No More Purple Sets?


Obitus

 

Posted

Have the Devs ever commented on whether or not they'll add in more Ultra-Rare IO Sets, like:

Fear, Healing, Accurate Healing, Endurance Mod, Defense Buff, Defense Debuff, Accurate Defense Debuff, To Hit Debuff, Accurate To Hit Debuff, Taunt, Knockback, Slow, Resistance Buff, etc?


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Posted

Not that I know of.


Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA

 

Posted

The trick with purple sets is that because of their extreme rarity, they need to have as broad a use as possible. Otherwise you end up with purples that dilute the pool that can only be used by more specific sets, making the more 'valuable' ultra-rares rarer. It also makes them a little less rewarding, as it's a disappointment when a player geta an 'ultra-valuable' recipe only to find they cannot use it, and it isn't actually so valuable.

With this in mind, I have no idea why we have not seen a defense/resist/heal set yet, as all character have ways of using those, and these are just as valuable (if not more so) to most characters as the damage/mez sets.

Taking cues from the purple pet set, which covers both recharge intensive and standard pet sets, I hope if they add in said sets there are no 'accurate' sets. Instead, purple sets that happen to have accuracy possibilities. That way, there's less dilution.


 

Posted

There was something about 'balance' originally given as to why there were no defensive (heal, def, res, -tohit, etc) purple sets.

I'm thinking more than problems with balance between purple sets, it may have been balance implementing them. Because purples are stronger than standard IOs, you'd end up with a lot of 2-slotting the def and def/end pair that are likely to exist in defensive powers for hitting-ED-wall bonuses to def and some end redux and now lots of slots free for the player to do other things with.

Kinda like slotting a 5-set of one of the damage ones (minus the straight-up damage IO), then putting that purple damage IO with a standard damage IO to hit ~90% damage boost post-ED, then slotting the power out with a secondary effect (say: end drain for ElA's aura or accurate to-hit debuff for dark powers).


 

Posted

Quote:
Originally Posted by Seldom View Post
The trick with purple sets is that because of their extreme rarity, they need to have as broad a use as possible.
I agree EndMod, ToHit/To Hit Debuff, etc. really don't seem necessary. Resist, Defense, Healing (with Accurate Healing covered in the same set) would be a much welcome addition.


@Rylas

Kill 'em all. Let XP sort 'em out.

 

Posted

It has its uses, so it's not like I'd want to see it gone altogether, but I really wonder what compelled them to include Confuse in the original batch of things purple. That's not a common power. Immobilize isn't quite in the same boat, but it's getting there. When you start looking at things like epic sets for non-control types, holds are a lot more common than either.


Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA

 

Posted

Quote:
Originally Posted by Rhysem View Post
There was something about 'balance' originally given as to why there were no defensive (heal, def, res, -tohit, etc) purple sets.

I'm thinking more than problems with balance between purple sets, it may have been balance implementing them. Because purples are stronger than standard IOs, you'd end up with a lot of 2-slotting the def and def/end pair that are likely to exist in defensive powers for hitting-ED-wall bonuses to def and some end redux and now lots of slots free for the player to do other things with.
...
I was actually thinking about this...you can actually get full enhancement as-is using 2-3 extra slots, most defensive powers only get a full six slots for bonuses or effects. Purples can max or highly enhance sets that have 4 values, def/res sets can have 3 values max, the +rech being largely useless as most def/res powers have near instantaneous recharge as-is.

The solution in my mind would be to dilute the values with extra effects. Instead of one purple res that maxes you resistance, mix extra effects so that six slots is not a waste of space for bonuses, but actually has helpful effects.

example:
defense/+regeneration enhancement
defense/end/+resistance to -end enhancement
end/recharge/+resistance to -speed enhancement
def/rech/end/+max end enhancement
'pure' Effect enhancement

This way the purples could have non-purple values, (as the 'value' is split for the added bonus there) but the effects would mean a full set is worth the slot investment outside of bonuses, but not 'necessary.'


 

Posted

Quote:
Originally Posted by Rhysem View Post
I'm thinking more than problems with balance between purple sets, it may have been balance implementing them. Because purples are stronger than standard IOs, you'd end up with a lot of 2-slotting the def and def/end pair that are likely to exist in defensive powers for hitting-ED-wall bonuses to def and some end redux and now lots of slots free for the player to do other things with.
Technically you can do that now with defense... two Enzyme Exposures will ED cap your defense and give you 66% endurance reduction. That's one extra slot to max out any defense toggle. (At least until they fix the debuff Hami-O bug, if ever.) Even doing it legitimately it only takes three Cytoskeleton HOs and that route gives you ED capped endurance reduction too. So really once you hit 50 adding more than 1-2 slots to a defense power means you can't afford / don't want to fool with Hami-Os or you're going for set bonuses... about all a purple defense set would do is let you get bonuses and save slots, but only on one power.


Cascade, level 50 Blaster (NRG/NRG since before it was cool)
Mechmeister, level 50 Bots / Traps MM
FAR too many non-50 alts to name

[u]Arcs[u]
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Posted

Quote:
Originally Posted by StrykerX View Post
Technically you can do that now with defense... two Enzyme Exposures will ED cap your defense and give you 66% endurance reduction. That's one extra slot to max out any defense toggle. (At least until they fix the debuff Hami-O bug, if ever.) Even doing it legitimately it only takes three Cytoskeleton HOs and that route gives you ED capped endurance reduction too. So really once you hit 50 adding more than 1-2 slots to a defense power means you can't afford / don't want to fool with Hami-Os or you're going for set bonuses... about all a purple defense set would do is let you get bonuses and save slots, but only on one power.
At 3 slots, I'd be amazed to find anyone who isn't slotting gamblers instead. Def/global rech, def, def/end and you're not at ED cap, but you're well enough into it the last fractional percents you gain isn't worth another slot. Low on end redux, but that's what your alpha slot or other power picks are for.

I'd specifically not mentioned exploiting what is not WAI.

Given I find I'm generally slot starved, the bonuses to a purple set of res/def/etc would need to be HUGE to get me to devote slots to them. Not saying it couldn't be done, but it'd probably be overpowered if it was.


 

Posted

Quote:
Originally Posted by Rylas View Post
I agree EndMod, ToHit/To Hit Debuff, etc. really don't seem necessary. Resist, Defense, Healing (with Accurate Healing covered in the same set) would be a much welcome addition.
For what it's worth, it seems to me that the devs intentionally gave us the present spread of IO bonuses. Melee builds generally have a harder time adding +recharge, for instance (because heal/def/res/melee attack sets all use the 5% recharge bonus, and because melee builds have less room for purples generally), and have a fairly easy time adding DEF. Ranged builds generally have access to a wider variety of sets and bonuses, but their access to DEF bonuses is limited the more ranged AoE powers they take (because Targeted AoE sets don't give any DEF). Fittingly enough, then, higher offense ranged builds have fewer options than lower offense ranged builds.

(As an aside, I think Confuse was given not just a purple set, but arguably the best purple set, for a reason. You are rewarded for heavily enhancing a rare and traditionally controversial control type that isn't usually featured among high-damage powersets. Control in general is seemingly given an emphasis, in fact, probably because -- as above -- the devs felt that utility builds should have more flexibility. The reason that buff/debuff IO sets aren't given the same treatment is probably a result of the devs' publicly proclaimed wariness of and/or regret about the potency of force-multiplying powers. Likewise, pet powers were given arguably the worst purple set, bonus-wise, because pets are a means of delivering damage on the very ATs that have access to the widest variety of purples.)

More purples may be added somewhere down the line, but I wouldn't hold my breath. We're already in the midst of an immense effort to offer level 50 characters an end-game path to power that has nothing to do with IOs. Seems vanishingly unlikely that the devs would choose this time to add more end-game enhancements.

It's been quite some time since new IO sets of any kind were added to the game. There's prolly a reason for that.


Quote:
Originally Posted by Iggy_Kamakaze View Post
Nice build

 

Posted

Melees have a hard time with recharge? Don't tell my perma-hasten brute.

Pretty much all melee sets are going to have ST, PBAoE, and Ranged attacks available to them -- if they take them is of course another matter. But they'll be in the set. A lot of them are also going to have some sort of secondary effect, usually hold or disorient that can take a purple set too.

If your set happens to have both hold and disorient you could slot five +10% recharge there alone. Stone Melee can do it. Super Strength can too. I didn't analyse others, I just can say offhand those two can.

Now that'd be stupid slotting to slot KO Blow or Seismic with hold not damge, but...

Basically all you need is a hold or targetted AoE out of your patron/app and you're going to have an easy time slotting 5x purple sets.


 

Posted

Quote:
Originally Posted by Rhysem View Post
Melees have a hard time with recharge? Don't tell my perma-hasten brute.

Pretty much all melee sets are going to have ST, PBAoE, and Ranged attacks available to them -- if they take them is of course another matter. But they'll be in the set. A lot of them are also going to have some sort of secondary effect, usually hold or disorient that can take a purple set too.

If your set happens to have both hold and disorient you could slot five +10% recharge there alone. Stone Melee can do it. Super Strength can too. I didn't analyse others, I just can say offhand those two can.

Now that'd be stupid slotting to slot KO Blow or Seismic with hold not damge, but...

Basically all you need is a hold or targetted AoE out of your patron/app and you're going to have an easy time slotting 5x purple sets.
A harder time. What kind of idiot would argue that it's impossible for you to have a perma-Hasten Brute? I don't want to be harsh here, but dude, seriously?

Meanwhile, if you build a melee character as you describe, then you've slotted four of the most expensive purple sets just to pull even, recharge-wise, with a Dominator/Controller who can slot several of the (comparatively) cheap ones. Why are the attack sets so much more expensive? Because they're useful to more or less every build.

And if you don't go with purples at all, what are you left with? Probably 15 or more powers that can only take 5% recharge bonuses (again, heal/RES/melee attacks only offer you one kind of bonus, before purples). If you're lucky, you'll get a lot of DEF powers into which to toss some LoTG procs, but even then you're not looking at much more than about 60% recharge until and unless you diversify your build (which often isn't even possible until the late game, and even then not by a whole heck of a lot). Whatever your views on the matter, it isn't exactly mainstream to spend 5 slots on multiple control sets on a melee character. Possible, yes. Usual, not really.

Quote:
Originally Posted by Rhysem
Now that'd be stupid slotting to slot KO Blow or Seismic with hold not damge, but...
Exactly right. Meanwhile, I had a perma-Dom build at level 30.

You can argue that the disparity I've described isn't an intentional part of the design (though frankly you'd have no evidence besides wild speculation), but you can't very well argue that there is no disparity.


Quote:
Originally Posted by Iggy_Kamakaze View Post
Nice build