Give Super Reflex DEf Debuff inherent Resistance
Let's get more on topic with pure resistance sets that need some extra love |
Be well, people of CoH.

Mmm, great comments...
Perhaps my complaint in mobs and their powers, is when they are really over the top. i am of the belief, that mobs should have access to the powers we have, it bothers me as it is done with the longbow when they cross-match AT sets; the whole idea of a Tanker-Blaster strikes me as kindergarden mentality.
With regards to mobs that buff or debuff, they should not be any better than a player that specializes in such activities. What is the best ACC debuff a defender can have? Whatever that value, should also be the top value for any mob that debuffs ACC, same goes with any other debuffs. When it goes to buffs, once more, I believe the mobs should be able to get the most powerful power that a player could have, not more. But to arbitrarely say, they get 100% this and that, is plainly wrong. To simply give mobs auto-hit is wrong! I don't believe players should have auto-hit either on their adversaries.
Now with regards to resistance, I am told the issue with the eminators was not the debuff of my defenses, but the extraordinary buffing of my opponents ACC; which rendered my defense null.
As Bill said, I would like for resistance to get loving as defense has received, I fully support it; with the proviso that all ATs can benefit from it equally as defense has been set to. Tankers and other melee gets plenty of loving on the unconditional protection area as is, giving them more is nice, but would that not result with the mobs hitting even harder, which would affect orders of magnitude more the support classes who have dismal unconditional protections in the form of resistances. Given that mobs are now equipped with ultra-long range status effects that get spammed like no tomorrow and ranged attacks that very much in league with snipe ranges, it would only make sense, since range is no longer a defense at all, that perhaps support classes could get some resitance to damage and status effect as well.
Would be nice if the game could have shades of grey, not be so binary. In the case of status effect, give support classes Boss mob level resistances. Strong enough to resist the stray attack, but not nearly enough to resist a conserted attack.
Stormy
The to-hit was left as high as it is simply because Elude still exists. Sure, you can't make it permanent anymore, but you can still get your defense well over 100% for a couple minutes at a time. Seems like the devs left the to-hit as high as it is so SR doesn't have a way to simply ignore something that was intended to make things difficult for them (and other defense based characters). A 50% to-hit buff will still be floored by Elude, a 100% to-hit buff won't be.
|
Never surrender! Never give up!
Help keep Paragon City alive with the unofficial City of Heroes Tabletop Role Playing Game!
I think we're at an impasse, simply because you're either incapable of understanding or just ignoring why this makes little to no sense. The loads of baseless assumptions don't help either.
|
If I were to complain that the endurance drain from Sappers is a problem for non-defensive based characters, I would be told to kill the Sapper first, would I not?
Since killing the Sapper first is such a logical conclusion, why is killing the Quartz first NOT a logical conclusion? Why is "Kill the Sapper first" considered common sense, while "Kill the Quartz first" is considered unreasonable? I see absolutely no difference between the two.
You are complaining about an issue that common sense should have solved for you a long time ago.
If the issue is that you set your difficulty higher and are getting more than one at a time.....what, the game getting harder because you increased the difficulty is somehow unexpected?
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. |
Just search for anything with a "Debt protection" spot and consider adding some +Res there. Just for someplace to start. >.>
|

BrandX Future Staff Fighter

The BrandX Collection
Yes, the huge to-hit buff from a Quartz is a problem for defense based powersets, I agree with that. My answer to that is to kill the pet that is buffing them first.
If I were to complain that the endurance drain from Sappers is a problem for non-defensive based characters, I would be told to kill the Sapper first, would I not? Since killing the Sapper first is such a logical conclusion, why is killing the Quartz first NOT a logical conclusion? Why is "Kill the Sapper first" considered common sense, while "Kill the Quartz first" is considered unreasonable? I see absolutely no difference between the two. You are complaining about an issue that common sense should have solved for you a long time ago. If the issue is that you set your difficulty higher and are getting more than one at a time.....what, the game getting harder because you increased the difficulty is somehow unexpected? |
Never surrender! Never give up!
Help keep Paragon City alive with the unofficial City of Heroes Tabletop Role Playing Game!
You were replying to this:
The to-hit was left as high as it is simply because Elude still exists. Sure, you can't make it permanent anymore, but you can still get your defense well over 100% for a couple minutes at a time. Seems like the devs left the to-hit as high as it is so SR doesn't have a way to simply ignore something that was intended to make things difficult for them (and other defense based characters). A 50% to-hit buff will still be floored by Elude, a 100% to-hit buff won't be. |
You also said that the quoted part makes no sense, when in fact it makes perfect sense. I'll explain my reasoning:
You're saying that it doesn't make sense for something to exist in the game that is specifically designed to nullify a few powers, when in fact it makes perfect sense, and there is another example that illustrates it.
Rikti Drones, Knives of Artemis, and a few other things ignore stealth powers completely. If that is not a case of something being designed specifically to counteract a small number of powers, I don't know what is.
Since it is clear that those mob types were designed to nullify stealth powers, why does it not make sense for something to exist that is designed to nullify extreme defense powers?
There is more than one power that will crank your defense up to ridiculous numbers. Elude is one, I mentioned that already. There is also: Kuji-In Retsu, Overload, and Personal Force Field.
Now granted, those are powers that are limited in availability, not everyone can take them. So, as such, the things designed to nullify them are ALSO limited. The things that ignore stealth or have higher perception are much more common than things that can punch through 100%+ defense, which makes sense because stealth powers are much more common than powers that can achieve 100%+ defense.
For every power we have, there is a foil somewhere in the game. It is highly unlikely that the devs will allow a small number of powers to be an "I win" button versus everything.
A softcapped character can button mash their way through the majority of the game. On the rare occasion that something overcomes their softcap, they either have a power to click that increases their defense more, or they can pop inspirations, thus nullifying the threat. It stands to reason that something should exist that makes that tactic useless.
In this case, the Quartz emanators, the nullifying agent is easily removed from the equation, which means that, yes, it can nullify your ability, but you can nullify it's ability just as easily. What the devs did NOT do, was introduce something that could nullify those few powers with nothing we can do about it, because that would have been unfair.
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. |
No matter what angle you approach them from, they are not soundly balanced.
Quartz exist prior to any of those powers being available (excluding PFF). If they were meant to be an Elude-killer, they should only spawn 38+. (In fact, I'm pretty sure they cap out at 40, never to be seen again. Edit: Yeah, they exist 30-40. That's pretty bad.)
Tier 9 powers like Elude are supposed to make you nigh-invincible. That is their entire purpose. Putting in a counter to a specific tier 9 as part of a basic, yet completely avoidable enemy group is nonsensical.
Even if you were going to go out of your way to spite SR for whatever reason, you're also destroying the defensive strength of every defense power in the game. That's quite a bit of collateral damage in pursuit of that goal. Stealth powers are comparatively low-key to nullifying entire protection sets.
Overall, you seem to be a bit hardlined against soft-capped characters, which is largely where the baseless assumptions come in. I do not play a soft-capped character. In fact, I am quite displeased with what IOs have done to the game. This entire time I've been speaking from the perspective of someone who only uses SOs or generic IOs.
You could cut that To-Hit buff in half and it would still ruin a majority of defense-based characters, because it's larger than the soft cap. (Not to mention, most soft-capped character don't even bother with Elude, for very obvious reasons.)
I will still maintain that Quartz can exist long enough, or in great enough numbers, to completely destroy a character. I'll also point out that you have a leg-up on the average player with your targeting bind. Honestly, if the best counter to a threat is a meta-game advantage, there's a design flaw somewhere.
Never surrender! Never give up!
Help keep Paragon City alive with the unofficial City of Heroes Tabletop Role Playing Game!
I'm not hardlined against softcapped characters at all.
I have a softcapped DM/SR brute myself, and that DE mission was the first time in quite a while that I didn't get bored playing him because nothing was a credible threat.
Like it or not, softcapped characters are getting much more common. If you start nerfing things that are a threat to them, what are you going to be left with? Characters that people get bored with because they can hit 3-5 buttons on a keyboard and get through a mission in perfect safety while reading a book.
I will never understand the cries that something is broken because it faceplants someone's favorite character. Maybe you should try something else if rushing in attacking the first thing you see doesn't work.
Too many people are like: "No, this is how I play my character, I refuse to deviate from what I've been doing for 30+ levels"
You honestly believe that the players should be able to be literally untouchable by anything in the game? Why?
We can buff ourselves to demigodhood, and the enemies we fight should remain pushovers? Nah, doesn't work. Ever wonder why you don't see Superman fighting the same caliber of enemies Batman fights? It's because there's nothing interesting about someone beating down a bunch of thugs that pose no threat to them at all.
If the devs dumb the game down into what amounts to "Push button = Gain XP", it's going to start bleeding off players as people start looking for something that doesn't put them to sleep. Suddenly running into something that flattens your normally invincible character is something to be overcome to most gamers, not a reason to complain.
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. |
I've started to post several times in this thread, but chose to sit back and watch for a while instead.
I find that I have agree that quartz crystals, while a serious pain the in the butt in their own right, don't need to get nerfed. If they do, they rularuu observers need to be nerfed and any attack that autohits needs to lose its autohit status.
And although I am on record in the past stating that ALL autohit powers should be removed/altered, I no longer feel that way.
Ian, if you are ever facing more than one quartz crystal in a mission, it's because you're facing a team sized spawn and should either have buffs from those teammates or the teammates should be assisting in their destruction. Arguing that angle is a non-starter.
Once we could say that defense debuffs were too prevalent and too much of a an issue for SR and its one-trick ponyness. With 95% DDR, we can't make that claim anymore.
That leaves tohit buffs and autohits. I can think of TWO autohit attacks in the game that I run into. Romulus' fluffy in the last mission of the ITF and that Rularuu AV with his autohit pbaoe aura. Not common enough to mess with and both are team based content.
That leaves tohit buffs. What do we got? Quartz crystals, Nemesis vengeance and Rularuu observers? Oh, and enemy pets sitting at 75% tohit instead of the 50% they're supposed to hit at? And weapon sets that have higher base accuracy... and then we found out some of the new enemies in tip missions are sitting at 64% base tohit instead of 50%....
Wait, which side am I arguing for again?
Be well, people of CoH.

I'm not hardlined against softcapped characters at all.
I have a softcapped DM/SR brute myself, and that DE mission was the first time in quite a while that I didn't get bored playing him because nothing was a credible threat. Like it or not, softcapped characters are getting much more common. If you start nerfing things that are a threat to them, what are you going to be left with? Characters that people get bored with because they can hit 3-5 buttons on a keyboard and get through a mission in perfect safety while reading a book. |
I will never understand the cries that something is broken because it faceplants someone's favorite character. Maybe you should try something else if rushing in attacking the first thing you see doesn't work. Too many people are like: "No, this is how I play my character, I refuse to deviate from what I've been doing for 30+ levels" |
You honestly believe that the players should be able to be literally untouchable by anything in the game? Why? |
If the devs dumb the game down into what amounts to "Push button = Gain XP", it's going to start bleeding off players as people start looking for something that doesn't put them to sleep. Suddenly running into something that flattens your normally invincible character is something to be overcome to most gamers, not a reason to complain. |
Never surrender! Never give up!
Help keep Paragon City alive with the unofficial City of Heroes Tabletop Role Playing Game!
Instead of screwing over everyone to counter the outliers, how about we nerf the outliers like has always been done? Keep in mind the game is explicitly supposed to be balanced around SOs, no matter how common soft-capped characters are...
|
They have been giving the same to-hit buff for 6 years now, and the last week is the first time I've heard any real complaints about how high the to-hit buff is.
There are a lot of things in the game that have been called unfair at one point or another. Sappers, the Malta titan autohold missile, KoA and their billions of caltrops, Tsoo Green Ink Men and the 15-20 mag stun they stack on you, ambushes ignoring stealth, Carnie Illusionists and their ability to attack while phased, CoT ghosts and their ability to floor your to-hit, and so on and so forth. I'm sure there are probably dozens of things that players have called unfair over the years.
None of those things have been changed just because a few people didn't like it. Players have been getting by fighting DE for 6 years, why the sudden push NOW to get Quartzes nerfed?
Do you WANT the entire game to be a long succession of Hellions, Warriors and Council? High level enemies get more challenging to fight, it should be that way, or the game gets boring. You get more powerful and the things you fight stay the same? Doesn't work.
The devs get to sit back and watch the players of this game completely trivialize the toughest things they can come up with to throw at us, what's their incentive to make things easier on us? 20 minute ITFs, when the ITF was supposed to be one of the toughest things in the game. Half hour STFs, half hour LGTFs and LRSFs. 10 minute Katie Hannons. 10 minute Kahn TFs. All those things were meant to be challenging. (Well, maybe not Katie, but you get the idea)
Another thing. If you think Quartzes are bad....I wonder what they're cooking up to give Incarnates something worth fighting?
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. |
I guess my stance can be summed up as:
I don't see any valid justification for changing something that has been in place for 6+ years. Especially since people have been handling it just fine all that time.
Yes, Quartz emanators make defense useless. I'm pretty sure that is completely intentional, or it would have probably been addressed sometime in the past 6 years.
There are 2 things in the game that hit defense based sets especially hard: Quartz emanators, and stacked Nemesis Vengeance. Since the things that can hit through high defense are rare and avoidable, they should just be left alone.
I'm just going to leave it at that, I'm tired of arguing about it.
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. |
Never surrender! Never give up!
Help keep Paragon City alive with the unofficial City of Heroes Tabletop Role Playing Game!
Mmm...
Once more interesting arguments, and at times a bit heated...
I believe the game must strike a balance at several levels, having mobs or players with auto-hit powers, with "I Win" like buttons just makes the balancing at different angles much more harder to do, and as a consequence some ATs and builds are much more negatively impacted than others. Now is that actually a bad thing? If it in on occassion, and "all" ATs have it as bad, just as often, then the answer is "it is a good thing", if the answer is no, then the answer is "it is a terrible thing".
Now, what do I mean with AT balancing...
The game eventually evolved into very defined, means for protection. That is how a character gets to survive enemie attacks.
The first distinction between protection types, was broken into Unconditional protections such as Resitance and Defense; and Conditional protections such as debuffs and status effects.
Unconditional Protections, are protections that worked all the time, they did not require you having to do anything special besides activating them, their performance was not dependedent on the type of mob that is minion, lt, boss, eb, or AV; if you could withstand 80% smash damage, you would shrug off 80% of it regardless if it was originated by a minion or AV; the main difference was than an AV would hit much harder, so despite stopping 80% of its damage more damage would go through. Same can be said for Defense, but Avs obviously have better Accuracies than minions, but regardless of the mob type, your defense percentage remained the same.
Conditional Protections, are those were an AT depends on their ability to neutralize and enemy before the enemy kills them. There are two forms of Unconditional Protections they are Status Effects and Debuffs. In the case of Status Effects, you are hoping that your "hold/Confuse/Sleep/Disorient" powers neutrilize the mob,or otherwise you are pretty much toast. They are Conditional because the mobs get a chance to resist, the higher in the organization chain the mob is, the less likely it is to be affected by a Status Attack. For instance a Minion in the old days had a 25% chance to avoid being "mezzed", while a LT had a "50%", Boss had a "75%" and so on. These percentages were based on a MAG 3 potency single application, obviously the more applications you lay on, the better your chances to nullify them. Of course, you need to survive or be able to get the chance to apply your status effects more than once. Thus the catch, and why the Protection is considered Condtional. Now Debuffing, normally these can not be resisted, although more mobs are being developed and fielded that are more resistant or less susceptive to debffs. The issue with debuffs is that they are small and takes many applications to ge tythe job done. The question is can the debuffer last long enough to get the job done? For instance a Dark Defender, their ACC Debuff is like 5%, so bringing a minion's ACC from 50% to say 25%, would take about 5 hits, if the duration of the debuff would last long enough; my experience is that you may be lucky enough to layer 3 debuffs, before the first one wears out.
The next rule of thumb that was evolved, made some sense, was that those ATs with unconditional protections would do less damage than those with Conditional protections for obvious reasons. That is why a Blaster is rendered basically protectionless; but on the other hand they are allegedly a powderkeg of damage. Personally I believe the Defender and Corruptor got shortchanged in this department, they have laughable protections and their damage is also quite mediocre instead of the very good they should be, heck my tankers do more damage than my defenders.
Never the less, returning to my explanation...
The game's mobs have been slowly evolved to provide more and more challenge to essentially the Tankers and other melee classes, the non-melee classes as is has plenty of challenges since their Conditional protections are increasingly becoming less and less effective as well, think of ITF if one mob roars, that's it for the Controller's ability to survive, as each day goes by, I find more and more arbitrary mobs with the ability to ignore status effects.
Eventually the Conditional protections became much more unreliable than they did at the begining, and truly the only protection a non-melee could go after for some semblance of safety was Defense. With the introduction of IOs, it was possible for support ATs to not be "glass jawed" by design.
Unfortunately the melee community did not receive the ability of support ATs being truly survivable that well at all, and of course the cries to nurf Defense to return the support class to be limited to support of melee quickly became much louder.
The devs always wanting to increase challenge in the game, were all too quick to oblige, and now mobs with auto-hit attacks, better to-hit buffing, higher perception, higher defense debuff are being both created and evolved, and of course more spam status effects were also added.
So support ATs are really suffering the much greater brunt of this changes, but now the Scrappers and Stalkers are now joining the family of the "Lesser God", because in the relentless pursuit in increasing challenge, mostly at the expense of the Support ATs, the Defense Based Scrappers and Stalkers are now saddly getting a taste of the Support ATs misery.
So all this go back to my statment of balance. It is not right that added challenge, affects specific ATs much more than others, while no equivalent discomfort or challenge is added to the other ATs. I do recognize that balanced challenge development is in fact very hard, on the other hand, hard does not imply impossible, it implies more cognitive work.
I believe that some of the later challenge content needs to be reversed or revised, and a wholistic review of conditional versus unconditional protections be frankly performed; as well as resistance versus defense needs to be revised. There are much more defense debuffing powers than resistance debuffing for instance; there are much more defense nulling and overcoming powers out there than resistance nulling. And we wonder why are Tankers calling for challenge?
It seems to me, the game has evolved so much, in general for the better, that old balance notions really need to be reconsidered. For instance, in the "old" days mobs either had ranged or melee attacks, not both. In the almost older days, only very few mobs had status effect attacks and often they wer limited to melee attacks; today all mobs have ranged attacks with significantly capable status effects at the minion level to boot! In the old days, range was protection; but frankly that is far from the truth today! In the old days, melee players had no ranged attacks, today that is not true anymore.
I find often that the ranges of many mobs are greater than my controllers' status effects; I am finding more and more mobs highly resistance to holds, and their ranged attacks having a greater range than my holds for instance. If a hold is supposed to be my main conditional form of protection, and mobs are now much more apt to simply shrug it off at the minion level, should I not be compensated with some level of unconditional protection? Which after IOs it became Defense, incidentally, but now we are seeing that Defense as an Uncondtional protection quickly being eroded away and anti-defense attacks being used much more frequently as well.
Game is still fun, and has many strengths and weaknesses, but perhaps a re-look at how protections are parsed out and AT inherent damage should be re-looked at.
Hugs
Stormy
I have said before in a number of your threads, I have no idea what you are talking about here or what game you are playing. I have a number of "support" toons to 50. They are not that helpless or even maxed out with IOs. There are different mobs that can give different toons a headache if they go in unprepared or falsely assuming nothing can hurt them.
What you are talking is extreme examples that the game shouldn't be balanced around. Can my emp def or therm corr solo? Of course. So can my ice tank, stalker, or WS. Can they solo GM's/AV's? No. Sounds evenly balanced to me (I would like to see your evidence that no toon can solo, then I would agree that there is a balance issue).
On a side note, I have a friend that farms the wall in Cim with his controlling toons. I assure you they yell before he wipes them out.
Stormy,
I have said before in a number of your threads, I have no idea what you are talking about here or what game you are playing. I have a number of "support" toons to 50. They are not that helpless or even maxed out with IOs. There are different mobs that can give different toons a headache if they go in unprepared or falsely assuming nothing can hurt them. What you are talking is extreme examples that the game shouldn't be balanced around. Can my emp def or therm corr solo? Of course. So can my ice tank, stalker, or WS. Can they solo GM's/AV's? No. Sounds evenly balanced to me (I would like to see your evidence that no toon can solo, then I would agree that there is a balance issue). On a side note, I have a friend that farms the wall in Cim with his controlling toons. I assure you they yell before he wipes them out. |
Please try to read my post carefully, seems you are having difficulty, perhaps you are reading too much into it...
I did not say that Support alts are completely helpless, what I did say was the level of vulnerability to damage ability is not leveled or normalized across the ATs.
I tried to explain that AT protections come in two basic flavors, was my explanation in error or too confusing to be understood?
Obviously, if my explanation of protections is wrong or so confusing to be understood; then it follows it can't be used as a basis for the follwoing statement: "Mob Attacks have different degrees of impact on conditional versus unconditional based protected ATs"
For instance a sudden ambush, spawns right on top you, opening with the now standard sleeps/holds/immobilize will go much harder on a conditional protected AT than an unconditional protected AT. Is this statement invalid to you?
So now, trying to expand or clarify...
What I am after is a bit of normalizing, in the protection arena versus damage (the devs made it very clear that the more damage you could do, the less protections you would have, and I agree with the concept if evenly dispensed). Many of the assumptions that went with the set of pros and cons protection wise for each AT were set and based on very old game characteristics, characteristics that are not true today. I listed some of those on my prior post.
Like always, exceptions to anything can be found, I can show you a tank that can outdamage a blaster, is this common? I doubt it. I can show you a Controller that can herd and get away with it, is this common? I doubt it. I can show you a Defender that can do AVs, is that common? I doubt it. In all the cases, I just outlined, it takes a very, very specific build, IO lay out to accomplish these magnificent feats for very specific situations, and these abilities are not even universal; was it not you that spoke about using extremes? In each case, you can find the right Zig and Zag power combos to get an unusual effect, but because you can get these unsual capabilities with say a fire/kin controller, it does not mean you could accomplish it with say an illusion/rad controller; so using your own words, its not a good idea to balance the game around exception; and I could not agree more.
In the case of the herding controller, those who do this, tend to choose very carefully the mission type and especially the mob characteristics they gonna do their thing, its not like they take on anything that shows up. The AV killer Defender, can only do a patsy or two, not just anyone either; and so we go on. As you said, we can not judge an AT by their exception, right? Just because there is a very finite exception, it does not mean the "entire" AT is ok, and well balanced with regards to their damage to protection ratio. Its akin to the often posted replies to someones lament by egomaniac children "I don't have that problem, I am ubber; therefore the problem does not exist"
Now I'm not saying turn an Emp Defender into a Tanker that would be a gross exageration of what I am asking for. On the other hand, the protections that Emp Defender has compared to their damage giving ability is not equivalent to say the ratio of damage a tanker can do given the tanker's protections. That is the normalization I am asking to be addressed. The normalization can go many ways and mixes, that is raise the Defender's damage, or raise their unconditional protections, or a mix both.
I do realize, that leveling the playing field, is not an easy thing. Its going to take some serious thought, and understanding of the various consequences that could come from the balancing that would follow. I do believe its important to understand how the game has changed from say I3 when status effects where initially deployed to now. Yet the basic vulnerabilities allocated to each AT has not changed to reflect the changes in the dynamic of the game.
Consider this on I3, only bosses had status effects; those effects were very short ranged if not mostly melee based. Now tell me, that has not changed, and therefore a relook at status effect protections for non-melee is not to be considered since its not needed?
The above is just a sample thought, when the game was originally balanced where Status Effects were not that common, and they were not spammed; thus the need for support ATs to be able to resist those forms of attacks, given that the nature of Support was to be ranged, was frankly not needed. But we both know, today, that old environment does not exist, even minions now come with status effect attacks, many of their attacks have status effects as a secondary, so the uncommon encounter of status effects by Support Ats is anything but uncommon. The ranges of attacks by minions are actaully quite long, nearly as long as Snipe. I have often sniped a minion, and then wait to take a second shot with my blaster so I can demolish them intheir way in, to see the minions, lts, and boss dash towards me, stop outside of my normal range and pound me with "their" ranged attacks (with Status effects as their secondaries). Fortunately their AI is set to range attack followed by a melee attack, so they pound me at ranged, and instead of staying away and finishing me off while I'm on la la land, or I pop the break free, they close to melee range (otherwise the mortality rate of support ATs would significantly raise). If you fight say a Rikti mentalist, he goes Status effect attack first, then melee, back to status effect, and its a rinse, wash and repeat process.
So all I am suggesting here, is to look at the assumptions of how an AT should be protected, and their associated damage potential based on the present environment.
Stormy
stormy, AT's have the vunerability they do because it makes sense. that is never going to change. sorry to tell you. there should never be "normalization" across the at's.
stormy, AT's have the vunerability they do because it makes sense. that is never going to change. sorry to tell you. there should never be "normalization" across the at's.
|
You are likely to be right about the no change, I still would contend that changes to AT vulnerabilities should be considered because the environment way back when they were defined for each AT has been dramatically changed.
The use of IOs has gone a long way in making the environmental changes not as pre-empting as they would be without them, yet current trends which include mobs now with superior accuracies, greater emphasis in negating defense, insta-on your face-spawns with the use of spam status effects is now eroding the benefit of IOs.
Ironically, in the past TFs I participated in, many a player have commented on the team being heavy melee built, each time I looked it was mostly filled with Scrappers, and Tanker/Brute; in general I'm finding at least 5 out of the 8 players being melee, a single MM, and then variations of ATs for the last 2 slots, often debuffers. If the game was indeed balanced, would we not see a more even distribution of ATs in teams?
It would be an interesting statistic to keep up with team compositions, and see if any class is over-represented and if any class is under represented. It may also be interesteing to see if the over-represented class has a "flavor of the month" trend to it as well...
For myself as the game keeps evolving into a massive status effect fest and insta "on your face" spawn, I find myself enjoying it less and less my support alts; and as a result I play them even less; when I do play them now, is more likely out of sentimental reasons or I am trying to get some badges for them.
Stormy
Stormy,
I am done here. Your insults to my reading are enough now and before.
Shaker:
You are likely to be right about the no change, I still would contend that changes to AT vulnerabilities should be considered because the environment way back when they were defined for each AT has been dramatically changed. The use of IOs has gone a long way in making the environmental changes not as pre-empting as they would be without them, yet current trends which include mobs now with superior accuracies, greater emphasis in negating defense, insta-on your face-spawns with the use of spam status effects is now eroding the benefit of IOs. Ironically, in the past TFs I participated in, many a player have commented on the team being heavy melee built, each time I looked it was mostly filled with Scrappers, and Tanker/Brute; in general I'm finding at least 5 out of the 8 players being melee, a single MM, and then variations of ATs for the last 2 slots, often debuffers. If the game was indeed balanced, would we not see a more even distribution of ATs in teams? It would be an interesting statistic to keep up with team compositions, and see if any class is over-represented and if any class is under represented. It may also be interesteing to see if the over-represented class has a "flavor of the month" trend to it as well... For myself as the game keeps evolving into a massive status effect fest and insta "on your face" spawn, I find myself enjoying it less and less my support alts; and as a result I play them even less; when I do play them now, is more likely out of sentimental reasons or I am trying to get some badges for them. Stormy |
/Defensive secondaries have become too popular with how easy it is to soft cap. Your few enemies that will get enough +tohit are sparse. The quartz are easy to take out and high-level Resistance in Maria's Pretoria are just troublesome for everyone.
Let's get more on topic with pure resistance sets that need some extra love
Champion/Freedom Servers
@Orion Zidane
@Orion Zidane2