Suggestions about Stone Armour.
I have no doubt in my mind that Castle would like to do a numerical review and rebuild of Stone Armor (so that it becomes more than just Granite Armor), and the only thing keeping him from doing it is the fact that it would generate a lot of player backlash.
Because that would involve doing a full review of the set in order to justify buffing the power in question, and, since it's pretty much been said that Stone Armor is a set woefully flawed in design and balance, a full review would piss a lot of people off.
I have no doubt in my mind that Castle would like to do a numerical review and rebuild of Stone Armor (so that it becomes more than just Granite Armor), and the only thing keeping him from doing it is the fact that it would generate a lot of player backlash. |
Someone, somewhere, whenver anything is changed will, without fail, find something to carp on about. It happens. Every time.
GG, I would tell you that "I am killing you with my mind", but I couldn't find an emoticon to properly express my sentiment.
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GG, I would tell you that "I am killing you with my mind", but I couldn't find an emoticon to properly express my sentiment.
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Honestly there's one change I want more than anything for my stone brute.
Customizable granite armor.
Even coloring it would appease me.
Killing the slow on rooted would be nice, sure, but that kills the very premise of being "rooted" to the ground.
Someone, somewhere, whenver anything is changed will, without fail, find something to carp on about. It happens. Every time.
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Please learn something: the world does not exist in binaries. There are continua that you have to pay attention to and, because of this, one person complaining and 1000+ people complaining are not even remotely close to the same thing.
Aside from killing the Rooted movement penalties and making the set more viable outside of Granite, I'd like each armor to have minimal graphics option. That would let you more easily integrate the armor into your costume (or remove it altogether).
Branching Paragon Police Department Epic Archetype, please!
I forgot to mention. In Australia, "to root" is slang for "to have sex with".
The word "rooted" therefore translates as "screwed" or stronger equivalents, eg "We were going to drive to Melbourne but his car was rooted."
I feel a strong sense of poetic resonance thinking about that in relation to this power.
Because that would involve doing a full review of the set in order to justify buffing the power in question, and, since it's pretty much been said that Stone Armor is a set woefully flawed in design and balance, a full review would piss a lot of people off.
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And, yes, I realise that the powerset will likely need to be bent over a pommel horse and spanked into submission with any decent review, but eh. I feel it SHOULD happen.
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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Because a very small minority complaining halfheartedly is the exact same thing as a large portion of the player base that uses and abuses a broken powerset screaming bloody murder at the mere suggestion that Granite Armor is too strong and should get changed, right? There is an entire order of magnitude in the difference between those levels of outrage and developer reluctance.
Please learn something: the world does not exist in binaries. There are continua that you have to pay attention to and, because of this, one person complaining and 1000+ people complaining are not even remotely close to the same thing. |
The key phrase is this;
a large portion of the player base that uses and abuses a broken powerset |
The point being, Stone is on the record as being considered unbalanced. Changes could and, really, should happen. My point is people would complain if Stone Armour was suddenly gold plated, because 'Its the wrong shade!'. Shift happens.
GG, I would tell you that "I am killing you with my mind", but I couldn't find an emoticon to properly express my sentiment.
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First: I have posted some suggestions regarding Stone Armor for stalkers in the big powersets thread up top. Probably not useful for this case, as i could and did ignore the cottage rule but perhaps someone wants to take a look?
Second: I kind of like the concept of Granite being a choice, an alternate mode of playing. But for the choice to work, both options should be roughly equal "when everything is counted" while having situation specific benefits/drawbacks. I (and others, apparently) think the current situation is unbalanced because Granite adds more than it removes. Since the benefits of Granite are a big, important "cottage" (as in, the rule) that many live in, this would be best achieved by buffing non-Granite toggles or increasing the drawbacks of Granite. Or a mix of both.
Third: I do not mind the non-granite mode having many toggles and therefore high end cost. End cost can be built around, even with SOs. But higher end cost should translate to more benefits. Since Granite is the survivability mode, those other toggles should provide benefits other than survivability. Of course survivability still needs to be high enough to perform the primary function of the powerset - staying alive.
Here are the changes I would make. Presented as a whole, it includes suggestions others have already made.
Rock Armor
Add Smashing/Lethal resistance. Concept: being covered in rock protects the character by absorbing some of the impact of those attacks that do hit. Purpose: increase non-Granite survivability, especially at the lower levels.
Mud Pots
Allow the immobilize effect to stack a few times so that, given time, it can affect Lts and maybe Bosses. But not EB or AV/Hero type enemies. Purpose: if it costs more then it should do more and the current effect is just not enough.
Rooted
Remove the speed/travel restrictions. Move some of the status effect resistance from Granite to here. KB, immobilization and end drain resistance as well as regen increase only work when character is on or near the ground (like Grounded). Purpose: leveling up and getting a new power should feel good. Non-Granite should be "good enough" against status effects, while Granite will still have an edge for extra mez-heavy situations.
Brimstone Armor
Add effect: extra fire damage on all attacks. Like Fiery Embrace but with significantly lower values because this is a (primarily) defensive toggle. Purpose: make it more useful, especially against non-fire/cold using enemies.
Crystal Armor
Add Fire/Cold/Energy/Negative resistance. Concept: the crystals absorb/dissipate damage, except physical which makes them shatter. Purpose: increase non-Granite survivability. Make this power useful in more situations.
Minerals
Add a +to-hit effect. Concept: increased clarity of thought makes it easier to target enemies. Purpose: Make this power useful in more situations.
Granite Armor
As written above, move some of the status effect resistance to Rooted.
Make this power disallow friendly (including self) teleport and grant enemy teleport resistance.
Have the damage reduction combine in a multiplicative way with enhancements and buffs instead of additive.
Make this power cap run speed at the base (where base: speed with no powers chosen and without the effects of inherent fitness).
Keep endurance cost as is, but have the power impose an ongoing recovery debuff.
Purpose: the drawbacks of Granite should be significant and noticeable even at high levels of performance (IOs etc).
I do not suffer from altitis, I enjoy every character of it.
again, a significant change to granite that would disallow tp of all types would be extremely unwelcome
the granite effects already are noticeable at high lvls cause i am still slower than the rest of the team, cannot jump, noticeably lower global rech than outside granite
the dmg debuff doesnt really affect me anyway since i use a stone armor brute so the fury makes up for the -dmg
i support a removal of the run speed debuff from rooted, but i am very against any significant changes to granite
while IOs can lessen the effect of granite armor they cannot get rid of them, and they are still noticeable at higher lvls
I agree that Rooted's speed penalty is a bit much, but two slotting the Aegis Armor set adds 5% run increase, 2 slot regen tissue adds 4% run increase, 2 slot of the Perf Shifter set also increases movement, and there are the Gift of the Ancients 7.5% run increase IO's.
My stone tank and 2 stone brutes all have about 90% run increase which negates Rooted's 90% penalty. So in Granite only mode I have 20% more run speed, in Rooted I am at normal speed, in Granite+Rooted I only suffer the Granite penalty.
The rooted speed penalty can be overcome, takes some inf to do it but can be done. That being said I wish we could power custom granite armor.
Theres also NO other set in the game that causes you to be defeated by the common street curb or low step.
"Noooooo, curse you six inch high pavement! Now my nemesis can escape to safety, while I desperately try and find a 4 inch high pavement that I can actually step up onto!"
Being forced to take teleport to even navigate, and having jump disabled? Major lame. No other set forces you into that situtation.
GG, I would tell you that "I am killing you with my mind", but I couldn't find an emoticon to properly express my sentiment.
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Second: I kind of like the concept of Granite being a choice, an alternate mode of playing. But for the choice to work, both options should be roughly equal "when everything is counted" while having situation specific benefits/drawbacks. I (and others, apparently) think the current situation is unbalanced because Granite adds more than it removes. Since the benefits of Granite are a big, important "cottage" (as in, the rule) that many live in, this would be best achieved by buffing non-Granite toggles or increasing the drawbacks of Granite. Or a mix of both.
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Give people a choice between two "modes" and they will pick one at the cost of another. That's just how it goes. Designing sets with "modes" in mind, therefore, is not something I consider a winning strategy. For an Epic AT like Khelidans I can kind of see that. But for a generic AT which has to toe the line with monolithic sets, as it were, this creates problems.
Not least of these problems is that you create a set which can never really be good at any one time. You can either have decent offence and sub-par defence, or great defence and crappy offence. This, again, sounds good on paper, up until you realise that most other sets tend to have offence AND defence all the time.
This becomes worse when we consider Brutes, in fact. Had I picked Stone Armour on a Tanker, I could have conceded that it is my job to survive and tank, not deal damage and dealt with the lack of offence. But when I pick this on a Brute, this power runs completely contrary to what I see Brutes as being designed to do - hit things and deal damage.
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I feel Stone Armour as a whole needs to be re-examined. There are just far too many questionable decisions in there.
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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Honestly... my war mace/stone brute has absolutely zero problem dealing damage in granite armor. I've been able to solo giant monsters and AVs that have no psionic attacks.
I often joke about needing to be nerfed because I use pretty subpar IOs and still hit things for a minimum of 180 with my weakest attacks (300-500 being the highest), having a constant chain of attacks going. I have zero purple IOs, keep in mind, not one.
There's two things I want changed about stone armor, and neither of them would require breaking or "looking into" things.
1. Customizable Granite
2. Fix my dern sit emotes in granite armor already. I'm tired of becoming an amputee when I sit.
The simple fact that you people are not grasping is that Stone Armor is not for everyone. If you can't play it well, have a bad build, or slot like a monkey with a keyboard, then of course you're going to have a bad playing experience. I, and many others, have few issues with playing Stone Armor characters as they are now, and playing them well I might add.
If it was honestly considered to nerf granite armor in favor of buffing something else I would be one of the people crying the loudest about it, because I think it's a silly idea. Honestly most of the consensus in this thread seems to be that you guys don't like running slow and being unable to jump and fly. I see your argument and I raise you this: I hear invulnerability is fun.
Would you people honestly be happy if non-granite armors were buffed? I really don't think you would.
Honestly most of the consensus in this thread seems to be that you guys don't like running slow and being unable to jump and fly. I see your argument and I raise you this: I hear invulnerability is fun.
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Would you people honestly be happy if non-granite armors were buffed? I really don't think you would. |
My issue with Granite Armor isn't that it makes you run slow and prevents jumping. My issue is that it only makes you run slow and prevents jumping. Granite Armor is a perma-god mode power with little to no real drawback (i.e. something that actually makes you want to turn it off while in combat) and people think this is even remotely balanced how? The power needs to either get weakened to such an extent that people will actually have to give a thought about leaving it on all the time.
I would, because then the set wouldn't be terribly sub-par without Granite Armor. Probably one of the biggest contributing factors to everyone and their mother with a Stone Armor character running perma-Granite is that, if you're not using Stone Armor, you're noticeably sub-par compared to every other set out there and it costs you more endurance to do so. The first thing that needs to happen to the set is to actually make non-Granite, non-IO'd, non-heavily buffed performance viable. |
I'd pick stone armor over ice armor any day of the week. Everything has its weaknesses, even granite. Making granite a non-toggle power or nerfing it into the ground would require one of two things.
1. Making stone armor a literal clone of most other sets with the boring standard of armor toggles, a random power or two, and an "oh no" button.
2. Massive end reduction across the board and allowing other armors to be used WITH granite armor.
Neither of which would impress me, and I'd likely never play my stone armor character again because of it.
Tell me this, how often do you see a stone armor character? How often do you see one dominating in PVP because he/she is so quick and can chase down and kill people? How many times have you seen one solo the rikti raid ship without buffs? Where exactly is this game breaking imbalance you keep talking about?
If it was honestly considered to nerf granite armor in favor of buffing something else I would be one of the people crying the loudest about it, because I think it's a silly idea. Honestly most of the consensus in this thread seems to be that you guys don't like running slow and being unable to jump and fly. I see your argument and I raise you this: I hear invulnerability is fun.
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And the 'silly idea' part? Castle disagrees. As do a lot of people, by the look of this thread.
Invul is fun, yes. But there shouldn't be a need for me to ignore a whole set when coming up with concepts because of its un-fun-ness.
GG, I would tell you that "I am killing you with my mind", but I couldn't find an emoticon to properly express my sentiment.
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Yes, actually. Because not being able to jump at all, not even over the street curb is lame. It is lame, un-fun and turns me off a whole damn set because of how terrible it is. I'm serious; the only set in the game I have only ever given one shot is Stone. And then I turned by back on it because it, out of ALL the sets in game, turned me off the hardest. If it hadnt fitted a concept, sure, fine. I can say that about whole ATs and it not be 'broken'. But for one set to be that much 'not fun'? That makes me raise an eyebrow.
And the 'silly idea' part? Castle disagrees. As do a lot of people, by the look of this thread. Invul is fun, yes. But there shouldn't be a need for me to ignore a whole set when coming up with concepts because of its un-fun-ness. |
And how exactly does castle disagree? Just because he says the set does not balance well with itself does not mean he agrees with making it a clone.
Another option I could see is making granite a level one power and start it off at low resistance/defense levels, scaling it up to what it is currently. All other armors could remain toggles as they are, or they could be changed to all passive, but be swapped to low resistance buffs to make up for any nerfs to granite. Then it would be okay to remove some movement penalties and such, but as it is that -would- make granite overpowered.
Since the beginning of this game, granite has been the bread and butter of Stone Armor. That much is clear. I think it should stay that way, and that's my opinion. Currently, what granite does well is move slow and take hard hits to the face while most of the time staying standing. Taking that highly resistant feel away from the stone armor set would forever cripple it in comparison to other sets like invuln, shield defense, and willpower. Mud pots is already one of the sorriest methods of keeping AOE aggro against mobs that I've ever owned.
Edit: Anywho, I'm off for the holiday. I've said pretty much everything that needed to be said on behalf of stoners =P I'd be interested to find out how many people here even play stone armor characters to be so knowledgeable on their inner workings
I'm all for taking a look at the Stone Armour set. As long as Granite is left alone, manky run speed and all.
@True Metal
Co-leader of Callous Crew SG. Based on Union server.
I would like to see someone covered in thick slabs of granite try to jump on their own power and see how that works out for them.
And how exactly does castle disagree? Just because he says the set does not balance well with itself does not mean he agrees with making it a clone. |
I don't pretend to know Castle's exact thoughts on Granite and Stone armour beyond what he said in another thread, to whit; "It's underpowered for 31 levels and then overpowered for 18. I would work on changing it, except that it's an absolute nightmare with those who love it and those who hate it."
The reason that Stone Armour is so hard to tweak, balance and fix is all down to one power; Granite. Ergo, that kinda make it a problem. And you don't need to make it a clone to avoid it sucking for 31 levels.
Another option I could see is making granite a level one power and start it off at low resistance/defense levels, scaling it up to what it is currently. All other armors could remain toggles as they are, or they could be changed to all passive, but be swapped to low resistance buffs to make up for any nerfs to granite. Then it would be okay to remove some movement penalties and such, but as it is that -would- make granite overpowered. |
Since the beginning of this game, granite has been the bread and butter of Stone Armor. That much is clear. I think it should stay that way, and that's my opinion. Currently, what granite does well is move slow and take hard hits to the face while most of the time staying standing. Taking that highly resistant feel away from the stone armor set would forever cripple it in comparison to other sets like invuln, shield defense, and willpower. Mud pots is already one of the sorriest methods of keeping AOE aggro against mobs that I've ever owned. |
Hell, you could take a huge chunk out of the -speed debuff Rooted gives, remove it's -jump section (and add in that the effects only take place when on the floor, a la Grounded) and that would be a huge buff to it, and then decrease Granites overall speed, increase its end cost, remove the -damage part and let it jump, say, a foot or two. That way outside of Granite the other armours would be much more maneuverable, at the sacrifice of not being Granite. Granite would be what you use when you absolutely have to batten down the hatches and face down all comers.
Edit: Anywho, I'm off for the holiday. I've said pretty much everything that needed to be said on behalf of stoners =P I'd be interested to find out how many people here even play stone armor characters to be so knowledgeable on their inner workings |
GG, I would tell you that "I am killing you with my mind", but I couldn't find an emoticon to properly express my sentiment.
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I would like to see someone covered in thick slabs of granite try to jump on their own power and see how that works out for them.
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Oh, and before I forget: Googly-googly-goo.
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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Rooted is the single most annoying power in the entire game, and I'm counting things like Repulsion Field. Inherent Swift will help with that to a point, but the complete inability to jump will still remain, and still be annoying. I adore Stone Armour for its "immovable" aspect, but I'd rather that applied to ENEMIES, not to my own controls.
Rooted is a relic from a VERY old design where balance by annoyance was the rule of the day, and anything which was strong had to suck. Back then, Rooted did exactly what it said on the tin and rooted you to the ground completely, using the Stone Cages graphic, as well. I'm not sure why the decision was made to turn it into this when Unyielding Stance became Unyielding, but I guess one got a debuff, the other a slow. Only Unyielding no longer has that debuff. So why does Rooted still have the slow?