Cold vs FF
Yes we are largely pretending that the cold/ff is the only mitigative source on the team, but that is actually to the advantage of FF. Cold stacks better with other buff/debuff sets because it is layered mitigation.
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There's something about this that came up in the last thread on this subject (it's been tearing up the boards for two weeks now... at least this one didn't take a turn for the "and Force Field is the worst buff set in the game" like the last did though.)
Basically if the extra defense in FF isn't enough to recommend it, logically speaking you should avoid Cold Domination on Defenders altogether because the main benefit it gains over other sets is the Defense. The key powers, Sleet and Heat Loss, are exactly the same for all archetypes that can access Cold Dom. The -Recharge values are lower on Corruptors (but the same on Controllers), but you should be hitting the -Recharge cap so frequently it shouldn't matter. There is a small amount of difference in the HP between the various versions of Frostwork, and small variations in Infrigidate that should be barely noticeable. Benumb's -Damage is slightly lower for the other two ATs, but the -Special is actually better on a Controller than on a Defender, and IMO that aspect is the more important of the two.
Now in the previous thread on this subject one of the things I said is that just because something isn't a Ferrari doesn't mean it's a stage coach. Cold Dom on a Defender is pretty fierce, but really loses value on Defenders if we devalue defense. The wild card there is the question of the Defender's secondary (Sonic Attack? Then it's a win.) Ironically though, an individual Force Fielder who happened to be Sonic provides more resistance debuff potential than an individual Cold who happens to be, say, Electric or Archery, so only looking at the primary in decision making is somewhat perilous. There is also the open question of whether you really want the Ice/FF Controller who can jump into melee with Arctic Air and keep it running versus the Ice/Cold who has fewer control options in some scenarios.
Also when I say 'short term' it has to essentially be capped at the initial volley (ie however many attacks the foe(s) have before needing to repeat attacks) from the foes because the -rech of cold will kick in. Cold very easily -rech caps +1's with its 'every spawn' powers of just sleet and snowstorm. Aside from that both sets are both good at breaking up the flow of attacks with sleet and Rbomb+Fbubble respectively.
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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.
There's something about this that came up in the last thread on this subject (it's been tearing up the boards for two weeks now... at least this one didn't take a turn for the "and Force Field is the worst buff set in the game" like the last did though.)
Basically if the extra defense in FF isn't enough to recommend it, logically speaking you should avoid Cold Domination on Defenders altogether because the main benefit it gains over other sets is the Defense. The key powers, Sleet and Heat Loss, are exactly the same for all archetypes that can access Cold Dom. The -Recharge values are lower on Corruptors (but the same on Controllers), but you should be hitting the -Recharge cap so frequently it shouldn't matter. There is a small amount of difference in the HP between the various versions of Frostwork, and small variations in Infrigidate that should be barely noticeable. Benumb's -Damage is slightly lower for the other two ATs, but the -Special is actually better on a Controller than on a Defender, and IMO that aspect is the more important of the two. Now in the previous thread on this subject one of the things I said is that just because something isn't a Ferrari doesn't mean it's a stage coach. Cold Dom on a Defender is pretty fierce, but really loses value on Defenders if we devalue defense. The wild card there is the question of the Defender's secondary (Sonic Attack? Then it's a win.) Ironically though, an individual Force Fielder who happened to be Sonic provides more resistance debuff potential than an individual Cold who happens to be, say, Electric or Archery, so only looking at the primary in decision making is somewhat perilous. There is also the open question of whether you really want the Ice/FF Controller who can jump into melee with Arctic Air and keep it running versus the Ice/Cold who has fewer control options in some scenarios. |
On the other hand, even when you have an abundance of defense cold still brings things of high value to almost any team. Heck the only set that brings better stackablility than cold is radiation.
FWIW I already said that cold is comparatively stronger on Controllers against its brethren than it is on defenders explicitly because of benumb, HL, sleet, infrig, snowstorm, and FW being just as good +/- a tiny bit (very similar to how kin translates between the two AT's). But that isn't the same thing as devaluing defense, but rather highlighting one of cold's best tools - recharge/slow debuffing. Which is something a lot of people overlook. Heavy recharge debuffing provides huge amounts of mitigation.
When it comes to specific combos though really that is a can of worms best left unopened. But I stand by my earlier statement that cold/x (or x/cold) is almost always better on a team than ff/x (or x/ff). It's especially true the more forcemultipliers you start to add to the pot, but it is also true as the only source of support. But again, when I say 'almost always' i don't mean 100% of the time, but easily often enough where if you care about that kind of thing it will be tangible.
A more lofty statement is that cold/x is > ff/y. While this is also true for most configurations as you mentioned a superior blast set like sonic for single target take down, or archery for aoe damage is powerful enough to negate the statement. But again that is a different premise than the discussion of Cold vs FF.
I like FF specifically for two reasons:
-The bubbles are less intrusive to the character design. Ice bubbles look bleh.
-FF's signature powers are the bubbles, and every FF will have them and will keep them active. Cold frequently doesn't.
Cold to me is better in raw numbers by a good amount though...
Sonic is what I would call a "secondary buffer." It's not so bad it's unplayable, but I would never, ever, trust Sonic Resonance to keep a team alive like most of the other buff-debuff sets can on their own. Maybe if I was on a team that already had another buff character it's not awful. IMO my 2 Sonic Resonance characters (Defender and Controller) are probably the two weakest support characters I've got, at least among this list of characters in their 40s - 50s:
Ice/Therm Controller Earth/Storm Controller Earth/Therm Controller Force Field/Ice Defender Mind/Cold Controller Elec/Force Field Controller Sonic/Dark Defender Dark/Pistols Corruptor Fire/Sonic Controller Ice/Radiation Controller Illusion/Trick Arrow Controller |
@Rooks
"You should come inside the box... Then you'll know what I mean."
Yes, it's great for those .05% of situations. Still would prefer something that's useful the other 99.95% of the time.
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Yes, because it's unreasonable to expect people to bring their own greens to repair what little damage does get through, or purples to stop some of the damage from getting through in the first place.
I'm not devaluing defense, but I can't speak for anyone else really. A single FF def is capable of putting everyone withing a stones skip of softcap, so adding a second one, or even one of the other buff/debuff sets that brings solid def/tohit debuffing quickly becomes overkill on that aspect of mitigation.
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What is valuable (to me) about a Force Fielder is you can put one on your team and stop paying attention to defense at all. When people examine power sets they usually assume you have a static team with no one joining or leaving. My experience with actual teams is that you gain or lose a person every one and half missions or so. This is why I will always seek out a FF'er if I can find one. The team is capped and mezz protected and even if other people quit mid-mission you're still covered. The endurance drain protection is nothing to sneeze at either.
Yes, because it's unreasonable to expect people to bring their own greens to repair what little damage does get through, or purples to stop some of the damage from getting through in the first place.
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"What little damage does get through" is actually 50%. I hope you brought a lot of greens.
I'm not someone who believes direct set comparisons are really appropriate. But it really does raise my eyebrows that a single cast of Cauterize unslotted provides more effective HP than Sonic brings relative to Thermal.
I like FF specifically for two reasons:
-The bubbles are less intrusive to the character design. Ice bubbles look bleh. -FF's signature powers are the bubbles, and every FF will have them and will keep them active. Cold frequently doesn't. Cold to me is better in raw numbers by a good amount though... |
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One overlooked advantage of FF in this topic: minimal slotting and power picks required to bring everything most teams want you to bring. Even if you take many of the other powers, they still require very minimal slotting, which saves tons of slots for your attacks/controls/pets/whatevers. Build flexibility is always a huge advantage. Of course, that can also be bad for the set, because it can be seen as a set of many "skippable" powers. Not having a Cold at a high level, I'm not entirely sure what the slotting is like. But, I'd suspect it'd need lots recharge enhancements in many key powers to use and abuse them as much as possible.
I see some sentiment that Cold is above and beyond the best teaming set ever. Is that people just really liking Cold or is the set just that out of line? Though, I do suspect eight Colds (or FFs) couldn't hold a candle to what eight Empaths, Rads, or Darks could do together. Especially the Empaths.
"What little damage does get through" is actually 50%. I hope you brought a lot of greens.
I'm not someone who believes direct set comparisons are really appropriate. But it really does raise my eyebrows that a single cast of Cauterize unslotted provides more effective HP than Sonic brings relative to Thermal. |
Sonic's great with Rad, Dark, FF, Cold, another Sonic, you name it. By itself? pretty meh.
Mini-guides: Force Field Defenders, Blasters, Market Self-Defense, Frankenslotting.
So you think you're a hero, huh.
@Boltcutter in game.
[U][URL="http://boards.cityofheroes.com/showthread.php?t=251594"][/URL][/U]
I see some sentiment that Cold is above and beyond the best teaming set ever. Is that people just really liking Cold or is the set just that out of line? Though, I do suspect eight Colds (or FFs) couldn't hold a candle to what eight Empaths, Rads, or Darks could do together. Especially the Empaths.
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It isn't out of line though.
Cold - squishy with little self protection, but you are able to make your team phenomenal defensively and offensively
Rad and Dark - huge amounts of personal protection/survivability and still make the team very strong offensively and defensively.
FF - unparalleled personal survivability, makes the team very mitigative, but lacks the ability to increase offense.
And so forth. Each buff/debuff set has a niche that it excels at (well except TA).
But if the specific question is what set makes a team shine under more scenarios, the answer is Cold > FF.
If the question were, what set makes a team very defensively strong while also ensure that I the caster never dies, the answer is FF > Cold.
8 of any buff/debuff sets in this game are crazy strong. It is more that Cold mixes in better with other buff/debuff sets than most others because it does everything well. It is strong enough to stand on it's own, but regardless of what the team is running with Cold will still bring a lot of value.
Cold lets you and your team kill stuff faster, FF keeps you and your team safer and looks better.
Mains (Freedom) @Auroxis
Auroxis - Emp/Rad/Power Defender Pylon Video Soloing an AV
Pelvic Thunder - SS/Elec/Mu Brute
Sorajin - Elec/Nin Stalker
Neuropain - Sonic/Mental/Elec Blaster
I have a question that maybe someone can answer. Why does this pop up so often, and why are the colds almost always going on and on about how FF is useless and if they saw a FFer in game they'd tell them to re-roll as cold and mock them if they didn't comply? (using hyperbole here if you didn't notice)
Did a bubbler kill someone's parents? Are you (general you, not anyone specific), in your own way, trying to get FF improved? Are you (again, general) just bored?
It just doesn't make any sense to me, and would like to figure out if this debate being brought up again and again is anything more than trolling.
That...was a Herocon 09 exclusive easter egg. The powerset will not have doves associated with it.
Namely because you guys would want to color tint the damn doves, or make them hawks/ravens/flying sharks/etc and that's just a headache I do...not...want...to deal with. |
I can't account for previous debates, but in general I think its a cry for FF to be more then a 1 hit wonder. Defense is nice and all, but there are so many different ways to get it, and once you hit the softcap, there isn't much point in going much higher.
Which is the focal point of this argument, besides Defense, what does each powerset offer, and in most cases, Cold will out perform FF once the soft cap it met.
I have a question that maybe someone can answer. Why does this pop up so often, and why are the colds almost always going on and on about how FF is useless and if they saw a FFer in game they'd tell them to re-roll as cold and mock them if they didn't comply? (using hyperbole here if you didn't notice)
Did a bubbler kill someone's parents? Are you (general you, not anyone specific), in your own way, trying to get FF improved? Are you (again, general) just bored? It just doesn't make any sense to me, and would like to figure out if this debate being brought up again and again is anything more than trolling. |
Basically there is nothing to debate/argue unless one casts the people supporting Cold as vehement, frothing at the mouth FF haters. Regardless of the fact that it isn't true in the least.
Most people I see as simply too bored to let it die, although there are one or two whom I think there might be an ounce of truth to my hyperbole, yes. It is good to see, that in some cases at least, the intent is to get FF buffed, although I think there would be better ways to do so than to keep going on about how they think cold is better, and think that buffing FF would be tricky, especialy with cottage rule in effect, and sticking to the theme of force fields.
That...was a Herocon 09 exclusive easter egg. The powerset will not have doves associated with it.
Namely because you guys would want to color tint the damn doves, or make them hawks/ravens/flying sharks/etc and that's just a headache I do...not...want...to deal with. |
Most people I see as simply too bored to let it die, although there are one or two whom I think there might be an ounce of truth to my hyperbole, yes. It is good to see, that in some cases at least, the intent is to get FF buffed, although I think there would be better ways to do so than to keep going on about how they think cold is better, and think that buffing FF would be tricky, especialy with cottage rule in effect, and sticking to the theme of force fields.
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Anyway, what better way would you suggest to get FF attention than comparing it to its closest analog and pointing out where it falls short and where it excels?
It worked great for Fire Armor in the thread comparing it to Shields. Not only was a serious multi-stage dev oversight corrected with shield charge, but fire was shown to be lacking in its role as an 'offensive armor set' and received a couple great buffs.
It is very difficult to demonstrate that anything is under performing to the point of needing dev attention as a standalone because players don't have access to the datamining that is needed (Not including the countless bugged powers that require fixing). What we can do however, is clearly compare and contrast similar sets and hope that raises a flag.
Heh, I have a cold/sonic, FF/rad and traps/sonic all IO sets at 50. Teamed with other debuffs (FF/Rad), no debuffs (cold/sonic), All around badass def, Traps hands down (easy to softcap with good recharge).
But I have to give it to cold over FF (don't even play mine anymore).
@MARTy McFly
It is very difficult to demonstrate that anything is under performing to the point of needing dev attention as a standalone because players don't have access to the datamining that is needed (Not including the countless bugged powers that require fixing). What we can do however, is clearly compare and contrast similar sets and hope that raises a flag.
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Actually I hope the flag that is raised is that knockback and intangibility really do not pan out as serious debuffs. Looking at Force Field's abilities what we have is a set with 4 buff powers and 5 aggressive debuff/utility ones, yet the set is universally regarded as a pure buff set. For some reason the developers continue to rate knockback higher in value than players do, and that has created some of the issues with this set and a few others.
One overlooked advantage of FF in this topic: minimal slotting and power picks required to bring everything most teams want you to bring. Even if you take many of the other powers, they still require very minimal slotting, which saves tons of slots for your attacks/controls/pets/whatevers. Build flexibility is always a huge advantage. Of course, that can also be bad for the set, because it can be seen as a set of many "skippable" powers. Not having a Cold at a high level, I'm not entirely sure what the slotting is like. But, I'd suspect it'd need lots recharge enhancements in many key powers to use and abuse them as much as possible.
I see some sentiment that Cold is above and beyond the best teaming set ever. Is that people just really liking Cold or is the set just that out of line? Though, I do suspect eight Colds (or FFs) couldn't hold a candle to what eight Empaths, Rads, or Darks could do together. Especially the Empaths. |
RAD's toggle debuffs are good, but it requires the team to pay attention a bit more, or they'll kill the target who's keeping the debuff going.
Luckily I haven't run into the problem of people thinking RAD's heal is all that (I have before), but RAD's AOE heal is rather weak, it's meant to supplement RI and EF. Both of which have don't have biggest radius, so if you're not keeping things clumped, you can have enemies outside of it.
AM is a nice buff as well
And for normal missions, I'd say that's a lot of what RAD comes down to...AM, Heal. Fighting enemies like the Cims, this changes a bit, they can still be scattered, but the target of the toggle debuffs tends to stay a round a bit longer.
Now COLD, does away with the -tohit, and buffs teammates defense instead, get an awesome END recovery powerm but I wouldn't call it all that, in that again, it's needs proper placement of the team for best results, but it's good.
The other nice things about Cold, is it's debuffs are clickies (barring one, that I personally don't tend to see needing constant use), this imo is just more fun for the player as they get time in to attack.
Now, one could say this about RAD just putting the toggles back up, but on a steamrolling team, that might be all you're doing...up BAM dead enemy...up BAM dead enemy.
This also leaves RAD's -tohit not always up, but the +DEF of COLD always up (in theory anyways...the COLD could always forget to reapply the shields).
Now, FF does have other benefits for the player. Face it, bubble and attack.
Yeah, there's Force Bubble, it has uses. I personally find it better on a team of ranged toons.
One poster said, don't worry about the complaining melee, which doesn't make since, seeing as how melee is very popular.
Now, being the TF junkie that I am, I'll gladly take either to the team (if not both), but seeing as how the question seemed more of a "one or the other" it'll go to COLD, because it delivers what I want...+Defense Sheilds, and an easier time on the AVs.
Both sets have their AOE damage power, but Sleet comes with -resist, so on a game that a lot of teams want AOE lawnmowers, how would COLD not be popular?
Sleet group, tanker/scrapper/brute shield charge in then lightning rod or whatever AOE, for even more damage!
However what I will say, is at least with a Force Field Defender ona PuG I'm more likely to believe they have the Bubbles.
Defender wise, I'm usually just suprised if I don't see a COLD with the sheilds, but it's happened a few times.
COLD Corrs I've seen skip the team shields on multiple occaissions.
When Force Fields get ported to Corrs, I think we'll see a few who skip the team bubbles.
As for those Trollers...*sigh*...more and more seem to skip the ally shields. :/
MMs...will need to do more teaming! But, they're all off soloing everything.
BrandX Future Staff Fighter
The BrandX Collection
And, frankly, we don't care how much the melee's whining about having to keep running all the way out to its edge to get at stuff.
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If pressed to make a choice, as I said in a recent thread, If I was playing a blaster with no defenses or mez protection, I would rather have an FFer. A scrapper that already has decent mitigation and mez protection? Pass me a cold one please.
Course I am more likely to see a leprechan in game before either. The last time I teamed with a (bad) FFer was 4+ years ago. Last time I teamed with a cold was when it was first proliferated to defenders.
I can appreciate the thought and math you put into that to come to your conclusion. And, in the long term play, it's probably all more or less accurate. Though, when you talk about short term fighting, such as a single encounter with a mob, it's probably not so accurate. For HP, Resistance, Regen, and Healing, yes it'd probably match up perfectly. Defense, however, confounds it all by being all or nothing. Assuming no other mitigation, defense by itself either stops all the damage or none of the damage. That 900 damage swing, if it connects, still does 900 damage (unless you're fighting someone like Cimerorans and it crits). So, while having X amount of defense might be like having Y amount of HP, you can still get two-shotted by a fraction of damage below your Y HP.
In short, you can probably describe defense as luck manipulation rather than adding raw HP, at least for the short term. It's not reliable like, say, Resistance, which always provides its protection. You can get enough that it'll protect you most of the time, but I've even had my /SR Scrapper, soft-capped, go from 100% to 0% before I knew what hit me on occasion.
Also, streak breakers.
For the long term, I suspect you're pretty much right on, or at least in the right direction. I'm not a math person, so I can't check it myself. For the short term, the values would probably be quite different and I'm not sure how close. If I recall, Arcannaville had some good short term equations she used when she compared the survivability of the Scrapper secondaries back when there was only four.
Also when I say 'short term' it has to essentially be capped at the initial volley (ie however many attacks the foe(s) have before needing to repeat attacks) from the foes because the -rech of cold will kick in. Cold very easily -rech caps +1's with its 'every spawn' powers of just sleet and snowstorm. Aside from that both sets are both good at breaking up the flow of attacks with sleet and Rbomb+Fbubble respectively.
The other two 'utility' powers line up very well and can be compared directly as they actually perform similar roles though achieve so by different means.
There's one big issue with this (and other) Cold vs FF discussions: the level 50 Defender on a helpless or perfect team vacuum. It seems as though almost everyone is assuming these are Defenders, when they could be Controllers, Masterminds, or Corruptors (I know MMs don't have CD and Cors FF yet, but we know their modifiers and would know how strong the sets would be on them). It seems almost everyone is assuming level 50, when there's 49 other levels too. It also seems almost everyone is either assuming the Cold/FF is providing the sole source of team mitigation or the team already has perfect mitigation.
Yes we are largely pretending that the cold/ff is the only mitigative source on the team, but that is actually to the advantage of FF. Cold stacks better with other buff/debuff sets because it is layered mitigation.
Lastly, a def vs def is the best scenario for FF as cold is actually comparitively even stronger for controllers vs controller FF. Def FF is actually quite a bit stronger than troller FF, but Def cold isn't as trollers have largely the same values (or even better for benumb) on the offensive and active mitigation powers. And as we know cold has multiple tricks up its sleeve, a huge one of which is -rech/slow and offensive boosting.
A bots or thugs/cold would decimate compared to a bots/ff. Illusion/cold is one of, if not the, most powerful combos in the game judging on the work I've seen in the pylon thread and in one or more controller threads.
I bet someone is thinking "You don't really need to worry about all that." Of course not, this is CoH. You can survive and accomplish much in this game with whatever team you throw together as long as everyone knows what they're doing. But, if you want to go into uber min-maxing for maximum pwnage, might as well consider all variables!