A change in the anti-oneshot code
Outside of AE, it can probably happened against even-con bosses under rare circumstances, such as perhaps a Rikti Chief getting damage buffed by multiple Guardians and then whacking a squishy who has no resistances or +HP. But those instances are going to be very few and far in between so may not be worth considering on the whole. |
There are a couple of regular game bosses that have the ability to critical as well. (5th Council Martial artists memorably for me).
They can take a non-Sm/Le resistant scrapper down from full to nothing with one hit. |
Boss melee damage modifier at level 50: 385.52
Elite Boss melee damage mod at level 50: 481.9 Lowest player health maximum at level 50: 1017.35 Highest standard critter damage scale: 2.0 Best case single target melee damage (Elite Boss or lower), without crits, bonus damage, or DOT: 963.8 So yeah, without bonus damage, crits, or damage buffs, critters are usually designed to be incapable of defeating a player with a single attack below the rank of Archvillain or Monster at even con. But bosses and higher that can crit are capable of defeating a player from full health with a single attack. |
I'm still not seeing a case for change to the one-shot code.
Don't forget Blowback from the Steel Canon burning buildings
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I think a lot of people are getting hung up on the term "one-shot",
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If your only available action is "die", that's not a choice at all. |
In every other situation, you do have choices. You can choose not to face bosses while solo. You can choose to auto-complete missions with EBs. You can choose to avoid bosses in zones. You can choose to recruit teammates or join teams to deal with tougher challenges. You can choose to stay out of melee range of enemies with crits or extreme damage melee attacks. You can choose to use your damage mitigation powers to improve your survivability. You can choose to use a Break Free when or before you're affected by status effects. You can choose not to face enemies which you know will be a problem for you. You can choose pool powers to supplement your build and increase your damage mitigation potential. You can choose to flee an untenable situation.
You have a rather sizable array of choices that you can make. Refusing to make any of them and dying isn't the fault of the game's random number generator, or how Defense and Resistance work relative to each other, or how critters were designed, or anything but your choices.
Also: Ninjitsu and Energy Melee are a combination to avoid in the AE if you aren't deliberately trying to assassinate your fellow players.
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I'll... have to keep this combination in mind.
If Defenders or Controllers would simply die more often or fail to level quickly for a couple of years, they'd probably get a health buff also. But they are simply too stubborn to do what is necessary for the good of the archetype. Its sad, really, that the few have to suffer just because of the competency of the many.
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A game is not supposed to be some kind of... place where people enjoy themselves!
Defenders and Controllers were not penalized, Blasters were buffed. They used to have the same health, actually, but what changed the situation was the fact that Blasters kept dropping dead, while Defenders and Controllers simply refused to die in large numbers just to get the devs' attention.
If Defenders or Controllers would simply die more often or fail to level quickly for a couple of years, they'd probably get a health buff also. But they are simply too stubborn to do what is necessary for the good of the archetype. Its sad, really, that the few have to suffer just because of the competency of the many. |
Win post is made of win.
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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Mmm..
Nice concept but pragmatically pointless.
If playing a support AT, it is your job to die a lot so all can see how ubber the mob the Melee is gonna defeat is; think of it as the "Red Shirt" syndrome in the old Star Trek. A bit of dark humor there...
The reason I say its pointless, is that seldom an attack on a support AT is solely a single attack, instead you are usually mobbed! So the anti-one-shot-kill code is pointless, you gonna get hit at least 3 times in the same round, and being a support AT all 3 of those attacks are gonna take a big bite out of your hit-points, the simple truth is that you are going to die no matter what.
The developer's challenge mind set against Support ATs does not need the critical to take the Support AT down, they are weak enough as they are, and thus it is not really needed (they also spam the use of mez to ensure you stay nice and still for the second and third hit); The critical hit's big pow! is more in place to "wake-up" the melee; I never experienced any of my Melees ever being defeated by a critical hit, even by an AV, but the critical does hit hard enough to get my attention!
So while your suggestion is well intentioned, it would not accomplish any benefit in behalf of the Support ATs.
Stormy
The reason I say its pointless, is that seldom an attack on a support AT is solely a single attack, instead you are usually mobbed! So the anti-one-shot-kill code is pointless, you gonna get hit at least 3 times in the same round, and being a support AT all 3 of those attacks are gonna take a big bite out of your hit-points, the simple truth is that you are going to die no matter what. |
... I'm sorry, were you saying something about me dying as a squishy?
/unsigned
I don't agree as someone who mostly plays the PVE game and plays mostly squishies.
The game's plenty easy as is and this is fixing a non-existent problem
Thelonious Monk
Nice concept but pragmatically pointless.
If playing a support AT, it is your job to die a lot so all can see how ubber the mob the Melee is gonna defeat is; think of it as the "Red Shirt" syndrome in the old Star Trek. A bit of dark humor there...
Support ATs are possibly the most powerful ATs that actually requires skill and knowledge on how to do things instead of sitting in one place and mashing your buttons in the order that your uber awesome attack chain dictates.
Just because -you- die a lot when you play a Support AT, doesn't mean everyone else does, or that it's the job of Support ATs to die a lot.
*watches mobs miss me due to buffs/debuffs, hit like a wet noodle, flop around on ice patch, get held in volcanic gasses, attack each other due to confusion, sit there choking on cinders, etc.*
... I'm sorry, were you saying something about me dying as a squishy? |
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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If you think your job as a support AT is to die a lot, then you shouldn't be playing Support ATs at all. Support ATs are possibly the most powerful ATs that actually requires skill and knowledge on how to do things instead of sitting in one place and mashing your buttons in the order that your uber awesome attack chain dictates. Just because -you- die a lot when you play a Support AT, doesn't mean everyone else does, or that it's the job of Support ATs to die a lot. |
If I'm not dying, then I'm not trying.
If I'm not dying, then I'm not trying.
I die a lot too. But I have a bit of a "kamikaze" play style in me. I focus on maximum damage, and try to destroy things before they destroy me! After all, if it's dead, it can't hurt, right? Unless we're talking about zombies, but that's another discussion.
Almost 90% of the times I die in this game, I am doing something that I -know- will get me killed. Like throwing out all my damage just to buy the team some time so they can regroup and hence getting all the aggro. That's different than being an idiot Empathy "healer" who has only one offensive move and then complains a lot cause he/she dies a lot cause it's what support does.
The point I'm making is that Defenders do have the potential for some defense (though it's rather limited), but Blaster have the potential for more offense. Each has a pair of power sets. If they're balanced (not a given), then there's no reason their health should be different.
Every archetype's health is different for pretty specific reasons. Originally blaster, controller, and defender health were all identical, tanker health was much higher, and scrapper health was in between. That was reasonable given the archetypal requirements. Blaster health is different now because blasters die at rates far, far higher than defenders and controllers; far higher than is consistent with their archetypal design.
Its actually questionable as to whether "offense as a defense" in terms of damage itself is even mathematically possible. I personally don't think it is. Offensive mitigation in the form of things like mez effects *can* substitute for actual defenses in a balanced way, but not direct kill speed. By the time kill speed is balancing defense, its so high its overpowered in terms of actually killing things too fast. There's no comfortable middle ground to place blaster offense to make that concept work.
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