Does super reflexes have to be such a pain pre-30s?
And we haven't seen a spike in non-S/L damage with every new enemy group?
Be well, people of CoH.
And we haven't seen a spike in non-S/L damage with every new enemy group?
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Because if we're just going off of subjective experiences, I'm feeling like I'm getting hit for a lot of S/L in PvE still.
Interesting. We're getting inherent fitness because everyone apparently "needed" it enough to take it on the vast majority of characters made. Every melee character I make has tough. I must need it, right? So your solution is that I ask for S/L dam-res to be added to every melee mitigation set, right? |
In other words, if you can't solo without tough, and your skill level is average or better, or if you can demonstrate your ability to earn rewards is substantially less than the average player for a significant region of gameplay without it, then you have a case that your defensive powerset is probably lacking in smash/lethal resistance. Otherwise, nope. You can ask. You just won't get.
Well, if you start asking now, maybe in 2016 the devs will add inherent fighting. It still doesn't get you non-s/l resistances in tough, though, it just gets you tough for free.
I want to know why it was added in PvP. As you state, changes don't occur without a reason, so what was the reason? What was the cause of the change? Is that change relevant to PvE? If so, why wasn't it changed there as well?
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In fact, you can pretty much open the dictionary and put random words into the Mad Libs sentence Player [X] is balanced around critter [Y] on average but not against player [Y] and it'll probably be true. That's a highly involved discussion in and of itself.
Now, as to your point about non-smash/lethal "spikes" showing up in new critters, that's true, but its still overwhelmingly true that the game is designed around smash/lethal damage being the most prevalent and "conventional" damage around which other damage types are balanced around. No one is weak to smash/lethal. Anything that is resistively or defensively strong against anything is either specifically strong against smash/lethal, or specifically strong against something else with smash/lethal a close second. Because being specifically weak against smash/lethal is basically fundamentally broken in this game for players.
Note: critters can be weak to smashing or lethal damage, and some are.
So basically tough lets any character buy some protection against the most common forms of damage in the game. But the more exotic resistances have to be acquired from your primary or secondary powers (or epics, when you get that far, and even then smash/lethal shows up more often than any other).
Now I will accept that you would prefer a better case to be made for the addition of f/c/e/n/t/p dam-res to tough than "I want it." |
PS: the fact that these days the forums seem to have the memory of Leonard Shelby is starting to get annoying. Seriously, the "remember me" checkbox is becoming a sad joke.
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Exactly right. In pvp you face alot more of exotic damage vs pve. Pre I13 Psi was very popular becasue there were few ways to resist psi damage. So in the devs attempts to be "fair" they gave resists to everyone. They either added psi resists to melee sets that did not have them or put in extra resists in the epic shields. IMHO this was not even a good thing to do for pvp and would be even worse for pve.
Doing the same thing to tough PvE would be vastly overpowering. Imagine a WP toon for example with tough. On top of decent defenses and regen they could, and in most cases would, have decent resists to everything on top of that. Or a /fire brute with at least 50% resists to cold, negative, energy, S/L and 17% ish resist to psi. If the devs did actually put the resists to everything, they would probably drop down to around 3% making the power usless other than a mule and something to take before you get weave.
I'm curious as to who said the value for the exotics should be the same as the S/L.
Be well, people of CoH.
Depends on what you mean by "make up for this." A critter under one instance of this buff (its possible to have more than one in theory, but it would have to come from a critter from an adjacent spawn not the same spawn) would be at 150% tohit before accuracy. Regular soft-capped defense (+45) means nothing: you're still at 105% tohit. Soft-cap plus Elude (45%) would be 90% defense, and the critter would be at 60% tohit before accuracy. Not the ceiling, but kinda high. Maximally slotted Elude (~70% defense) would be 125% total defense and drop the critter to 25% tohit before accuracy. You'd notice that helping, but you'd also notice not being at the floor also.
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So, I guess that gives Elude's MASSIVE defence buff which goes FAR above the cap a point, huh? I had been wondering.
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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Interesting. We're getting inherent fitness because everyone apparently "needed" it enough to take it on the vast majority of characters made.
Every melee character I make has tough. I must need it, right? So your solution is that I ask for S/L dam-res to be added to every melee mitigation set, right? Problem is that I wouldn't do so. Nor did I ever ask for fitness to be made inherent. Now I will accept that you would prefer a better case to be made for the addition of f/c/e/n/t/p dam-res to tough than "I want it." I want to know why it was added in PvP. As you state, changes don't occur without a reason, so what was the reason? What was the cause of the change? Is that change relevant to PvE? If so, why wasn't it changed there as well? I'm not going to hand-wave away a change especially when I'm curious as to whether it should be more widespread. |
I would think the better question would be, why isnt Tough better for the squishie ATs, and weaker for the melee, who get it naturally? As something designed to fill holes in builds...I would think they'd be higher numbers for Blasters for instance.
Weave got the changes it did, purely for the reasons Arcanaville mentioned. It wasn't stacking.
Tough really doesn't need the extra resists to everything (not that I wouldn't mind if it did), and the only reason it got the bonuses it does in PvP zones, is because people complained.
/SR's (and rather defense in general) weakness (as this thread points out originally) is +Tohit. It had this weakness in PvP zones and people complained.
Why? Because everyone was taking +to hit powers. In a game where it's hit and run PvP, it only makes sense. You want those hits to land, so you're going to grab those powers that allow you to hit, so the enemy doesnt run away and come back at full health. Instead they'll die, go to the hospital, and then come back at full health
that said, when most people consider PvP a joke now anyways, even those who keep PvPing, why would you use what's going on in pvP zones as an example of what to do for PvE? It may change when it gets looked at again (possibly? maybe? hopefully? sigh) later.
Also, while every melee toon you make has tough, I wouldn't call it as common as Fitness was.
Yeah, I hear about builds without Stamina on the forums. In game time however, the ones I see without stamina, have been new players who didn't know to grab it and instead just complained about their endurance (and as a vet, i'd suggest end red enhancements, using blue skittles and getting the fitness pool).
I can probalby count the builds without stamina that I've seen on both (if not just one) hand, when played by any player with a bit of experience.
Fighting on the other hand, I see lots of melee builds skip it. I see even more of the other ATs skip it.
Me? I take it on almost every toon (not all, but almost all, couldn't fit it on my Dom ). I wouldn't call it as common as fitness was. I'd even put money on Hasten being more common than the Fighting Pool (and I tend to skip Hasten myself).
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Should SR be altered? Yes, it should.
Same power order as brutes? Yea, I think that would help. |
How many SR scrappers would that completely break?
They can't do it for the same reason Electric Armor Brutes and Stalkers didn't get Energize earlier like tanks and scrappers did.
What would happen if they put that change through and suddenly a bunch of level 25 scrappers had a power that they shouldn't be able to take until 35? (Quickness)
If they can come up with a solution, sure. But just swapping around the powers without addressing the inherent problems will break probably thousands of characters in a bad way.
Originally Posted by Dechs Kaison See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately. |
PS: the fact that these days the forums seem to have the memory of Leonard Shelby is starting to get annoying. Seriously, the "remember me" checkbox is becoming a sad joke.
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Carry on.
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.
So, I just had a random thought about something to possibly help SR, at least for the possibility of a tank port: What if we've been going about it wrong? What if instead of buffing SR's ability to protect itself, what what it might need is a means of bolstering offense?
So, maybe give Evasion (or PB, or Elude, or quickness) a +ToHit buff (not sure on numbers thought), after all, Reflexes aren't just one's ability to avoid, but simply to react, this includes reacting to openings in a foe's defenses.
The only problem I see (at the present moment besides it not exactly helping with taking alpha) would be the idea of such a thing being too powerful, via slotting a Gaussian proc into it. But for that issue, simply making it either unenhanceable, or not accept ToHit buff sets.
Also, forgive this idea if it's really that bad, this sounds pretty good as I write it at 4 AM.
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In PvP, you could go an entire session without being attacked by a player using a meaningful amount of S/L. And, in fact, if Tough didn't affect every type there, that would encourage PvP focused players to use powers that lack S/L components.
It's an issue of enemy composition. The devs control the composition of PvE content (AE aside), whereas the players competing control the composition of PvP zones and arena play.