Fitness is dead; long live Fitness.
It is likely a good assumption that the "base" slot will still be included. Which means we get 3 extra slots (although no choice as to where they go).
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.
Nothing is free. I want to know what the tradeoff is going to have to be for this sudden boon.
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The presumption that every buff to the game is somehow balanced out by a corresponding nerf or mob buff baffles me. It just isn't accurate.
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Let me know when you actually "Break Out Math" instead of pulling a Kroenecker and asserting that because 2+2=4 god exists. You made a calculation that shows something, mostly that you consider partial work good enough. You failed to consider increased up time for hasten and the ability to reslot powers that needed additional recharge.
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To recap the conditions under debate:
Let's say I could add two LotGs, for a +15% global recharge. I typically run between 60% and 70% global recharge. I typically slot between 43% and 87% enhancement recharge. I typically have Hasten. <snip> To be fair, lets pick a long recharging power - one with 650s base recharge time and 95% slotting. Without Hasten, 249s to 235s, or 6% reduction. |
Now let's add in your 15% global recharge. Now Hasten's cycle time is 134.1s. During one cycle of Hasten, the 650s recharge power with 95% slotted recharge earns 446.1s of recharge time. That means it takes 650/446.1 Hasten cycles to recharge, which still works out to 1.46 cycles, which is now 195.4 seconds.
195.4/206.9 = 94%, or a 6% reduction.
I seem to recall saying...
(Edit: The Hasten example here is wrong, because this recharge time outlasts Hasten's duration. I don't have time to fix it now, but it's probably closer to 5-6% improvement.) |
Just as a counter example to what you claim as your proof Hasten 3 slotted has 98% recharge, with an extra 15% recharge global not affected by ED I can take a slot out of hasten and put it somewhere else. This is hardly the only case. |
/Mental blasters that use high recharge and drain psyche /Rad defenders and corruptors that use AM |
That brute has fitness, what it doesn't have is energy mastery. In I19 it gets energy mastery specifically superior conditioning, and physical perfection for nothing. Heck I can take maneuvers on that brute pull a lotg out of one my existing defense powers slot it into maneuvers and I get anothe slot to play with and improve something else. I can slot another performance shifter into physical perfection or move the one I have in stamina somewhere else. I can also reconsider my entire health slotting and change up from +recover to +regen. |
Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA
And I won't be alone in doing so. We'll have a new batch of people running around soloing content that is "designed for teams." We'll have more players punching their difficulty levels to the diff cap. The current content will become easier and easier. As things stand NOW, on the day the new CoP trial went live, a group from Pinnacle tore through it in 15 minutes.
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(1) It takes multiple teams of people to coordinate their actions. We're talking really simple levels of coordination, to be honest, but people on the same teams are rarely required to coordinate in this game. If you get even just the team leaders on Skype or Ventrillo or something, the coordination gets a ton easier.
(2) The aspect of Rularuu is an exercise in raw effective DPS. If you have enough, you will take him down in one pass.
So if you are coordinated and bring a truckload of effective DPS, you can blow through the trial in like 10 minutes. If you are uncoordinated and/or don't bring enough DPS, or bring too much of it as melee DPS without enough +toHit to overcome Hurricane, you might never finish it.
It's wildly binary. Honestly, if you're coordinated and know what to do, it's probably easier than the RSF.
Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA
[Aimed at no one in particular] I really don't think the Devs are really worried about this change alone. I19 is going to allow many highly specced out characters (almost all of which perform at that high level only in the 40s or at level 50 itself) to easily outperform what "normal" (SO only) characters can now--they do so already. The Fitness change in itself does not make a huge difference in the effective power difference between an SO'd character and a heavily IO'd character--that chasm already exists--but it will help casual players stay interested in their characters, allowing them to get further without abandoning them, so hopefully a lot more people will enjoy their climb to 50 so that they can spec out a character or two without having to farm and PL endlessly.
What will cause more of a chasm between casual players and power players is the Incarnate system: from how it sounds, it will demand more time and perhaps significantly more skill to make good use of it than what many casual players will sensibly be able to invest. The Incarnate system alone will let many characters solo content meant for teams when combined with IOs. The Fitness change is, at a whole, at least as much of a boon to casual players compared to power players. Thus, I don't think the devs are worried much about the Fitness change making content easier: I believe they want to make players--especially casual players--feel much more capable, able to crank up that difficulty a bit on even non-efficient builds. What the Devs may want to do, however, is allow for even higher difficulty settings at some point for the power player builds that will benefit from not only the Fitness change, but especially the Incarnate addition.
Mind you, I haven't been keeping up with announcements lately, so I really have no idea what's going on. This is simply an initial judgement based solely on hearing about the Fitness change and the little I know about Incarnate abilities.
If this was true, no character would be any more powerful than they were in April 2004.
The presumption that every buff to the game is somehow balanced out by a corresponding nerf or mob buff baffles me. It just isn't accurate. |
Far as I'm concerned, many builds are only now catching back up to where we were before all of that. Pushing us past it places us right back in the zone that prompted ED/GDN in the first damn place.
Be well, people of CoH.
Far as I'm concerned, many builds are only now catching back up to where we were before all of that. Pushing us past it places us right back in the zone that prompted ED/GDN in the first damn place.
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On the flip side, this is a completely different set of conditions, by which I mean the devs are now two different lead designers removed from those days, and the powers lead in particular is a different guy who came in rather after those decisions were made. In some ways, the entire philosophy the devs take can be said to have changed; Statesman was of the opinion that unhappy people would be replaced by standard MMO "churn" while Positron said he was more interested in retaining what had proven to be an unusually stable playerbase.
So sure, they might give us an ED/GDN. Or, they might revamp more narrow things, like just +defense (elusivity?) or just purples (probably not likely, but it's an example), or something like that.
I can tell you, I really don't expect them to address buff stacking. Even ED was a tweak within the existing system. The implications of changing buff stacking seem pretty far reaching - I think the devs would have a lot of work to do to make that happen, because I believe that doing it right would take much more than just a change in the buff calculations. Every stackable buff and debuff would conceivably have to be reviewed, including those from NPCs. I can only offer guesses and theories here, but my guess is that doing this well, reviewing and balancing it would take enough man hours away from other production that it's probably better just rolled into a new version of the game. (That doesn't even touch on the uproar it would cause, because I think it would be a bigger impact to how characters play than ED and the GDN were put together.)
Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA
Seeing as in the pylon thread you stated that BotZ allowing blasters to achieve decent levels of survivability was a real problem that needed to be fixed it certainly seems strange that you can consider a change that lets much more to be done a minor thing.
Then again it shouldn't be surprising that in this thread you completely miscast what this allows someone to do, make a calculation and then declare "SEE NO BIG DEAL"
(Someone really good at this debate stuff would do the math themselves and then prove my assertions wrong - if indeed my assertions were wrong.)
To recap the conditions under debate: Hasten with 98% recharge slotting (your number) and 60% global recharge has a cycle time of 141.9 seconds. During one cycle of Hasten, our 650s recharge power, 3-slotted for recharge (which I called 95% recharge) would earn 445.8 seconds worth of recharge time, meaning it would, on average, take it 650/445.8 = 1.46 Hasten cycles to recharge. That's 206.9s. |
They might if they were really clever realize that its not additional recharge, its the ability to get the level of recharge they wanted and get all kinds of new things for 0 cost.
You keep on with the Chewbaca defense here.
Next, Its mind boggling to me that you can seriously maintain your position while presenting evidence that contradicts yourself.
And yet if you kept those thee slots in Hasten, you would improve its uptime. I have never known anyone who had anything less than perma-Hasten to remove slots from Hasten when they got more global recharge. I know plenty people who build "min/max" versions of both of those (more Rads Emishes than MM Blasters) and none have built either without Fitness. Of course those builds were optimized for DPS and -regen - those with other goals might be able to optimize differently. |
Having added PP and more than +5% end some of my own characters, I'm going to say I'm not sure that'll be as transformative as you think it is, because while I noticed the difference in my own characters, I didn't find it dramatic. I will however, concede that being able to add Body/Energy Mastery to a build that didn't have them is going to be one of the nicer improvements the Fitness move will allow. As I said, I've added that pool to characters already, and I still wouldn't consider it a dramatic change in performance, but that's getting into subjective arguments. I'd say take a look at difference the actual number of HP/sec regen you're earning between builds. If it's around 3 HP/sec or less, I don't consider that a major performance change; I couldn't "feel" the difference in play. |
At this point I have to presume this is just another case of Uber Guy being Obtuse Guy. Either way Its really hard to understand how someone who claims to be a min maxer could say that the ability to potentially repurpose up to 18 slots isn't a major transformation for builds.
Seeing as in the pylon thread you stated that BotZ allowing blasters to achieve decent levels of survivability was a real problem that needed to be fixed it certainly seems strange that you can consider a change that lets much more to be done a minor thing.
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Then again it shouldn't be surprising that in this thread you completely miscast what this allows someone to do, make a calculation and then declare "SEE NO BIG DEAL" |
Edit: To be clear, I know we can get things besides this kind of +recharge. I started rebutting the recharge as a specific case of something you claimed was likely to be transformative even on high-end builds, which I do not accept. Of course you are now explaining this line of thinking further, as shown here...
Somebody who could actually read would realize the ability to remove the slot from hasten, and shift 2 slots from defense powers to 2 of the 3 new powers gained would realize they just got 2-3 slots in their build without giving up anything. |
(2) Stop speaking in the abstract. Give me a concrete example. Show me a build. Illustrate how the example is applicable across a wide range of powersets and builds, and isn't an edge case. Be prepared to defend the example against the argument that the "before" build is poorly optimized.
If you aren't willing to do (2) above, then you need to be quiet.
Or looking at it another way they would realize realize they could add or move 2 lotg and lose 3 5% recharge bonuses and still not lose anything and gain 18 slots to play with. |
You keep on with the Chewbaca defense here. |
(2) It's spelled "Chewbacca"
Next, Its mind boggling to me that you can seriously maintain your position while presenting evidence that contradicts yourself. |
Those people with perma hasten now have 3 slots to plop their lotg globals into with no cost to their build. |
That gives them 3 slots to redistribute 3 powers that can be reoptimized. All those builds that had 5 red fortune plus a lotg global, they can now just take the 6 red fortune piece and gain 7.5% ranged defense for free. |
At this point I have to presume this is just another case of Uber Guy being Obtuse Guy. Either way Its really hard to understand how someone who claims to be a min maxer could say that the ability to potentially repurpose up to 18 slots isn't a major transformation for builds. |
What I'm asking you to show is an example of a well optimized build that you then dramatically improve performance of. If you can it'd be awesome if you showed the qualitative improvement on something like DPS, average time-to-defeat (or average immortality line), Mez mag/sec stacking potential or something like that. If you can't or won't, just post the builds and let someone else do it for you. The best example would be something that you think a lot of builds could replicate because it uses [edit]commonly-used[/edit] sets, commonly-used pool powers, etc.
Just as an FYI if you haven't seen it, last I saw in the Scrapper forum it looks like BillZ wasn't sure he's going to see the DPS increase he last presented in this thread because it's not clear how Follow Up stacking works out at his top-end recharge. Until that's cleared up, we probably shouldn't use it as an example.
Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA
Maybe the "coming storm" is a bunch of nerfs lolz.
When something good happens to me, I can never enjoy it....
I am always too busy looking for the inevitable punchline...
BEHOLD THE POWER OF CHEESE!
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Heroes: The Clockwork Mime, Soccerpunch, The Fissioneer, Samurai Houston, Oversteer
Join The X-Patriots on Virtue!
Personally, I hope the coming nerfstorm is Invention Diversification, combining a functional cap on the amount of any given global benefit from IOs with the addition of alternate IO benefits to actually diversify into. I feel like taking out softcap for non-defense sets and perma-(insert whatever thing that was pretty blatantly never intended to be perma) this way would go a fair distance towards limiting the current power bloat. Although obviously people will find new ways to min/max, cutting down on the ability to hyperspecialize tends to reduce power bloat in general.
Outside of PvP, which now works totally differently compared to PvE anyway, why would the devs want to punish players who have min/maxed themselves to incredibleness if they've earned it through playing content?
It shouldn't matter whether or not we can eventually create characters that rival the power of those back in those long past dumpster diving days as long as:
a) it's not specifically only one AT or combination that can do it
b) it doesn't make PL'ing easier to do than now
c) it doesn't affect the aforementioned PvP significantly
As long as powerful builds are being made in this game with enhancements and other rewards (Accolades, temp powers, etc.) earned via the game, it shouldn't matter. In fact, it can help retain some players, as it continues to give them something to do with their old characters, at least for a while longer.
As long as sets and ATs perform well enough at a baseline, and as long as particular sets and ATs don't have an unfair advantage over others, being able to make characters more powerful is, ultimately, part of the game. A universal buff like inherent Fitness shouldn't be a philosophical problem, as it helps all ATs and sets across the board the same way.
A universal buff to keep players interested in playing is a straight win, and there really shouldn't be any reason to nerf solely because of this change. Any incoming nerfs would be for their own reasons and unlikely to be global, given this dev team's track record. They seem far more interested in giving universal buffs and nerfing very specific things that crop up as unbalanced between sets, ATs, and items.
Just as an FYI if you haven't seen it, last I saw in the Scrapper forum it looks like BillZ wasn't sure he's going to see the DPS increase he last presented in this thread because it's not clear how Follow Up stacking works out at his top-end recharge. Until that's cleared up, we probably shouldn't use it as an example. |
Be well, people of CoH.
It's not accurate if you completely ignore just how nerfed down we were by ED, the GDN and aggro and aoe caps.
Far as I'm concerned, many builds are only now catching back up to where we were before all of that. Pushing us past it places us right back in the zone that prompted ED/GDN in the first damn place. |
What did we pay for IO's being added to the game? Nothing that I can think of.
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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
A lot of people run PvP builds without fitness, adding the powers for free will make a huge difference in staying power and fighting style/inspiration usage.
Those that currently use the fitness pool will be able to, as Bill said, pick up powers they otherwise had to sacrifice. It will make a very big difference in a lot of cases. |
Define alot...Because not having fitness on a PVP character would be uncommon to rare (stalkers being the most common to skip it.)
Don't get me wrong inherent fitness will be a big boost to just about every PVP build I can think of. Phase/tough and or leadership will be popping up everywhere.
We pre-paid with ED and the GDN. Something can be done for multiple reasons?!?! Shocking, I know.
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If IO's had been introduced somewhat sooner than two years after those two changes, I might find the argument that those balance changes, and the introductions of inventions have any sort of link somewhat more credible.
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've never found the argument that ED and GDN were introduced to allow IO's to be added to the game at a much later date particularly convincing.
If IO's had been introduced somewhat sooner than two years after those two changes, I might find the argument that those balance changes, and the introductions of inventions have any sort of link somewhat more credible. |
If that was your best counter to my statement, you should probably give up now.
Be well, people of CoH.
Maybe the "Comin Storm" and the incarnate system is a step in the Cosmic Level power that super heros sometimes attain.
Beatin up on skullz is fun but I'm lookin for a bigger challenge than what this game offers at this point.
My favorite combo is Faceplant/DebtCap with the TeamWipe Ancillary
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I'm definitely not trying to say it's not a buff. I just think there's a lot of hyperbole about how big a buff it is for most people, and that some people are defending that hyperbole by pointing out two examples.
1) Examples where people fit in more +defense into high defense builds that aren't currently soft-capped. Those are going to get a lot better for sure. 2) Examples where someone has a build that could already be a lot better, and they combine those improvements with the additional improvements this change makes possible. They then point to the combined improvements and declare how massive the improvements possible with this change are. There are some good points being raised in this and the other discussions, but I'm specifically trying to argue against the two above. You mostly got dragged into this because your build kind of straddles both examples, and because you were one of the only people posting facts about a known good build. Edit: By the way, if they do give us more slots, my whole position flies out the window, and I'm board with the notion that this would be big-time power shift. |
What it will do for the most part is make the lvl 1-20 game a lot more bearable for 99% of the players, while the 1% who feel its too easy to not have to rest in the middle of fights can up their difficulty. The secondary bonus is giving players 'juicier' powers to select in place of the stale fitness powers, and as you alluded to, its not an overpowered bonus as it does not offer additional slots.
So again, this is a buff, and of course the top end players are going to leverage it more than the average player will, but even looking at the evidence of what has already been presented from envisioned top end builds, it certainly isn't anything earthshattering, even in the hands of those with the ability to get the most from said buff.
Having said that, after experiencing the praetoria content, it seems that the devs plan on upping the difficulty of enemies in future releases, so I expect any new level fifty content, especially that related to incarnates, to present difficulty that will further demonstrate the free fitness buff to be even more miniscule than it seems now...
Because the devs are so persistently timely in all of their game changes, right, Dysmal? 6 years to make fitness inherent and we still don't have offline SG invites to get our own characters into our own SGs...
If that was your best counter to my statement, you should probably give up now. |
To be fair, I don't think GDN or ED was a a nerf related to IOs either. Both of those changes dealt with the extremely overpowered builds that were easily attainable with minimal investment. The extreme IO builds of today are not like that at all. In general they operate at max capacity only once they hit level 50 and massive time and influence have been poured into them.
In short, just because it is possible to attain extreme levels of power doesn't mean the average, or even more than a handful, of characters are operating at that level. Pre-GDN and ED that was not the case. I don't think that discounts your entire point about power creep, but I think we need to keep in perspective that we're talking about improvements to the top 10% of players. Everyone else will only be buffed to a level that I would call "comfortable" and end up with extra powers like Recall Friend or Bonfire.
The other thing is that a lot of people seem to be taking toggle powers in their newly opened slots. This assumes they will have the endurance to keep these abilities going. What makes that interesting is that the reason they don't have those powers right now is because chasing extra endurance was more important to them than getting those powers. Stamina does boost endurance (.77 end/sec at lvl 50 with 2 lvl 50 IOs and base 100 endurance), but if you then take 3 more toggles you almost cancel it out. The average cost of Leadership toggle is .39 end/sec, and the average Fighting armor is .33. Two Leadership toggles together, unehanced for endurance, nearly cancel the base effect of Stamina by themselves, leaving you relying purely on recovery procs.
So that's the whole thing about this particular issue. Any build that is possible with this change was possible before. The only thing is enhanced endurance recovery made running certain powers somewhat more feasible. On the other hand it's still not a free lunch, and anyone who loads themselves down with AoEs or unenhanced toggles will be right back where he or she was prior to the change.
To be fair, I don't think GDN or ED was a a nerf related to IOs either.
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They could not introduce any type of skills system that further improved characters and still function within game limits of what they felt they could design at the time.
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.
I can't even begin to understand the mindset of the person or persons you're describing. With the vast extremes that exist between those slotted with SOs that enjoy +1/x1 diff and those that have min/maxed and run at +4/x8, you'd think that everyone could find their happy place.
Power creep and the usual backlash from it are my only concern. Had this change occurred before IOs were introduced and if it weren't being put into play in the same issue as the first few incarnate powers, I wouldn't be having this discussion. I'd be saying nothing but "woot" and happily waiting for it to go live.
When something good happens to me, I can never enjoy it....
I am always too busy looking for the inevitable punchline...
BEHOLD THE POWER OF CHEESE!