59% Softcap Confirmation?


Aliana Blue

 

Posted

Is this number from people's first experiences with the trials, or is this after attaining the additional level shifts?

I have several builds in limbo, and before I specifically put a Lambda team together just to test this, I thought I would see if anyone can actually confirm if the trial encounter enemies do have a specific +14% to hit.


 

Posted

it's there, but you don't have to build for it. I've taken my arch/dev blaster on both trials multiple times with 43% range defense and no level shifts at all and have done fine with him. extra level shifts will make things easier, though. mainly because you won't get hit as hard and do more damage to mobs.

so yes, there's is technically a new softcap in the trials, but i don't believe it should alter how you build defense toons. if anything, get the 45% and slot up more +hp/regen/rech (which is my personal standard for slotting defense based toons)


SG: Guadians of Paragon - VG: Paragon's Darkness
The Usual Suspects: Fimboolvetr (Icer Tank), Tsukiyomi (Mind/Psi/Ice Dom), Smiting Dragon (Dm/Sr Scrap), Widow Mortis (NW)
Up and Comers: Ameterasu (Km/Reg Scrap), Arrhymian (Elec/Nin Stalk), TDMKII (Bot/Traps MM)

 

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Quote:
Originally Posted by Infini View Post
it's there, but you don't have to build for it. I've taken my arch/dev blaster on both trials multiple times with 43% range defense and no level shifts at all and have done fine with him. extra level shifts will make things easier, though. mainly because you won't get hit as hard and do more damage to mobs.

so yes, there's is technically a new softcap in the trials, but i don't believe it should alter how you build defense toons. if anything, get the 45% and slot up more +hp/regen/rech (which is my personal standard for slotting defense based toons)
That might work for Blaster or a Scrapper with no taunt aura, but my Brutes are designed to take the lead on teams.

My choice is to either build for the new softcap, build for 45% softcap + darkest night, or abandon the character/playstyle completely.


 

Posted

The 59% softcap comes from the fact that the mobs in the incarnate trial were checked out with the Surveillance power to have a 64% base to-hit, compared to the usual NPC 50% base to-hit.

They don't, apparently, have an actual to-hit buffing power on them, but a higher starting value. If they were to get tohit buffed they'd get even more, in short.

I have little doubt that this is because the ease with which people are soft-capping and its prevalence among all characters is considered a balance issue in end-game play. That said, I don't think it's a big deal to have to 'incarnate softcap' on your own, even if you're a defense-based character. You won't be alone, and just like before inventions and soft-capping existed, support teammates will be able to make sure you're able to handle the aggro and tank for the team. A secondary thing to consider is that the large number of bosses faced in the trials have a higher to-hit floor than normal. The advice not to rely on softcapping alone if you want to main tank is a pretty good idea, in my opinion. Adding resistance or recharge instead of, or in addition to, extra defense might be what you really need.

Also, the incarnate powers themselves offer some additional, alternate survivability options in the Destiny tree. Less so in the Interface tree, which is proc-based.

I've mostly been trialing with a night widow, and despite the lack of being 'properly incarnate softcapped all of the time' I haven't had a serious issue with survivability once I got some practice with the encounters. At the end of the day, stats are not a good substitute for experience in them.


"Experience is the mother of good judgement. Bad judgement is the father of experience."

 

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Quote:
Originally Posted by Deus_Otiosus View Post
That might work for Blaster or a Scrapper with no taunt aura, but my Brutes are designed to take the lead on teams.

My choice is to either build for the new softcap, build for 45% softcap + darkest night, or abandon the character/playstyle completely.
The only brutes that are going to get beyond 50% or so without completely gimping the rest of the build are SR and Invuln.


Quote:
Originally Posted by Dechs Kaison
See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately.

 

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On most teams there are lots of defense buffs, so if you're normal-softcapped on your own you'll almost always be trial-softcapped in a group.


 

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Originally Posted by Flux_Vector View Post
That said, I don't think it's a big deal to have to 'incarnate softcap' on your own, even if you're a defense-based character. You won't be alone, and just like before inventions and soft-capping existed, support teammates will be able to make sure you're able to handle the aggro and tank for the team.
Sometimes the support is there, sometimes it is not.

This is only really an issue on Lambda, when sometimes you get team mates who decide to run off on their own.

I try to keep as many of the squishies together with me as possible, but random team comp is random team comp.

Both my WP and SD brutes are L53 and the difference in their capabilities is fairly huge in terms of survivability.


Quote:
Originally Posted by Flux_Vector View Post
A secondary thing to consider is that the large number of bosses faced in the trials have a higher to-hit floor than normal. The advice not to rely on softcapping alone if you want to main tank is a pretty good idea, in my opinion. Adding resistance or recharge instead of, or in addition to, extra defense might be what you really need.
I've built for that for the most part.

Running 155% or so rech with hasten up, 35% SM/L defense base, 2400 HP or so, 2700 or so with OWTS up and 60% SM/L res.

I'll be attempting to push that further, but the decision to go Darkest Night might force me to take Ageless instead of Rebirth of Barrier.


Quote:
Originally Posted by Flux_Vector View Post
Also, the incarnate powers themselves offer some additional, alternate survivability options in the Destiny tree. Less so in the Interface tree, which is proc-based.
I grabbed T3 Barrier because it was immediately useful, but I may go Ageless in order to make Darkest Night work.

I have no end recovery tools, and I already juggle Rage, Hasten and OWTS crashes.

That will allow for 45% Defense + -14% To Hit from Darkest Night and the ability to shrug off debuffs.

Alternatively I was considering T4 Barrier + T4 Diamagnetic - I can open with two AoE attacks and have a 100% chance to proc Diamagnetic, for a total of -10% to hit on top of +5% DEF permanent from Barrier.

It's the riskier option, but for a lot of situations I'd prefer Barrier over Ageless usually.



Quote:
Originally Posted by ClawsandEffect View Post
The only brutes that are going to get beyond 50% or so without completely gimping the rest of the build are SR and Invuln.
For straight building with IOs, yes. I can get to 50% with barrier. I could sacrifice some recharge and probably get to 55% - but I don't think I'm willing to do that.

What is your opinion on 45% Softcap Defense + 5% Permanent from T4 Barrier while leveraging 100% chance to Proc Diamagnetic for -5% per hit?

The goal would be to open with FS, Dark Oblit and Shield Charge - which will be -15% To Hit for anything nearby.

FS is on a 5.6s recharge - sometimes faster when the Force Feedback Chance for Rech procs.


 

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Quote:
Originally Posted by Deus_Otiosus View Post
That might work for Blaster or a Scrapper with no taunt aura, but my Brutes are designed to take the lead on teams.

My choice is to either build for the new softcap, build for 45% softcap + darkest night, or abandon the character/playstyle completely.
Another perspective for you. I started running the trials with my Ice/Ice/Soul tank. regular softcap that gets boosted to around 54% with energy absorption on 10 foes. stacked EA with another 10 foes for over 60% defense and I still can get creamed without warning. I don't run DN during the trials, either, except on AVs to stack with other toggle debuffs from other players.

Some people will preach about 'needing' 59% def to be successful at these trials. My point is if your toon is successful now and you enjoy playing him/her, then keep doing that. The trials are rough on everyone at first - even granite tankers. Once you get used to them and get level shifts, they become cake walks.

On the other hand, your influence/infamy/information. Spend it however you see fit.


SG: Guadians of Paragon - VG: Paragon's Darkness
The Usual Suspects: Fimboolvetr (Icer Tank), Tsukiyomi (Mind/Psi/Ice Dom), Smiting Dragon (Dm/Sr Scrap), Widow Mortis (NW)
Up and Comers: Ameterasu (Km/Reg Scrap), Arrhymian (Elec/Nin Stalk), TDMKII (Bot/Traps MM)

 

Posted

I think building for solo mitigation this way may be folly. Here is why. In addition to the 64% base toHit of critters in the iTrials, there are numerous Praetorian critters which have or provide significant toHit buffs. For example, the some of the summoned Orbs grant allies +toHit. Siege's 9CUs have a compounding toHit buff as well as damage buff. Now, both of those are able to be managed through how the league plays - if you manage those critters, their toHit buffs may never meaningfully come into play. However, that seems a bit at odds with your philosophy, as you're probably going to need to rely on the league for something like 9CU management.


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Posted

Quote:
Originally Posted by Infini View Post
Some people will preach about 'needing' 59% def to be successful at these trials. My point is if your toon is successful now and you enjoy playing him/her, then keep doing that. The trials are rough on everyone at first - even granite tankers. Once you get used to them and get level shifts, they become cake walks.
I'm already level shifted to L53.

The character is not as successful as I would like it to be, because the lack of sustainable durability (i.e. hits that get past defense) was often made up for by a very powerful offense.

However, Elite Bosses and Bosses to not die so easily.

I've run, probably 200+ trials at this point. I have a clear idea of the L51 vs L53 situation, but this is beyond that.

My WP Brute can, and has, solo'd half the crates mission (not on purpose, I had a particularly bad team - I prefer everyone sticks together for the most part and plow through as a group).

I don't think the SS/SD Brute would be capable of the same without Darkest Night at this point (which the WP Brute does have, but that build is not softcapped to begin with at 40% SM/L and 35% E/N/F/C)


Quote:
Originally Posted by Infini View Post
On the other hand, your influence/infamy/information. Spend it however you see fit.
With 4 Purple sets and a Glad Unique already invested, the money is already spent on this build.

The goal will now be to either find an acceptable level of mitigation or shelf the character. I have others.

I'd be disappointed if the character was relegated to running the trials until powers are slotted and then shelved for regular content - so I am looking for options.




Quote:
Originally Posted by UberGuy View Post
I think building for solo mitigation this way may be folly. Here is why. In addition to the 64% base toHit of critters in the iTrials, there are numerous Praetorian critters which have or provide significant toHit buffs. For example, the some of the summoned Orbs grant allies +toHit. Siege's 9CUs have a compounding toHit buff as well as damage buff.

Now, both of those are able to be managed through how the league plays - if you manage those critters, their toHit buffs may never meaningfully come into play. However, that seems a bit at odds with your philosophy, as you're probably going to need to rely on the league for something like 9CU management.


I agree for the most part, my goal is not 100% pure solo ability all the time on trials (that would be folly).

My goal is to be able to perform exceptionally well even in bad situations/poor team comp.

That's not the case currently for the SD Brute.


 

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Originally Posted by Hopeling View Post
On most teams there are lots of defense buffs, so if you're normal-softcapped on your own you'll almost always be trial-softcapped in a group.
This.

The new 'soft cap' target is meant to encourage teamwork. Running around for an extended time herding things by yourself, or running ahead by yourself, or trying to 'solo' the iTrial was purposely designed to be out of the reach of an individual toon.

And even if you hit the new soft cap, some foes have an Accuracy build-up if you try to ignore them (the 9CUs).

You will totally fail if you stick to old tactics. You have an excellent chance of survival with new tactics.


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Posted

Carrying a few purple inspirations and using one when you get separated from the team and their defense buffs is far more practical than building for 59% defense, anyway.


 

Posted

My widow's able to solo all of the crates/chambers on the 2nd phase of lamba without being incarnate softcapped on her own (she's at 55 melee/50 ranged/50 AOE defense). It's not always clean and easy, I'm not doing it without using insps, aid self, and occasionally elude or demonic, but I can do it if I have to.

Like say if I have those incompetent teammates who run off on their own to die instead of hugging the buff-widow like they should already be trained to by all those great SOAs who take all their leadership toggles and mind link and use them to help their teams... oh wait, that's my fantasy world

Seriously, though. Between insps, tier 9s, destiny, and demonic you should be able to take a nice chunk out of the phase 2 of lambda even before you're level shifted fully. Once you are level shifted fully you should be cruisin'. The key for me really was practice and experience. Knowing to take down the battle orbs is one help, knowing that the psychics can use drain psyche and that the victorias and ACUs do a pbaoe end drain/-recovery on death, is another.


"Experience is the mother of good judgement. Bad judgement is the father of experience."

 

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Quote:
Originally Posted by Zombie Man View Post
This.

The new 'soft cap' target is meant to encourage teamwork. Running around for an extended time herding things by yourself, or running ahead by yourself, or trying to 'solo' the iTrial was purposely designed to be out of the reach of an individual toon.

And even if you hit the new soft cap, some foes have an Accuracy build-up if you try to ignore them (the 9CUs).

You will totally fail if you stick to old tactics. You have an excellent chance of survival with new tactics.
I don't have a permanently large enough group of friends I can count on to be on every trial I run (I run a lot of trials).

I'm not looking to run off on my own, but I'm not going to stand there waiting for a bad team to figure how to tie their shoes either.



Quote:
Originally Posted by Hopeling View Post
Carrying a few purple inspirations and using one when you get separated from the team and their defense buffs is far more practical than building for 59% defense, anyway.

It might be part of an overall solution, but eventually purples run out.

I also find it much more valuable to be mostly unhittable and then back that up with T3 Orange Inspirations as well as Healing Insps.



Also, I'd just like to reiterate - I am not going to attempt to build for 59%, because as Claws said it would most likely "gimp the build".

Nor is my goal to run around on my own.



Now that others have been nice enough to confirm that 59% is in fact the target , I simply need to choose the direction I will go.

A) T4 Barrier + AoEs to leverage T4 Diamagnetic.

B) T4 Ageless + Darkest Night (which would allow reactive).


I would be losing Super Jump (I took it as a "for fun" power, it's proved useful on Lambda but CJ will suffice) for Darkest Night which is not a major loss - and Darkest Night will only require 1 additional slot beyond base to get a 2nd enzyme.


 

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Quote:
Originally Posted by Flux_Vector View Post
Like say if I have those incompetent teammates who run off on their own to die instead of hugging the buff-widow like they should already be trained to by all those great SOAs who take all their leadership toggles and mind link and use them to help their teams... oh wait, that's my fantasy world

I would hug you for buffs, I promise.


Quote:
Originally Posted by Flux_Vector View Post
Seriously, though. Between insps, tier 9s, destiny, and demonic you should be able to take a nice chunk out of the phase 2 of lambda even before you're level shifted fully. Once you are level shifted fully you should be cruisin'. The key for me really was practice and experience. Knowing to take down the battle orbs is one help, knowing that the psychics can use drain psyche and that the victorias and ACUs do a pbaoe end drain/-recovery on death, is another.

I have periods of cruising that are suddenly interrupted by a deer hopping out into the middle of the road.


 

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Quote:
Originally Posted by Deus_Otiosus View Post
My WP Brute can, and has, solo'd half the crates mission (not on purpose, I had a particularly bad team - I prefer everyone sticks together for the most part and plow through as a group).

I don't think the SS/SD Brute would be capable of the same without Darkest Night at this point (which the WP Brute does have, but that build is not softcapped to begin with at 40% SM/L and 35% E/N/F/C)
IMO, this is as it should be. WP should outsurvive SD because WP only offers survivability, while SD offers offensive boosts with shield charge and AAO.

Having said that, I think the devs are headed towards going overboard in their quest to devalue defense in the game. Defense based toons should not so routinely see their main form of mitigation so easily obliterated.


 

Posted

I am playing with a kat/SR and so far trials were not so hard on me except a few runs where there was a slow number of people playing and the strategy needs to change according to that.

Though I realised something even outside of trials. I previously had %46 ranged and %47 melee and aoe and a defensedebuff of %95 and it was enough when I made some changes in the build to put hecatomb in and lowered melee and aoe to 45.7 and put ranged to %48 however things started to hit more frequently.

Now if it was only in trials I wouldn't mind but it also happened in normal game play and I find myself getting much more closer to defeat than before despite having better resistance and regen. I also keep monitor up to track my defenses and such so I know its not because mobs put defense debuff on me either. I found myself using more insp than before compared to when my build had previous defenses, lower resistance and regen so I think the soft cap may have changed in game as well.

One last thing I am considering as an option is switching my super speed (since I have ninja run already Super Speed is only there for decoration at the moment) with Elude. True Elude causes a crash down and such but it stays for 3 minute and with barrier I can prevent total defeat when it crash down untill I toggle back which gives me a better survivability in a trial than pure barrier itself. And with Elude I can lower my defense down to %40(or %35 if I really squeeze it) and can still not to rely on elude with small mobs.


 

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Quote:
Originally Posted by Deus_Otiosus View Post
What is your opinion on 45% Softcap Defense + 5% Permanent from T4 Barrier while leveraging 100% chance to Proc Diamagnetic for -5% per hit?

The goal would be to open with FS, Dark Oblit and Shield Charge - which will be -15% To Hit for anything nearby.

FS is on a 5.6s recharge - sometimes faster when the Force Feedback Chance for Rech procs.
You should be fine.

Even though the to-hit of trial mobs is higher, normal softcap is still a significant amount of defense. Every trial I've been on has had enough random buffs flying around that even my Claws/Regen scrapper has been well over the trial softcap, and he started at 32.5% S/L defense. if you're already softcapped, you should be well over the trial softcap when fighting with the whole group, and normal softcap should be enough to keep you alive when you're not with the group.


Quote:
Originally Posted by Dechs Kaison
See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately.

 

Posted

Quote:
Originally Posted by Deus_Otiosus View Post
Now that others have been nice enough to confirm that 59% is in fact the target , I simply need to choose the direction I will go.

A) T4 Barrier + AoEs to leverage T4 Diamagnetic.

B) T4 Ageless + Darkest Night (which would allow reactive).


I would be losing Super Jump (I took it as a "for fun" power, it's proved useful on Lambda but CJ will suffice) for Darkest Night which is not a major loss - and Darkest Night will only require 1 additional slot beyond base to get a 2nd enzyme.
Another suggesting, that hasn't been said yet is to add Judgement: Void into the mix. One branch offers a massive -50% Damage debuff for 30 seconds. With the 90 seconds recharge it's not perma, but it certainly can take sting out of some situations, enough to tip the scales in your favor, and it would be up enough to make (possibly) a difference.


 

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Originally Posted by Cyber_naut View Post
IMO, this is as it should be. WP should outsurvive SD because WP only offers survivability, while SD offers offensive boosts with shield charge and AAO.
I’m not convinced the trade off is of the same value that it used to be for a Brute.



Quote:
Originally Posted by Cyber_naut View Post
Having said that, I think the devs are headed towards going overboard in their quest to devalue defense in the game. Defense based toons should not so routinely see their main form of mitigation so easily obliterated.
I think it will get worse, before it gets better.






Quote:
Originally Posted by Kangstor View Post
I am playing with a kat/SR and so far trials were not so hard on me except a few runs where there was a slow number of people playing and the strategy needs to change according to that.
I’m hard-headed, I don’t like to slow down.

SS/SD Brute is also a very different animal from a Katana/SR Scrapper – with one of the strongest taunt auras in the game, a threat mag 4 in every attack, and frequent use of AoEs & Taunt to specifically draw aggro for the dual purpose of fueling fury and keeping attention off of others – the choice is to either build to survive the incoming attacks or to abandon the build.





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Originally Posted by Kangstor View Post
.
One last thing I am considering as an option is switching my super speed (since I have ninja run already Super Speed is only there for decoration at the moment) with Elude. True Elude causes a crash down and such but it stays for 3 minute and with barrier I can prevent total defeat when it crash down untill I toggle back which gives me a better survivability in a trial than pure barrier itself. And with Elude I can lower my defense down to %40(or %35 if I really squeeze it) and can still not to rely on elude with small mobs.
I don’t think the softcap has changed in the pre-Incarnate game.

What is your Epic/Patron?

Shadow Meld can function as a mini-elude with no crash, but I wouldn’t build for that unless you were very focused on running trials above all other content.







Quote:
Originally Posted by ClawsandEffect View Post
You should be fine.

Even though the to-hit of trial mobs is higher, normal softcap is still a significant amount of defense. Every trial I've been on has had enough random buffs flying around that even my Claws/Regen scrapper has been well over the trial softcap, and he started at 32.5% S/L defense. if you're already softcapped, you should be well over the trial softcap when fighting with the whole group, and normal softcap should be enough to keep you alive when you're not with the group.




Normal softcap is only 30% Defense in an incarnate trial when I’m not with the group – and against the IDF that simply isn’t enough.




Quote:
Originally Posted by Skydance View Post
Another suggesting, that hasn't been said yet is to add Judgement: Void into the mix. One branch offers a massive -50% Damage debuff for 30 seconds. With the 90 seconds recharge it's not perma, but it certainly can take sting out of some situations, enough to tip the scales in your favor, and it would be up enough to make (possibly) a difference.


Absolutely. The WP Brute has T4 Void Final Radial for that express purpose.

I’ll most likely take it on the SD as well, I suppose I’ll have to wait to get the fun and flashy pyronic on my Corr.


 

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Quote:
Originally Posted by Deus_Otiosus View Post
I’m not convinced the trade off is of the same value that it used to be for a Brute.

I think it will get worse, before it gets better.

I don’t think the softcap has changed in the pre-Incarnate game.

At the high end, fully slotted and io'd, there wasn't enough of a trade off, again imo. But I do agree the devs apparent crusade to make defense worthless is headed in the 'going too far' direction.

It's ok for top end builds that cost billions to make to be almost unkillable. Even in the regular content, my uber toons can die in various situations. But with the current trend, my uber 50s can die like a level 10 blaster far too often and far too easily. Maybe the devs have a different playstyle, but I don't enjoy going to the hospital every five minutes on a top end character. If some players like to die a lot, fine, up the difficulty capabilities to +8/x16 and let them go nuts.

One of the bigger reasons this is happening is giving enemies things that literally make defense useless, which overly cripples builds and powersets that rely on defense. And they tinkered with this in the regular lvl 50 content when they added tip missions, and they upped the to hit ability of enemies like DE.


 

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Quote:
Originally Posted by UberGuy View Post
I think building for solo mitigation this way may be folly. Here is why. In addition to the 64% base toHit of critters in the iTrials, there are numerous Praetorian critters which have or provide significant toHit buffs. For example, the some of the summoned Orbs grant allies +toHit. Siege's 9CUs have a compounding toHit buff as well as damage buff. Now, both of those are able to be managed through how the league plays - if you manage those critters, their toHit buffs may never meaningfully come into play. However, that seems a bit at odds with your philosophy, as you're probably going to need to rely on the league for something like 9CU management.
I think Uber's post bears emphasis.

The trials are designed to present different problems to different builds. The soft-cap for DEF is higher in general -- and it does help to shore up any defensive shortcomings -- but you're never going to get a build to the point where it can deal with everything. In the case of BAF and Lambda specifically, there are a couple of mechanisms designed to favor control (or just flat-out coordinated burst damage), and to trivialize passive mitigation of almost any kind.

So specifically building a character with the idea that you'll have Incarnate-compliant mitigation seems like a waste of time and resources. With respect to the soft cap, you might consider building for 46.5% DEF, which will put you within one small Luck of 59% without undue sacrifice in all other content. One of the advantages of the Trials is that they're short enough that Inspirations go a long way. Liberal use of Inspirations (and Accolades, for that matter) in the trials is, I think, even more worthwhile than it is elsewhere.

And all of that is before we even consider the contributions of teammates, who are more than likely these days to be packing stacked Destiny buffs.


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Originally Posted by Iggy_Kamakaze View Post
Nice build

 

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Quote:
Originally Posted by Cyber_naut View Post
At the high end, fully slotted and io'd, there wasn't enough of a trade off, again imo. But I do agree the devs apparent crusade to make defense worthless is headed in the 'going too far' direction.
The trade off pre-incarnate was worth it I felt, and was the main reason I started playing the SD over the WP brute for normal TFs and such.

The SD wasn't as survivable as the WP, but was survivable enough that death was a rare event.

In that case, I felt more offense was better - which is exactly the reason I play Brutes over Tankers in the first place. I was just making the next logical jump within the Brute AT itself.


As far as the devaluing of defense is concerned, it's definitely the trend and I feel really bad for several friends who play SR Brutes.

They have a taunt aura, the same threat mag in their attacks and as Brutes and are expected to act like Brutes - and unlike SD they can't fall back on extra HP or resistances to help hold them together when they do get hit.

At the very least, they have the best shot to actually build for the new softcap without completely gimping themselves - they have the defense numbers for it, as well as the innate rech boost to skimp a bit in that department.

All they would actually need is 54% to all positions, and then Barrier could take care of the rest.

But big spikes of damage are still big spikes of damage.


Quote:
Originally Posted by Obitus View Post
I think Uber's post bears emphasis.

The trials are designed to present different problems to different builds. The soft-cap for DEF is higher in general -- and it does help to shore up any defensive shortcomings -- but you're never going to get a build to the point where it can deal with everything. In the case of BAF and Lambda specifically, there are a couple of mechanisms designed to favor control (or just flat-out coordinated burst damage), and to trivialize passive mitigation of almost any kind.
In the trials straight HP and Resistance are still fairly strong mechanics.

The few things that ignore Resistance so far in all incarnate content, are for the most part avoidable.

There's also a difference with a limited use mechanic trivializing passive mitigation occasionally, for example the Towers in BAF or Blue Patches in Apex, and every single enemy flat out making a mockery of your previously excellent defense numbers - as is the case in the incarnate trials.

A few mechanisms designed to favor flat out control or flat out damage are not an issue - because these are limited mechanisms.

Huge Incoming damage spikes and the the death of the old softcap however, permeate the entirety of both incarnate trials.



Quote:
Originally Posted by Obitus View Post
So specifically building a character with the idea that you'll have Incarnate-compliant mitigation seems like a waste of time and resources.
And yet, currently, my WP Brute suffices in this.

He is not invulnerable to incarnate content, he could never "go afk" inside Lambda in one of the hallways.

However his level of survivability is enough, that he can - and has - taken care of half the crates on his own when the time came that he needed to do so.

He can be the sole focus of Marauder's attention with, or without support for a significant amount of time - and has done so repeatedly.

That's extreme, but at the least I expect to be able to hold down a small team if necessary - and the SD is simply going splat too often for my tastes.





Quote:
Originally Posted by Obitus View Post
With respect to the soft cap, you might consider building for 46.5% DEF, which will put you within one small Luck of 59% without undue sacrifice in all other content. One of the advantages of the Trials is that they're short enough that Inspirations go a long way. Liberal use of Inspirations (and Accolades, for that matter) in the trials is, I think, even more worthwhile than it is elsewhere.
I have considered it, but I think it is a weak solution.

Darkest Night means -20% or so damage to everything in a 20 (25?) foot radius along with -14% to hit, it also means I can carry T3 oranges and greens instead of purples.

Power selection wise it's an easy fix, I just drop Super Jump for it, and move one slot over. (Already have Gloom & Dark Obliteration)

Endurance consumption wise it will most likely force me into Ageless instead of Barrier or Rebirth both of which which would be preferred.


Quote:
Originally Posted by Obitus View Post
And all of that is before we even consider the contributions of teammates, who are more than likely these days to be packing stacked Destiny buffs.

The contribution of teammates so far has been hit or miss in my experience.

Sometimes you're in a big dogpile of 24 people and you have buffs out the wazoo, and other times you're on an 8 man team that got split into two smaller units of 4 for whatever reason.

And if mitigation continues to be trivialized, where the only mitigation becomes a big huddle of 23 people - this might as well be city of support + blasters.

I don't think we're there yet, but I don't believe in justifying the current trend of constant escalation.

What kind of enemies are we going to face beyond i20?

Content designed around 24 people packing T3 or greater destiny buffs, 24 people each with 2 pets minimum, 24 people with T3 or greater Judgement powers hitting 24 - 40 mobs at a time.


The i20 powers are fun, and they make Incarnates ridiculously overpowered vs. standard content - but they make me a bit nervous about the potential escalation in future content.


 

Posted

I think softcapped characters have gotten far too used to being the ones everyone is jealous of because they can just go afk in large mobs more or less indefinitely.

Seems like the devs are evening the playing field in the trials a bit. Your scrapper or brute isn't going to be able to just run off and do whatever while the rest of the team gets slaughtered. If you do that....it will be YOU getting slaughtered instead.

It's not so much a matter of they want to make you weaker, as it is they want to emphasize teamwork over solo glory. It's a team effort, not an opportunity for you to make people wish they'd rolled what you're playing instead.


Quote:
Originally Posted by Dechs Kaison
See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately.

 

Posted

Quote:
Originally Posted by ClawsandEffect View Post
I think softcapped characters have gotten far too used to being the ones everyone is jealous of because they can just go afk in large mobs more or less indefinitely.

Seems like the devs are evening the playing field in the trials a bit. Your scrapper or brute isn't going to be able to just run off and do whatever while the rest of the team gets slaughtered. If you do that....it will be YOU getting slaughtered instead.

It's not so much a matter of they want to make you weaker, as it is they want to emphasize teamwork over solo glory. It's a team effort, not an opportunity for you to make people wish they'd rolled what you're playing instead.

I'm sorry but did you actually read any of my posts?

Solo glory is not my intent.


Evening the playing field is kind of a silly idea, since support is the most powerful option in the game.