Anyone concerned that the abundance of IO softcap defense builds will cause blowback?
We're already starting to see this with the new incarnate TFs. Battle Maiden has very little trouble hitting soft-capped characters.
Really though, a big part of the problem is that the current IO sets allow for building high defense, but building high resistance isn't nearly as easy. I'm not sure what the thinking was with this and I'm not even sure if they plan on releasing more IO sets (I haven't heard the slightest hint regarding this) so building RES will always be difficult.
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I wondered the same thing a while back when I first started reading about 'perma-elude' builds on the scrapper forums. But I don't know how they would change things to compensate without breaking defensive sets like Super Reflexes, Shield Defense etc. They could lower the buffs from IO sets, but I think that would cost them a lot of customers.
There is already a lot of defense debuffs in the game, but they have to land in order to take effect.
It was expected and has already happened; you only have to look at the amount of defence debuff and +tohit thrown around in the two incarnate TFs to see that.
Defence debuffs do have to hit, but they are starting to get spread around the types a bit more, praetorian clockwork at least seems to have one major aoe/energy debuff, bypassing the common ranged and s/l softcaps nicely. Getting capped defence to multiple vectors is a lot harder than a single facet.
I wondered the same thing a while back when I first started reading about 'perma-elude' builds on the scrapper forums. But I don't know how they would change things to compensate without breaking defensive sets like Super Reflexes, Shield Defense etc. They could lower the buffs from IO sets, but I think that would cost them a lot of customers.
There is already a lot of defense debuffs in the game, but they have to land in order to take effect. |
Yes and no.
No, there won't be a significant amount of blowback in the existing content. The number of players with builds that are defensively soft-capped are still a minority among the playerbase. As far as it has been indicated, there are no plans by the Paragon Studios staff to have another global-defense-modification sweep through the non-Incarnate level content. Partly that is because a variety of power-sets, such as Cold Domination, Force-Field, and Empathy can already put a number of builds on SO's into defensive soft-cap, and any defense or accuracy based changes to the non-Incarnate content would cause significant collateral damage to the casual players; e.g. the majority of the paying player base.
One of the other problems the developers face is that there are a number of existing powersets in the game that only offer defensive protections: Energy Aura, Super Reflexes, and Ice Armor. Any global modifications to Defense, Accuracy, or To-Hit modifiers would wind up targeting these power-sets as much as targeting players who have defensive soft-caps through IO sets.
On the other hand, while the developers won't modify existing in-game content, the latest round of blowbacks has already started has already started with the Incarnate TF's. With a stock +4 level advantage the enemies in the Incarnate TF's are already pushing the accuracy modifiers: http://paragonwiki.com/wiki/Attack_M...cs#Data_Tables
Blowback has also started in the Incarnate tree. The Incarnate Alpha slot system boosts powers directly, rather than base-stats, so only power-sets with native defenses benefit from the Alpha Slot. Pool powers such as Maneuvers and Weave will show much less benefit on an Alpha-Boost than powers in the primary or secondary power slots.
Blowback has already been in the game for a significant while with the Rularuu and Devouring Earth, both of which have utility powers that let them ignore defenses. We know for a fact that both the Rularuu and the Devouring Earth will figure into upcoming stories; Devouring Earth being a major enemy for Praetoria; Rularuu Invasion being a fear of Gaussian and possibly linked to one of the Storms.
For now this seems to be the path the developers are content with. Leaving the existing content of the game intact and un-modified, but using the upper-levels of play to make power changes that lesson the importance of defense as a mitigation utility.
Nope, not concerned at all.
As already pointed out by others there's already content being added that counters it to a degree. We also had DE and Rruullaarruu in the game already for high level characters, and level 54 enemies have less difficulty hitting through the softcap anyway. While i have several characters that are softcapped they don't rely on it alone to survive. i'll just adapt my tactics to compensate for getting hit more often. My softcapped characters already tend to keep some oranges handy for facing enemies likely to get through their defense.
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I'm not concerned at all. If they change it, I'll adapt and improve. I do hope that if they actually change how +Def from IOs work it won't be a change of ED's magnitude. It would cost them so many customers it would hurt those that stay in more ways than diminishing their set bonuses...
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I'd actually like to see def devalued somehow. Make it so that there're fewer clear cut decisions in regard to res v def v regen.
Interesting. I havent played any of the new TF's yet. Good to know. This is what I expected, that things will start blowing through defenses.
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Blowback has also started in the Incarnate tree. The Incarnate Alpha slot system boosts powers directly, rather than base-stats, so only power-sets with native defenses benefit from the Alpha Slot. Pool powers such as Maneuvers and Weave will show much less benefit on an Alpha-Boost than powers in the primary or secondary power slots.
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In terms of "blowback" its worth noting the two aspects of game design where such blowback can occur. First, if soft-capping becomes so popular it actually affects the average performance of players in the standard content, it could affect the strength of the standard content (or more likely the rewards we get from it). That seems unlikely for most leveling content, because most soft-capped builds are created at level 50, not level 30. Second, if soft-capping becomes prevalent in the end game, then end game content will be designed to deal with that level of power on the part of the players. And that seems to be happening already.
I worry a little that the devs, having mostly bought themselves out of the extreme levels of defense disparity of the pre-I7 game, are starting to let their guard down with things like the Praetorian DE. Its a little too easy to do that and make something extremely unfair towards defense sets in the early game. At the moment, I don't think they are doing enough of it to be a serious problem yet, but it could be in the future. Its something to watch for. It took so long to convince the devs that if 75% chance to hit (for bosses) was a problem, 65% chance to hit was not a solution. And now we have whole classes of critter below the level cap that run around with about that level of tohit from minions to bosses. Such a thing should be unusually noteworthy and somehow strength-justified. I don't see either principle being obeyed with the Praetorian DE.
[Guide to Defense] [Scrapper Secondaries Comparison] [Archetype Popularity Analysis]
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I expect to see a few more using -def debuffs rather than just the +tohit options. -def is not nearly as hard on /SR or /Shield since they have debuff resistance and builds who only use IOs do not. The Cims are a good example of new-ish content that makes it harder but not impossible on merely IO-based defense.
I also expect more challenges like the battle maiden fight where attacks are total balancers (IE autohit irresistable). No build has any advantage over any other against the fire patches. With the exception of some earth builds being at a disadvantage due to the speed penalties.
And I agree with Je Saist in that I'm pretty sure the Alpha Slot was deliberately designed to support builds with innate powers over those with IO-based bonuses.
Really though, a big part of the problem is that the current IO sets allow for building high defense, but building high resistance isn't nearly as easy. I'm not sure what the thinking was with this and I'm not even sure if they plan on releasing more IO sets (I haven't heard the slightest hint regarding this) so building RES will always be difficult. |
Additionally it seems (as in I have never heard anyone say the dev's stated this outright) they chose defense over resistance because defense debuffs are "safer" than resistance debuffs. In giant groups, there is little difference, but if you imagine the circumstanse of three enemies vs 1 hero, and the enemies debuff the hero. in the case of a defense debuff, the attack rate vs the hero isn't particularly high, most enemies have clear pauses between attacks. Even if defense debuffed into the negatives damage will be faster than before the debuff, but it will be spread out over time based on the enemy attack rate. With a resistance debuff there is a chance for the hero to be one-shotted. This is an enormous difference in the feel of the encounter and I'm pretty sure the devs thought about the ramifications of all sides of def vs resistance when they chose to let us only have defence bonuses in any quantity. I for one am grateful for the direction they chose to go.
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I worry a little that the devs, having mostly bought themselves out of the extreme levels of defense disparity of the pre-I7 game, are starting to let their guard down with things like the Praetorian DE.
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It's a little too easy to do that and make something extremely unfair towards defense sets in the early game. At the moment, I don't think they are doing enough of it to be a serious problem yet, but it could be in the future. It's something to watch for. It took so long to convince the devs that if 75% chance to hit (for bosses) was a problem, 65% chance to hit was not a solution. And now we have whole classes of critter below the level cap that run around with about that level of tohit from minions to bosses. Such a thing should be unusually noteworthy and somehow strength-justified. I don't see either principle being obeyed with the Praetorian DE. |
Edit: D'oh! Was thinking sort of backwards. Yeah, forgot for a second it was players that get 75% and critters normally 50%. DURRRRR...
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I'd actually like to see def devalued somehow. Make it so that there're fewer clear cut decisions in regard to res v def v regen.
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But we still have:
1. Critters with intrinsicly higher tohit, for which the "soft cap" is out of reach for most players; Praetorian DE: base 64% tohit, soft cap at 59%; Pets and Turrets: base 75% tohit, soft cap at 70%.
2. Critters with tohit buffs: Build Up, Vengeance (which is still stackable and wide AoE), Quartz crystals (+100% tohit in an aura), etc.
3. Autohitting "trivial damage" and debuffs. Caltrops, earthquake, etc. These ignore defenses because they do not roll tohit rolls at all.
4. Defense debuffs. Unless you have very high defense debuff resistance, defense debuffs are still the most plentiful, and most dangerous debuffs around, by a wide margin. Yes, they have to hit (unless they autohit) but a one in twenty chance to hit is not rare if you are also subject to cascade failure, where the first hit will significantly raise your chances of getting hit again. How many times are you attacked in a given spawn: more than twenty? And even at the soft-cap, a +2 boss has a one in thirteen chance of hitting you, not one in twenty.
Outside of the invention system, defense is actually just barely viable without substantial layering of protection. But because you can get so much of it, its often the easier choice. A similar thing happens on the offensive side: far more people take recharge buffs than damage buffs in the invention system, because its a lot easier to build a high recharge build that can focus on its best attacks than to try to stack up a ton of damage buffs to generate a similar offensive output. But I don't see people asking for the devs to devalue recharge so building for more accuracy is an equal choice.
Is there too much defense in the invention system? Yes. But is it a simple problem to solve? No. And the reason is because ironically the huge preponderance of defense benefits *non-defensive* builds to an almost greater degree than actual defense sets. In the past, soft-capping was the exclusive purview of the defense-focused sets. Now, to some extent almost anyone can do that, to at least some types if not all of them. And that means whacking defense itself strips only some of the protection from the non-defense sets while stripping most or all of it from the defense-focused sets. If you devalue defense too much, you'll put the soft-capped Dark Armor characters back to where they were in I8 before IOs, but also the SR scrappers back to where they were at release with practically no protection.
[Guide to Defense] [Scrapper Secondaries Comparison] [Archetype Popularity Analysis]
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Now, pretty much, if you can only eke out a few more drops of something you want def. I mean unless you're already full up on it. But point per point, def seems to provide better mitigation in most situations.
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good stuff Arcanaville. Thanks.
Personally i never worry about the soft cap to that extreme. I have characters that are there. Some that get close and many that are somewhere in the middle.
My concern is when I see blasters that should peak out at around 95% damage hovering around 70-80% because of their build but they are at the soft cap. I find myself asking.. whats going to happen when you face that foe that isnt phased by your defense? Do you have the tools to defeat your enemy?
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If numbers are so much more important than a teammate who is fun to play with, forget about the game altogether and go play with a calculator instead. -Claws and Effect-
The thing I'm worried about with the prevalence of +def isn't the impact of any potential nerf on squishies/res based sets/etc that are softcapping with IOs, but the impact on *regular* defense based characters. They're already starting down a very bad path, in my opinion, with the way they're handling this.
Buffing base tohit, autohit damage powers, and providing powers that grant tohit buffs are bad ways to counter the IO defense builds, because they penalize true defense builds even more than they do the ones who don't have any defense by default. If you add enough of the above elements to challenge, say, a dark tank who softcapped his defenses, you're going to absolutely *slaughter* any super reflexes/shield/ice/energy aura/etc character, since they have very little else to fall back on. If those sort of defense counters become widespread, especially in the endgame, it'll actually push people even *more* toward the non-defense based sets that can be IO softcapped, because your defense will still serve as a buffer against the enemy buffs and you still have the entire rest of your primary and secondary to fall back on. Meanwhile, people with SR, ice, EA, etc are all playing with one powerset tied behind their backs. I have a MA/SR that's been sitting around as a lowbie for more than a year in search of a build I like. With inherent fitness freeing up so many power choices I've finally found a satisfactory build and have been planning to level her, but now I'm not sure I want to bother if I'm going to get to the end game and find that I essentially have no secondary again.
In my opinion the way to handle this is *not* with tohit buffs or autohit damage, but with a combination of carefully tuned defense debuffs and tweaks to the actual defense based sets. For starters, we need more defense debuffs that are keyed to odd positions/types that most non defense-based characters don't cap. Edana mentioned that praetorian clocks have a debuff typed energy/AoE, which is a good example of what I was thinking of.
Secondly, the disparity between defense debuff resistance in defense sets and the inherent nature of resist debuff resistance in res sets needs to be fixed. Every single defense based armor set should have at least as much debuff resistance as the mitigation its armors provide, like resistance sets do - in other words, unless the set already lives over this line, every single armorset power that provides defense should also provide twice as much (enhanceable) defense debuff resistance.
Finally, with that adjustment in place, the 'generic' counter to IO defense builds should be autohit but relatively small in magnitude defense debuffs, preferably as toggles so that they can be made to follow the 'one active at a time' AI rule. If high level enemies that are designed to counter defense have a (say) 5-10% autohit AoE defense debuff, actual softcapped defense characters would barely notice - their DDR would reduce it down to a couple percent at most, which they ought to have enough of a cushion to absorb. Soft-capped squishies/res based characters, on the other hand, would have their softcap stripped away, opening them to cascading defense failure from more mundane debuffs (which should also be present).
Not every high level encounter should have this sort of setup, of course, but if they want to counter IO defense builds *this* is how they should do it rather than by dropping in tohit shenanigans/autohit damage that also splatters all of the characters who actually are *supposed* to get mitigation from defense.
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I have no idea what that is supposed to mean, but Alpha buffs affect all powers that can be slotted with their buffs. They have exactly the same proportional effect on Maneuvers and Focused Fighting as defense SOs. If the Alpha slot is slanted towards "native defenses" then the entire enhancement system has been similarly slanted since release.
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- On Nerve Uncommon 1/3 of 20% defense buff ignores ED: ~6.67%
- On Nerve Rare 1/2 of 20% defense buff ignores ED: ~10%
- On Nerve Very Rare 2/3 of 20% defense buff ignores ED: ~ 13.3%
Capped into ED, most defensive powers will only have something of a 56%~58% buff. This in turn means that the average player, depending on how they have their defenses slotted, will have an average of:
- 56%~58% + ~6.67% = ~62.67%~64.67%
- 56%~58% + ~10% = ~66%~68%
- 56%~58% + ~13.3% = ~69.3~71.3%
The buff effects on pool powers such as Weave and Maneuvers are pretty low to begin with. I think Tanks get the highest Weave rating with something like 5% defense. According to ParagonWiki Defenders and Arachnos get the highest Maneuvers rating with 3.5% defense.
- 5+58%= 7.9
- 5+70% = 8.5
- 3.5+58% = 5.53
- 3.5+70% = 5.95
kinetic shield
- 12.5% + 58% = 19.75
- 12.5% + 70% = 21.25
- 15% + 58% = 23.7
- 15% + 70% =25.5
Pool powers such as Maneuvers and Weave will show much less benefit on an Alpha-Boost than powers in the primary or secondary power slots. |
A similar thing happens on the offensive side: far more people take recharge buffs than damage buffs in the invention system, because its a lot easier to build a high recharge build that can focus on its best attacks than to try to stack up a ton of damage buffs to generate a similar offensive output. But I don't see people asking for the devs to devalue recharge so building for more accuracy is an equal choice.
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And then there is the more subtle side in that high recharge is far more flexible than high damage. For instance, if you have an attack that deals 50 damage in 1 second, and I have an attack that deals 100 damage in 2 seconds (assuming activation time is the same and the limit is how fast the attacks recharge), in a team, most often, your attack is superior to mine defining "superior" as very often I'll still be waiting on recharge when you kill the enemy making my attack un-necessary. Also you have a chance to kill the enemy before their attack lands much more often than I will. Something that I feel a lot on my Broadsword and spines characters compared to katana and claws, for example. Making the high recharge far more valuable than the slow hitting high damage even when both do the exact same amount over a specific unit of time.
Though it does get complicated with the ability to have multiple attacks benefiting from the higher damage bonus cutting down the need to wait for recharge, etc. Which is where I lose track of it myself. But then they need more slots consumed to make them all viable attacks.
"Hmm, I guess I'm not as omniscient as I thought" -Gavin Runeblade.
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Thank you everyone at Paragon and on Virtue. When the lights go out in November, you'll find me on Razor Bunny.
I don't see any "abundance" of softcapped builds ingame, if anything they're very rare.
There's a lot of talk about it on the forums, but remember that forumgoers represent a very small percentage of the players across the 10 servers
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I have been thinking about this lately. The sheer number of builds by AT's of all types that focus on defense as a priority will cause a blowback down the line with TF's. AV's and mobs that will basically blow through defense. Unlike many defense based powersets, there is no defense debuff resistance on these toons which I believe is going to be an issue for many.
I see many builds that focus on defense. Yet many of these builds I see often have inadequate slotting in other places giving up things like damage. accuracy etc etc just to get to the " softcap ".
I was talking to a friend who was helping one of his SG mates with a build and his mate was so focused on getting to the " softcap " that he wasnt seeing that his toon lacked accuracy and damage in critical areas. I said its good to try and build in defense where you can but if you make that the main thing if you run into something that ignores or debuffs your defense you arent really built to do what you are supposed to do in the first place.
This is what started this train of thought for me and I wonder if others have had the same thought as well.
The hard things I can do--- The impossible just take a little bit longer.
If numbers are so much more important than a teammate who is fun to play with, forget about the game altogether and go play with a calculator instead. -Claws and Effect-