (Because people always pick the exact moment it wears off to run in eight different directions.) Wait.... why is that a bad thing, again?

If your teammates start whining the instant SB drops(and I've seen people do it too), then they are bad teammates. Tell them you'll get to them when you get to them. If they need SB to function, then tell them to lrn2play.


 

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On the one hand, I'd like to see these buffs go up ever so slightly. Call it five minutes instead of four. I'd also like to see very short-duration buffs last longer, as well. I more or less gave up on ever using Thaw because I WILL NOT recast a buff every 90 seconds. Bring that up to four or five minutes and then we'll talk.

On the other hand, these buffs have a cost, and recasting is part of that cost. I run them double-slotted for endurance and I still tax myself significantly when I recast them. It also takes a not insignificant amount of time, especially if you have to do it in battle. Rebuffing seven people with two two-second buffs runs up to 28 seconds, probably around 30 with ping time and finger slips. That's a lot of time to do nothing in the middle of combat.

Finally, you DO NOT NEED to buff other people's pets, especially Masterminds. Looking after henchmen is the Mastermind's job. If you choose to buff them, then you DO NOT get to complain about it. You chose to buff, you live with the consequences. As an owner of both a Forcefield and a Thermal Mastermind over the level of 30, I can tell you that not only do I not need you to buff my henchmen, I, myself, will not buff them when I am on a team. Team-mates tend to have a much higher contribution than any one henchman.


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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 Samuel_Tow View Post
On the one hand, I'd like to see these buffs go up ever so slightly. Call it five minutes instead of four. I'd also like to see very short-duration buffs last longer, as well. I more or less gave up on ever using Thaw because I WILL NOT recast a buff every 90 seconds. Bring that up to four or five minutes and then we'll talk.
Isn't Thaw Thermals Clear Mind clone? In which case, you shouldn't need to be spamming it, unless the map has something viscious like Arachnos Night Widows with smoke grenades, or mez heavy stuff like Lost/Rikti or others.


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Originally Posted by Zwillinger View Post
GG, I would tell you that "I am killing you with my mind", but I couldn't find an emoticon to properly express my sentiment.
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Originally Posted by Captain_Photon View Post
NOTE: The Incarnate System is basically farming for IOs on a larger scale, and with more obtrusive lore.

 

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Originally Posted by Techbot Alpha View Post
Isn't Thaw Thermals Clear Mind clone? In which case, you shouldn't need to be spamming it, unless the map has something viscious like Arachnos Night Widows with smoke grenades, or mez heavy stuff like Lost/Rikti or others.
It is, but it also provides some Cold resistance, and I prefer to keep it on all involved if I can. Of course, I'm not saying I'll never use it at its 90 second duration, but I'll only use it after someone is held, and even then only if I notice it. Considering I don't fancy myself a buffer or a healer as a Mastermind, the chances of that happening are not great. I'd rather buff people and move on than having to babysit their buff stacks.


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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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Hmn...only mobs I can think of with Cold are CoT and Crey...oo, and Coralax? But yeah, fair enough


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Originally Posted by Zwillinger View Post
GG, I would tell you that "I am killing you with my mind", but I couldn't find an emoticon to properly express my sentiment.
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Originally Posted by Captain_Photon View Post
NOTE: The Incarnate System is basically farming for IOs on a larger scale, and with more obtrusive lore.

 

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Well, that and the Winter Horde, who are almost never around, and Ice Mistral is much easier if you're protected from Cold. My Stone/Stone Brute basically walked through her Blizzard with impunity

In general, I just don't like buffs that last that short a time. Even for its status protection, all you have to do is fight Rikti or Carnival or Malta and the non-melee will need status protection almost constantly.


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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 Samuel_Tow View Post
In general, I just don't like buffs that last that short a time. Even for its status protection, all you have to do is fight Rikti or Carnival or Malta and the non-melee will need status protection almost constantly.
Which is what? 3-4 casts every 90 seconds or so? Even with the relatively short duration, the time investment in it is rather low overall. It's not like they're asking you to use up half of your animation time to keep your team buffed. At most, they're asking you to take a short break from demolishing the vast swaths of enemies before you to provide a massive buff to your team, which, in my eyes, seems to be a rather fair exchange. Increasing the duration on the buffs isn't needed since the fact that you have to apply those buffs is fundamentally the reason why those buffs are allowed to be so strong.


 

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Originally Posted by Zaion View Post
Any buff that is relatively cheap to cast and has no real recharge, but only lasts 1-4 minutes, needs to be changed to 20-30 minutes or even made into a cheap toggle aura effecting every team member within 100yds.

There is no reason to force a buffing class to spend most of a mission with a full team just standing around reapplying buffs. It is not fun.

Edit: I guess I should also add to the suggestion that said buffs not be nerfed in compensation. As that's what everyone posting below is afraid of.
Except that they would be nerfed. If you think otherwise you really having been paying attention to how balancing is done in this game. So no, /unsigned.


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Originally Posted by Umbral View Post
Which is what? 3-4 casts every 90 seconds or so? Even with the relatively short duration, the time investment in it is rather low overall. It's not like they're asking you to use up half of your animation time to keep your team buffed. At most, they're asking you to take a short break from demolishing the vast swaths of enemies before you to provide a massive buff to your team, which, in my eyes, seems to be a rather fair exchange. Increasing the duration on the buffs isn't needed since the fact that you have to apply those buffs is fundamentally the reason why those buffs are allowed to be so strong.
How strong is "so strong?" It's status protection. Is that considered "so strong?" these days?


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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 Techbot Alpha View Post
I still have time to heal and buff and blast stuff in the face with mind bullets.
That's telekinesis, Kyle!

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Originally Posted by Steampunkette View Post
How about a compromise?

"Extend Duration" Enhancements. Usable only in specific targetted buff powers. They do not drop, but must be purchased from DO or SO trainers.

-Rachel-
This is one I love, but I can see it having a lot of issues, both mechanically and balance-wise, with things like Siphon Speed.


Having Vengeance and Fallout slotted for recharge means never having to say you're sorry.

 

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Well I've been playing a DS/Therm MM in a few 8 man teams and have found:

1) Lots of buffing is boring

2) On a team only the melee AT's need shields (Screw other MM's pets, I'll just AoE heal them later)

Personally I would like to see the short term buffs to be 5 minute buffs with a small AoE with a increased END cost. I started wanting this when I noticed the small ring of fire produced by the first application of therm buffs and when I got all 6 of my pets...


 

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I might not "need" to buff others pets much like I might not "need" to buff that blaster or scrapper who shouldn't be tanking. Spread the buffs around to everyone and when things go wrong it's less likely to screw things up. Pets die and can be recast, but people die and can be rezed, debt is mostly meaningless so what's the difference?

As to the comment about defenders not being needed after casting their buffs and leaving, that's ridiculous. The main point of a defender is to heal or debuff, that's why you bring them and that's where their attention should be while playing. Not on watching everyone's buffs and constantly reapplying them.

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Originally Posted by Techbot Alpha View Post
Yes, really. Your saying you need to buff all your pets, all the time, or they'll die.
Im saying, by dint of having played an MM with NO self/pet buffs or shields, that that theory is hogwash.
Simple.
Except traps is more a debuff set. You buff all your pets every time you debuff an enemy.


 

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Originally Posted by Zaion View Post
As to the comment about defenders not being needed after casting their buffs and leaving, that's ridiculous. The main point of a defender is to heal or debuff, that's why you bring them and that's where their attention should be while playing. Not on watching everyone's buffs and constantly reapplying them.
So you bring a Defender, put shields/buffs on everyone...

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Any buff that is relatively cheap to cast and has no real recharge, but only lasts 1-4 minutes, needs to be changed to 20-30 minutes or even made into a cheap toggle aura effecting every team member within 100yds.
... and what's the point of keeping them around for the next 20-30 min instead of swapping out to a blaster? Two missions later, hop back on, rebuff, swap back out.

It's also not "constantly," as has been pointed out before. If it is, you're doing something wrong.

Oh, and...

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Pets die and can be recast, but people die and can be rezed, debt is mostly meaningless so what's the difference?
The pets aren't paying $15/mo to play a game, perhaps? Or when a pet dies, they don't take the rest down with them, as opposed to the player dying and all minions dying at the same time? Seems to be two rather big differences right there.

So maybe, just maybe you can ignore other peoples expendable, recastable meatshields, saving some time, and only protect the Mastermind - who can also buff or debuff, helping the entire team, even while resummoning pets.


 

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if i were you i wouldn't poke the bear. there is no need for buffs to last 20-30 mins. if they did they would do significantly less then what they do now. in fact they probably wouldn't even be worth it. deal with it. change your play style or don't play toons that buff.


 

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You don't get that YES, the buffs would be seriously decreased in some fashion if changed the way you want. It's called 'balance.' Sticking your fingers in your ears and going "la la la I can't heeeeeeeeeeear you" doesn't change that fact.

Sets and powers that are underperforming get buffed. They need good reason to do so. (Example, Stalkers AS no longer breaking hide if they miss, and providing a chance for AOE Fear if they do, plus Hidden status taking less time to come back. Or /Energy Aura getting a heal added to their END drain. Or Dominators losing the damage bonus from Domination, getting it transferred to an overall damage buff while having individual powers rebalanced and END costs overall looked at.)

"I don't like doing this" is not a problem with the powerset. And that is your "strongest" argument, no matter how you try to dress it up. You've been given suggestions on how to modify your playstyle to make it less of a "chore" for you. You are choosing to ignore them. That is on YOUR head. Not the fault of the powerset, not a problem for the devs.

You don't like the buffing playstyle, don't play a buffer. End of story.


 

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The difficulty that I have with this suggestion is that many buffs are stupidly powerful as-is.

It takes maybe two buffers, without a single debuff or healing ability between them, at most, to trivialize 95 percent of the game. A third to trivialize 99%.

30-minute durations on these ridiculously powerful buffs would result either in the crippling of these buffs, or buffbotting being a viable strategy. I can tell you now that I wouldn't hesitate to swap to a buffbot to hand out a couple 30-minute buffs that would make the missions a breeze with our various teams' native defenses. If I, who is lazy, would do this, then think of what the real min-maxers could and would do.

Needing moderately frequent reapplication on these powerful buffs is how the game ensures three things - one, the player is awake and at the keyboard, two, that the player is still with the team when these buffs are being deployed, and three, that the buffs come with a cost commensurate with their power.


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Originally Posted by Zaion View Post

As to the comment about defenders not being needed after casting their buffs and leaving, that's ridiculous. The main point of a defender is to heal or debuff,
How much healing and debuffing is that FF Defender going to be doing after laying down their 30 minute bubbles?


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Originally Posted by Dalantia View Post
or buffbotting being a viable strategy. I can tell you now that I wouldn't hesitate to swap to a buffbot to hand out a couple 30-minute buffs that would make the missions a breeze with our various teams' native defenses.
That's why my other suggestion was a toggle. If for example it's not possible to make the buffs auto cancel when the buffer leaves the team, then a toggle would prevent buffbotting just as well. Of course a toggle comes with it's own downsides, like the buff dropping when the buffer dies or gets stunned, but that would just be more reason to protect the squishies on the team.


 

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Originally Posted by Kiken View Post
How much healing and debuffing is that FF Defender going to be doing after laying down their 30 minute bubbles?
FF is more crowd control than debuffing. If people didn't hate knockback so much they could have their hands full keeping enemies away from squishies. FF has 3 buffs and 5 control powers, plus PFF which is it's own monster.


 

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Just like to add, I'm okay with SB giving out a bit less ENDREC and +RCH for a 4minute duration!


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