One-cast-to-all for Support Powers
I like options. Especially options that don't change how someone currently plays assuming they like it just fine as it is.
So, in that regard, how about we take a page from Dual Pistols and borrow their tech.
Every Force Field, Thermal, Sonic, and Ice shield powers come with 3 additional icons, just like Dual Pistols.
Original Playstyle: Nothing changes = You can ignore them and never put them on your tray.
X2 Icon = Causes your bubbles to last twice as long and cost twice the endurance to cast.
x3 Icon = same as above, duration x3, endurance cost x3
x4 Icon = same as above, duration x4, endurance cost x4
The worry I see about long lasting buffs that other games have is that people will get the buffs and then not need to have the buffer on the team since they last so long.
But, I think even at x4 (16 minutes) is not such a long time to not want that buffer on the team. 16 minutes goes by very fast, just think about how many times you stop to refresh mutation and that's 20 minutes.
But I think these new options would give existing shielders nice tactical choices they can swap to on the fly depending on the circumstances.
And for those who like their game just fine as it currently is, they don't have to change a thing.
I think it's a win win for everyone.
"All that crap is grey to me, no XP." - Positron 5/15/05 8:36am . . . The world stopped and silence ensued except for the sound of a crying infant off in the distance.
"Everyone needs to chill the hell out." - BackAlleyBrawler 11/13/08 3:26pm . . . Geeks around the world stopped and blinked.
So, in that regard, how about we take a page from Dual Pistols and borrow their tech.
Every Force Field, Thermal, Sonic, and Ice shield powers come with 3 additional icons, just like Dual Pistols. |
I think you might be able to do something toggle based where the power grants 15% defense for 240s and, if a toggle is active, grants a second "tic" of 15% defense for 240s after 240s but that would be a bit cludgy.
I'll also add, as I commented above that I think increasing the duration is the wrong option. Making it so that you have to be near them once every 4 minutes feels about right to me.
I just thought I would throw in my opinion on how this should work...
I think these buff powers should function as a PBAoE toggle power with a small radius (say 5 to 10 ft)... And it should function in the same way that the red radiation bubbles work in the respec trials, where basically you come into contact with the source, it applies for a timer (2-4 minutes depending on power), and then if it wears out it is the receiver of the buffs responsibility to go back and reapply! I think this would be the best way to handle it, because it keeps a distinction between actual PBAoE toggle buffs (like Dispersion bubble, steam mist etc...) that can effect the whole team and user at once as long as they are within range and run out as soon as they leave vs PBAoE timer buffs, which would apply when the characters come into close range of each other, last for a while, and run out when the timer goes out or gets reapplied! And this would be a nice change because it would take the rebuffing away from the buffer and onto the other characters, giving the support classes more time to focus on other things!
The effectiveness of the buff is not tripled. The effectiveness of the buffer's time is increased.
If the effectiveness were to be tripled, you'd be seeing force fielder's giving 60% bubbles.
The problem is, I don't think this would work very well. First off additional powers wouldn't inherit the base power slotting and if you allowed them all to be slotted that would actually be a pretty substantial buff (since you could slot one power to use and use the base slot on the others for a global IO). Secondly you need to avoid the issue of "double dipping". A single power can be tagged to not stack with themselves but I don't know if the devs can make a power not stack with other powers but only when cast by the same character.
I think you might be able to do something toggle based where the power grants 15% defense for 240s and, if a toggle is active, grants a second "tic" of 15% defense for 240s after 240s but that would be a bit cludgy. I'll also add, as I commented above that I think increasing the duration is the wrong option. Making it so that you have to be near them once every 4 minutes feels about right to me. |
When playing my Dual Pistol Hero I click on one of the special ammo Icons and they do in fact continue to use whatever enhancers are in each attack power (accuracy, damage, endurance, recharge, etc), so I'm just guessing that for shields, they would do the same, only "override" duration and endurance cost depending on which Icon you selected (x2, x3, or x4).
If it turns out that it can't work this way, oh well, I gave it my best shot (pun intended) at coming up with the most reasonable and least intrusive way to fix this problem that I could.
"All that crap is grey to me, no XP." - Positron 5/15/05 8:36am . . . The world stopped and silence ensued except for the sound of a crying infant off in the distance.
"Everyone needs to chill the hell out." - BackAlleyBrawler 11/13/08 3:26pm . . . Geeks around the world stopped and blinked.
The way I see it repeatedly casting single target buffs on fellow players is not good gameplay, it's make-work. As for balance, the buffs are designed to be cast continuously on an entire team, making that easier to do is not going to break the balance. The powers are not (or at least should not be) balanced around being hard to use.
Of the 100% uptime ST buffs powers there are basically 3 categories: 1. Shields on 4 minute durations 2. Mez protection buffs on 60 or 90 second durations 3. Speed Boost The shields I think should be changed to buff the team with a single cast, no question about it. The sets they are in are pretty much designed around having that buff up 100% of the time so make it easier to do. Mez protection buffs I think are fine as is. I wouldn't object to them being easier to use but I also don't think it is necessary. Doing an occasional cast either preemptively or in response to mezzing seems reasonable for them. Speed Boost I think needs nerfing. I would like to see it made easier to use as well but I think it needs nerfing even in it's current form. |
To start with, let me say that I'm no programmer and I'm just making educated guesses at best.
When playing my Dual Pistol Hero I click on one of the special ammo Icons and they do in fact continue to use whatever enhancers are in each attack power (accuracy, damage, endurance, recharge, etc), so I'm just guessing that for shields, they would do the same, only "override" duration and endurance cost depending on which Icon you selected (x2, x3, or x4). If it turns out that it can't work this way, oh well, I gave it my best shot (pun intended) at coming up with the most reasonable and least intrusive way to fix this problem that I could. |
So for example using pistols is used with Lethal Ammo the game implements the following effect:
43.79 Lethal damage
100% chance of 18.77 Lethal damage
Defense -0.07 for 8s
0% Chance of 18.77 Fire damage
0% Chance of 18.77 Cold damage
0% Chance of 18.77 Toxic damage
When you activate Fire Ammo it implements the following effects:
43.79 Lethal damage
0% chance of 18.77 Lethal damage
Defense -0.07 for 8s
100% Chance of 18.77 Fire damage
0% Chance of 18.77 Cold damage
0% Chance of 18.77 Toxic damage
Essentially the Swap Ammo powers themselves do absolutely nothing. Instead when a power is activated it sets it's proc chances based on the swap ammo setting. Such a system could be implemented to increase the duration of FF powers (as I mentioned above). However that doesn't change the fact that for various reasons I consider increasing the duration to be a bad idea.
The simplest argument that this wouldn't be game breaking is all the destiny incarnate powers are exactly what is proposed. AoE mez protection, AoE recovery buff+recharge, AoE defense power, or Clarion, Ageless, barrier. There was never any good reason for these to be cast one at a time on the team except to give teams a reason to dislike the buffers.
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And "Except to give teams a reason to dislike the buffers?" Weekly task force is that supposed to mean, exactly?
Or you could just buff the people that need the shields the most. With all the big group barrier buffs, bubbles are not really needed as much and you can spend your time debuffing or attacking.
Now, a compromise solution would be to turn the shield buffs from ally targeted to an AoE that only affects Team Mates. I don't think that is necessary but I also think it would be an improvement over the current implementation.
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The difference between the single and group buff is the cost of a reagent, which is to say a very trivial amount of gold.
The single target version of those buffs still exist (as I recall 30 min duration) and are useful in case someone gets dispelled or deaded.
Except (a) the content's starting to get geared toward them, (b) they're designed FOR teams of 12-48 and (c) the very problems mentioned occur with them. You can't skip someone in range who - as mentioned before - has a problem with the buff graphics (or other reason.) You can't skip around a buff order. One shot and you have to wait for it to recharge (and hope you get everyone you meant to the next time.)
And "Except to give teams a reason to dislike the buffers?" Weekly task force is that supposed to mean, exactly? |
A) We are talking about a change in mechanics of casting a power not a change in the power.
B) How does that impact anything ? Especially when you consider that a team with 8 tier 3 destinies really isn't going to gain all that much from buffers with possible exception of kins ?
C) Goes right to your next question "And "Except to give teams a reason to dislike the buffers?" Weekly task force is that supposed to mean, exactly" People get upset with buffers for missing them not missing giving them the wrong buffs etc.
You can't skip someone in range who - as mentioned before - has a problem with the buff graphics (or other reason.) You can't skip around a buff order. |
A) We are talking about a change in mechanics of casting a power not a change in the power.
B) How does that impact anything ? Especially when you consider that a team with 8 tier 3 destinies really isn't going to gain all that much from buffers with possible exception of kins ? |
The very first time I did a trial was with my Bots/FF MM. That is my first ever and first ever made it to 50 character. So naturally I took it to my first ever BAF. Not long after the cut scene (which, by the way, I kept chanting 'Milf, Milf, Milf...' at it XD) I found myself rather hectic in casting shields to my teammates and everyone else who happened to be nearby. |
C) Goes right to your next question "And "Except to give teams a reason to dislike the buffers?" Weekly task force is that supposed to mean, exactly" People get upset with buffers for missing them not missing giving them the wrong buffs etc. |
If someone gets "upset" with being buffed fifth instead of third, they need to sit back and relax. Or maybe it's your perception. Speed boost aside, I have yet (since issue 3) to see anyone get particularly bent out of shape over my buffing, and I play a LOT of buffers.
The buffer can announce they are buffing. It then becomes the responsibility of the people that want or don't want the buff to take the appropriate action. |
A) We are talking about a change in mechanics of casting a power not a change in the power.
B) How does that impact anything ? Especially when you consider that a team with 8 tier 3 destinies really isn't going to gain all that much from buffers with possible exception of kins ? C) Goes right to your next question "And "Except to give teams a reason to dislike the buffers?" Weekly task force is that supposed to mean, exactly" People get upset with buffers for missing them not missing giving them the wrong buffs etc. The buffer can announce they are buffing. It then becomes the responsibility of the people that want or don't want the buff to take the appropriate action. |
THANK YOU!! soooo much for the neat clarification! People went off the tangent a bit in some of the posts.
If I filter out the off-topic discussions, I think most of us agree that it will be a good quality of life improvement if the casting/buffing mechanism is to be changed. I know some would prefer to keep using the current one-to-one casting mechanism; and some fear that an AoE casting would give them the buff(s) they don't want (on this point, mostly because of some buffer use horrid colours for the already headache inducing shields; or more specific case, the +recharge component of a SB).
I believe that the change I propose here is going benefit more people given the current direction of the development of CoX gameplay: faster, bigger groups, more dynamic. That said, compromise can be made on technical ground to cater those who prefer the existing one-to-one mechanism.
Lets just look at shield buffs for now and leave mez prots and SB aside; and all buffs mentioned here are self-excluding from the point of view of the buffer (I still don't understand why people think changing it to an AoE cast would mean changing it to self-including as well - I have never even hinted that). Originally I suggested to have a MM-upgrade style mechanism. Although I did not spell out the details exactly, a MM-upgrade style, in my mind, is essentially: click on one recipient (say a tank at the front line or a group of blasters huddle up at a distance) and everyone else, including the recipient but excluding the caster, within a certain radius will receive a shield. Some mentioned that endurance usage would be a problem. In my view, it needs not be. Testings are needed to find an acceptable balance between endurance, recharge, range, and radius. But at this stage, in principle, this is how an AoE cast would look like.
Then someone suggested a Terra-Volta-bubble-machine style of mechanic. I found it quite interesting and conceptualised some details. Essentially it is to change the click-cast mechanism to a toggle mechanism, which will be similar to Grant Cover from Shield Defence. Some people wrongly assumed that it would be a Dispersion Bubble style toggle and went on and on about it. It would not be a self-affecting toggle and I would prefer the toggle to be invisible. Leaving the consideration of end usage to a later day, I think this mechanism is going to benefit the buffer most as it gives him more time to do something else - essentially a care-free mechanism. At the same time, it will benefit the recipient in a way that, so long as the toggle is running, he can go near the buffer to get his shields. It is a win-win situation. The problem is that some recipient may not want certain kinds of shields for whatever reason; then they have to keep avoiding the caster.
So, I suggest an 'Opt-Out' function for buff. Perhaps add to the Team or League windows an 'Opt-Out' button whereby one can choose to not receive any shield-buff from the team. This is opinion one. Opinion two would extend the Opt-Out further to everyone else. So never again would you get any headache inducing buff that you don't want at all. Finally opinion three would be just to disable the graphic of the buff - as in you still get the defence/resistance bonuses from the shields; you just can't see they are there. Option three is my favourite.
Back to the casting mechanic. Finally I suggested to use the ML/RAs style mechanic. To be fair, it is just the same as the abovementioned MM-upgrade mechanic but with the centre of origin back to the caster himself (and again, the caster will not be affacted by the cast). Someone quickly point out that this mechanic may leave out those who are out of range. It is not a new problem anyway. ML and RAs have a longer recharge so missing out seems to be an obvious annoyance. For the new mechanic, a careful balance between end, recharge and range will easy mitigate the problem. Besides, as mentioned above, the caster can always announce it before casting the buff - like some people alreay do with their ML and RAs.
So there you have it: 3 suggestions for a new shield buffing mechanic. Most of the problems discussed so far can simply be resolved by adjusting end usage, recharge and range to an acceptable level. And a minor adjustment of playstyle. I still believe that benefits of an AoE casting mechanism outweigh all the problems it might have.
From the OP:
So, yes, it is talking about a change in the power, which would go hand in hand with casting it. Destinies, blah blah blah, only matter @50. My FFer deals with them from level 1. |
I think you read wrong.
I propose the change in the mechanic, or the methodology, in doing something; not the substance itself. What I was saying was similar to suggesting people to use folks and knives to eat steaks instead of chopsticks. I never say I want a different steak to go with my folk and knife.
Whatever they do they need to add it as an OPTION. Not an overwrite of the way current buffs work.
I'm NOT particularly fond of the way the AOE incarnate buffs work. AT ALL.
So you can see why I would not want the way my buffing toons (of which I am perfectly happy with--I DO NOT in any way shape or form find buffing to be too tedious) changed so that all their buffs work as AOE.
I agree with Memphis Bill. If they are going to change anything make it optional.
Blazara Aura LVL 50 Fire/Psi Dom (with 125% recharge)
Flameboxer Aura LVL 50 SS/Fire Brute
Ice 'Em Aura LVL 50 Ice Tank
Darq Widow Fortune LVL 50 Fortunata (200% rech/Night Widow 192.5% rech)--thanks issue 19!
I like casting shield buffs. I find it fun. I have a little timer by the computer programmed for 3 minutes, so I can buff everyone up and still have time to find the blaster who ran off to try to get themselves killed somewhere else. I have a bind to warn people that their bubbles are about to pop.
You know what I don't like? Controllers. I find them terribly dull to play. I got an Ill/Rad to 41 and thought OH, THANK GOD, AN ACTUAL ATTACK POWER. Sure, they can tank and debuff like gods, and do plenty of damage with their pets, but they bore the pants off me.
However, other people enjoy playing them, so that's awesome. I'm happy they exist in the game. I can have the ATs and sets I like, and other people can have the ATs and sets they like, and everything is good.
In conclusion, leave my bubbles alone.
Arc#314490: Zombie Ninja Pirates!
Defiant @Grouchybeast
Death is part of my attack chain.
I don't play most support sets because I do find buffing tedious. But a possibility to cater to both types of players: allow an inherent power to applicable PowerSets which would alternate between an AoE-buff style or a single-cast buff style. We already know that coding to swap power effects exists.
Current primary characters, all on Guardian:
The Amber Fist (Elec/Stone Tanker) | Pixelbeater (Fire/Kin Corr) | The Sequencer (Bots/Traps MM)
Blakkat (Claws/Dark Brute) | Mhogus'thra (Ill/Dark Cont) | Wyldhunt (Beast/Dark MM)
The way I see it the small shields are (or should be) essentially balanced as if they were a toggle power with an extreme radius. They are a bonus you always get for having the character on your team and remaining reasonably close to them but if you spend to much time away you lose the benefit until you rejoin them. Using that logic extending the duration would break this balance but making them easier to use would not. 4 minutes seems a very sensible duration to me, it's long enough that the caster doesn't become a buff-bot but short enough that you can't have them door-sit.
I should add that the single power that stands out to me the most as an example of balance by frustration has to be Speed Boost. I think the design intent of that power was to keep the duration low enough that people would only cast Speed Boost on a few party members as needed. However, the boost it gives is so beneficial that the design intent backfires and turns the power into a rusty nail for the player to stick themselves over and over. What is going on with speed boost is exactly what would happen if there were a power that gave teammates capped resistance but only lasted 60 seconds; the buff would be too good to pass up, and the entire "strategy" would revolve around that team member hitting it on a macro.