Anyone concerned that the abundance of IO softcap defense builds will cause blowback?
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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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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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What it means is really simple.
... 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. |
PBAoE auras are notorious for being lower value, higher endurance drain than their single target buffing counterparts. It has less to do with the concept of being "native defense" or not.
A few simple examples that disprove the idea of "native defenses" are found in Steamy Mist and Shadow Fall. Even VEAT Maneuvers falls under "native defense", yet they all grant a measly +5% defense.
A high base value benefits more with slotting than a low base value. Has nothing to do with "native defense". This means that Steamy Mist benefits more from being "native" than Maneuvers, but both are very low defense buffs to begin with.
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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At the last meet and greet someone asked the devs when or if new invention sets would be released. Their response was pretty much that they were waiting until the incarnate system was complete or mostly complete so as to see where and what new sets were needed.
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I'd still like to see some - like the majority of the Snipe recipes - shuffled out of the pool and moved to a vendor somewhere. They can be available then, if you REALLY want calibrated accuracy or executioner's contract - and won't just be an insta-delete drop. (And I'm saying that as someone who *likes* snipes.)
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. If I remember they have stated the thinking. Having capped both Def AND resistance was too powerful. So they implemented mechanics to make it easy to do one but not both. 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. |
The devs could probably cap how low a resistance debuff could take you to prevent excessive damage I'm guessing.
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"Once the avalanche has started, it is too late for the pebbles to vote" -Kosh
Well, those suggestions come up often enough.
I'd still like to see some - like the majority of the Snipe recipes - shuffled out of the pool and moved to a vendor somewhere. They can be available then, if you REALLY want calibrated accuracy or executioner's contract - and won't just be an insta-delete drop. (And I'm saying that as someone who *likes* snipes.) |
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"Once the avalanche has started, it is too late for the pebbles to vote" -Kosh
so where does your idea of -def leave builds that are totally reliant on defense for protection and don't have any real defense debuff resistance such as the VEATS?
The devs could probably cap how low a resistance debuff could take you to prevent excessive damage I'm guessing. |
My own fortunata has way better defenses than any of my Dominators for instance, and still packs the controls and blasts to put out damage. Stackign DDR on top of that seems unnecessary. Especially once teamed when I've reliably been sitting at over 150 defense to all positions thanks to stacked leadership and VEAT leadership buffs.
That said, I do think that some level of DDR would fit into the builds. Definitely not the 95% that SR can build for, but maybe 25% to 30%. My point of view is that not every build and every AT needs to be able to solo at +4/x8. DDR is mostly needed against very large groups solo. It is extremely helpful in other circumstances, but usually in an 8 man team, Aggro is spread out and/or you have buffs. 1 melee VEAT and 7 blasters is not something I've ever actually seen, and even then it's hard to believe cascade failure would kick in before everything was dead. So VEATs right now fit into the "if it ain't broke" category for me.
If some anti-def techniques start cropping in, I can definitely see the argument for giving them a DDR power, possibly added to one of the auto powers, possibly one of the others. Maybe 10 to 20% base DDR before enhancement.
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Not worried, they can make the differences noticable with other routes...
This TF the Defense Softcapped could be a god.
But THIS TF Defense sucks, but Resistance based sets can be OMG!
And I don't know about the rest of the forums, but I've run with a lot of people who don't have these UBER Optimal Builds.
Or people give up DMG for better defense, because they don't want to or just can't figure out how to make their build UBER.
I've seen quite a few players who just don't bother with IOs.
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If the Alpha slot is slanted towards "native defenses" then the entire enhancement system has been similarly slanted since release. |
Moreover, this part of your statement was the part I have no idea what it means:
The Incarnate Alpha slot system boosts powers directly, rather than base-stats |
The Alpha buffs function like enhancement buffs, which is to say that for the most part they are strength buffs. Strength buffs "directly buff base stats" if you want to put it that way. Nothing buffs "directly *instead of*" buffing "base-stats" because in that sense base stats (intrinsic power values) can't be altered by anything in the game. They can only be, well, buffed.
One more thing: simply looking at digits isn't always a fair way to judge "benefit." All three SR passives have a base 5.625% defense to one type. For scrappers, weave offers 3.75% defense to all types. Its arguable that Weave is stronger, and each slot put into Weave helps more than each slot put into the SR passives (excluding the effects of enhancing the defense debuff resistance in the passives).
So:
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.
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This is not just hypothetical number crunching. There was a time, before defense debuff resistance and the scaling passive resistances, when it was a legitimate topic on the scrapper forums to ask whether Weave was a better choice than taking all three passive powers in SR, because while all three passives combined were stronger (and didn't burn endurance) you could get more than half their strength with just one power and two discretionary slots: the passives required three power choices and six discretionary slots. Triple the effort for double the gain.
In any case, implying that this was an actual deliberate decision on the part of the devs is false: its a consequence of the numbers that they really had no choice on. But since most of us would not say that a defense SO is specifically designed to benefit power pool powers less than primary and secondary powers, I think its misleading to say the same for the Alpha slot.
Oh, one more thing:
One of the reasons why I suspect that the developers grafted defense against the accuracy was to limit the usefulness of Incarnate buff effects to archtypes chasing after soft-cap. |
Moreover, that would not be an especially good way to do it anyway. You can already soft-cap with the invention system, just sometimes at the expense of underslotting other things. So someone wanting to soft cap doesn't have to take Nerve: they can just build with inventions to the soft cap and then if they are underslotted with damage due to slotting just take Musculature to compensate. The biggest benefit to a soft-capper - because its the biggest benefit to everyone - is to take the Alpha that buffs the aspects you most want that are the most underslotted in your build. So a soft-capper doesn't stack Alpha onto their defenses if that is inefficient: they build to the soft cap making sacrifices elsewhere and then lets Alpha fill those in.
Not everyone is thinking that way yet, but I'm sure its only a matter of time. Either way, Alpha's attribute combos aren't even a small speed bump to soft-capping. Heck my MA/SR soft-cap build is taking Spiritual because that's what's not maxed out in my build: recharge. And outside of my defenses, my strongest mitigation power is Aid self. What would I want to make Aid Self stronger... Recharge and Heal I guess.
Way to go on making Alpha less useful to soft-cappers. Are there many soft-cap melee builds out there that cannot make good use of Recharge/Heal? I guess perma-hasten Willpower melee will just have to take Musculatures.
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At the last meet and greet someone asked the devs when or if new invention sets would be released. Their response was pretty much that they were waiting until the incarnate system was complete or mostly complete so as to see where and what new sets were needed.
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We have about a zillion sets that provide recharge boosts (including specific SINGLE IO's that provide the boost). Yet we still got an alpha slot that enhances global recharge.
There's no reason you can't have parallel tracks to enhancement.
I'd like to see more PBAOE sets that focus on end consumption rather than just whacking max damage and recharge.
I'd also like to see more sets that provide boosts to resistance (in the same manner there are sets that provide defense boosts). Right now, if you want to bump defense, you have tons and tons of options. But if you want to boost resistance, you have almost nothing outside of the random "You six-slotted, congrats, TOXIC resist" type bonuses.
I'd like to see purple sets that can overcap Acc, End, Range, etc rather than just the Dam/Rech dynamic duo.
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I still don't know where these Praetorian DE are...never seen 'em before in the game...
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I still don't know where these Praetorian DE are...never seen 'em before in the game...
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Which for some perverse reason makes me want to fight them even more.
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But point per point, def seems to provide better mitigation in most situations.
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For a lot of characters, hitting the defense cap isn't a "what will I pick up with this extra slot for a new set bonus", but instead something the entire character must be built around - including strange power choices that negatively affect the character in other ways.
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I'm not concerned, but mostly because anytime someone uses the term 'blowback' I get an image of Ralph Wiggum with soap bubbles in his eyes. And that makes me smile.
This:
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. |
I worry about the Winter Lady in this regard. Obviously, she is not Incarnate-level content, since she is available at level 20. He debuffs are particularly rough on melee characters.
Then again, it may just be an option so that ranged characters don't have to fight Snaptooth as often.