VERY quick improvements to forcefields/sonic resonance


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Posted

**Note: suggested numbers presented represent highest possible, at the defender 1.25% modifier. Corruptor, controller, and mastermind modifiers would make corresponding values for those archetypes lower.**

Forcefield:

Forcebolt: the impact causes bruising to the target, reducing their damage resistance by 15%. (unstackable from caster)

Logic: forcebolt is a low damage attack, and a mandatory choice for masterminds of the forcefield secondary. Adding a debuff gives this a use against KB resistant foes, and gives forcefielders a nasty new trick when KB fails, an effect that makes up half their mitigation. The limited nature makes forcefield still behind more debuff-centric powersets, but allows them to add something extra to a group even when other team members are providing defense.

Deflection shield: +16.66% resistance to -defense debuffs

Logic: forcefields relies heavily upon defense to provide protection to allies. Defense debuffs cause rapid failure of this protection. This change would allow the protection to be a bit more reliable, and would make it a welcome buff to defense-based allies who rely on defense but on whom the extra +defense might usually prove slightly redundant. This also makes forcefields stand apart from other +defense sets that offer a wider variety of tricks. They may offer more tricks, but forcefields would stand as the more reliable protection.

Insulation shield: +16.66% resistance to -defense debuffs

Logic: see above.

Dispersion Bubble: +16.66% resistance to -defense debuffs

Logic: see above. This with the other two shields then provides 50% resistance to -defense, making the presence of a forcefielder very welcome to defense-based characters, especially against foes that would reduce that kind of mitigation.

**edit 6/02/11**
Downgraded -defense resistance numbers, so that it would require more forcefielders to get near the cap for defense debuff resistance.

..............................

Sonic Resonance:

Sonic Siphon: add -15% damage.

Logic: this gives sonic resonance a mitigative debuff in its prescribed power, an effect that is especially strong versus archvillains and their like. As such foes are problematic when facing the attrition of survival that pure resistance faces versus sustained high damage, this allows sonic resonance to bring added mitigation, but only against limited enemies.

Sonic barrier: add 20% -defense debuff resistance.

Logic: due to the commonality of -defense lethal attacks, this reduces the effects of said attacks even as it reduces the damage.

Sonic Haven: add 20% resistance to -end, -recovery, -speed and -recharge debuffs.

Logic: this softens the side effects carried by many energy and ice attacks, even as the shield softens the damage.

Sonic dispersion: add 10% resistance to -defense, -tohit, -end, -recovery, -speed, and -recharge effects.

Logic: As the shield protects from lethal, negative energy, energy, and ice attacks, this allows the bubble to also soften the common effects of said attacks.

Clarity: add 25% resistance to psy damage, and 20% resistance to -tohit debuffs. **Edit: 6/02/11: psy resistance unenhanceable**

Logic: the -tohit protection is in theme with the increased perception. The psy protection follows the mez mitigation: if this effect can protect from mental manipulation, it makes sense it could also protect from mental damage. This also allows sonic resonance to protect against psychic damage, a valuable talent as psy damage is both common and a common weakness. This allows sonic resonance increase versatility as a set the team can rely on for added longevity. ** Addendum to unenhanceability: removing the ability to change psy resistance means that sonic users do not have to sweat finding new slots for +res, the powerset does not gain new +res set possibilities, and the psy resistance become a set quantity.**

**edit for clarification due to thread discussion, 6/02/11**

I do feel some other sonic powers need a pass- liquefy suffers a base 1/10 uptime. Sonic repulsion cannot be sustained along with the rest of the set, making it feel like a situational power; as such, converting it to a timed click may solidify its situational nature, and rectify the endurance drain. Disruption field's cost is very high, despite its singular effect, making endurance tight when running this power and sonic dispersion. These are aspects of the powerset that I feel could be improved by the developers should they address the set's performance. However I won't offer specifics in these cases as I'd rather keep the main thrust of the above on means of improving the defensive/resistance performance of the sets.


 

Posted

Quote:
Originally Posted by Seldom View Post
This with the other two shields then provides a whopping 75% resistance to -defense, making the presence of a forcefielder very welcome to defense-based characters, especially against foes that would reduce that kind of mitigation.
What defense-based characters would not already have DDR? (Remember, the game is not balanced around IOs.)


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Posted

Yes. I like this new suggestion.
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Quote:
Originally Posted by Vanden View Post
What defense-based characters would not already have DDR? (Remember, the game is not balanced around IOs.)
Wrong question to ask. Which defense based characters would benefit from additional DDR?

Shield Defense, Invulnerability, Stone Armor, Energy Aura, Ice Armor, Ninjitsu, Willpower, and to a lesser extent, Dark Armor.


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Quote:
Originally Posted by Vanden View Post
What defense-based characters would not already have DDR? (Remember, the game is not balanced around IOs.)
Arachnos, cold domination characters, and trap characters are highly defense based, but have limited to no defense debuff resistance. Likewise, archetypes that rely on a defense-based APP/patron power also lack defense debuff resistance. I'm sure there are more, but you get the idea.

That said, I did not mean to imply that others already lack it- rather, the stated values could add- even to the point of capping- resistance to said effects. I don't think even defense based characters can do this on SO's. (could be wrong, though.) This is an improvement to said characters no matter how you look at it, and an added value even when more defense would be otherwise redundant, as stated earlier.

Also note, proposed effects are for defender modifiers. They may be lower for other archetypes.


 

Posted

I just think he's overstating how valuable people would find buFFers* for their DDR buffs. I think the defense buffs would still be the big selling point.

* See what i did there?


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Posted

Quote:
Originally Posted by Vanden View Post
I just think he's overstating how valuable people would find buFFers* for their DDR buffs. I think the defense buffs would still be the big selling point.

* See what i did there?
*shrugs* At no point did I state that it would be a selling point. That inference was yours alone. I simply said it would be an improvement and added value, one that would be fairly unique to a defense-buffing set.


 

Posted

You said they would be very welcome to defense based characters. I don't think it's a stretch to think that implies they wouldn't be happy to have them without the DDR buffs.


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Posted

Quote:
Originally Posted by Vanden View Post
You said they would be very welcome to defense based characters. I don't think it's a stretch to think that implies they wouldn't be happy to have them without the DDR buffs.
I'm sorry, that implication was never intentional. The suggestion is to simply give forcefielders a tool that makes their-and even others' defense more reliable because they have a forcefielder around.

That's it.


 

Posted

Well thought out, and not game-breaking. I like these buffs. I still wish Sonic Siphon worked more like Power Siphon or Siphon Speed (granting the user a buff) but I suppose that would be hard to justify based on the theme of the set.

/signed.


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Posted

Quote:
Originally Posted by Dechs Kaison View Post
The important thing, in my mind, is that these buffs give FF and sonic something that their counterparts (Cold and Thermal) can not offer.
Heh. This was somewhat intentional. The thinking being that forcefields and sonics are far more focused/limited in the strengths they provide. It would only follow that they'd be stronger in these areas. The above additions would make them stronger in the reliability sense, without changing the actual defense/resistance values.


 

Posted

These are really good ideas for improvements.

I think your numbers are a bit too high, especially the DDR, but other than that, great ideas and not overpowered or out of scope like many "improvement ideas" seem to be.

Force Bolt - remember this is a KB power much more than a damage power. I like the bruising, but I'd make it a -8% to -10% tops.

DDR from Bubbles - aside from Super Reflexes, even the best of the defense-based powersets only get into the 50% to 70% DDR levels. I do like the idea of the bubbles providing team-level DDR, but I think it should be lower than what you've set it at. If it was me, I'd probably limit it to 10% DDR for Deflection, 10% DDR for Insulation, and 15% DDR for Dispersion for a max of 15% Self-DDR and 35% Team-DDR.

I'd want to reduce your numbers on the Sonic Res adjustments as well, but overall Great Idea!


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Posted

I'll again mention the number above would be on defender mods, and I think should be lower for any other AT's.

I know that forcebolt is primarily a KB power...but putting in bruising gives the power a use when facing a KB/repel resistant foe. Since forcefields has more knock* powers than anything else, this gives it a handy tool for where that fails, but not to the point it overpowers. The bruising is actually a copy/reduction of tanker bruising, which is 20%. With these numbers, controllers would end up with -12% res, and MM's -9% res. It also might be mentioned that no buff set that lacks a debuff has ever been proliferated to corruptors. This would give the set a debuff. Hmmm...

The DDR does verge a bit high, but again, defender numbers. You'd end up with 60% for controllers, and 45% for masterminds. This also assumes being in dispersion range, which is not always the case. If a melee character is in the front, and bubbler is in the back, the suggestion would leave the melee character at 50-30% DDR. If the number were reduced, I'd have the higher values go to the little bubbles, and lowest in the big one. (In theme with the rest of forcefields, where the bubbler is most vulnerable most of the time.)

For the sonic effects, again keep in mind these would be lower for controllers/corrs. That said, the high debuff resistance is particularly interesting in that it has absolutely no effect on gameplay until the character is hit, takes damage, and gets the corresponding debuff. the above numbers would mean that 70% of the debuff would effect the shielded player, best case. if the sonic user were hanging back, or the character moved forward, the debuff shifts to 80%. I actually left the number a bit low. (the resistance shifts to 24-16% resistance for controllers/corrs, depending if you are in the big bubble or not.)

That said, I did hope the values would go up with resistance enhancements. (I'm all but certain this is consistent with debuff resistance in resistance based armor sets, correct me if I'm wrong.) If such could work, the resistance can jump to 48%-32% for defenders, (Hugging the bubble vs. not) and 38.4%-25.6% for controllers/corrs.

Hm. Oh, I also meant to add that the shields that protect from cold/energy should also reduce slow/-recovery debuffs. Whoops!


 

Posted

Quote:
Originally Posted by Seldom View Post
Forcebolt: the impact causes bruising to the target, reducing their damage resistance by 15%. (unstackable from caster)

Logic: forcebolt is a low damage attack, and a mandatory choice for masterminds of the forcefield secondary. Adding a debuff gives this a use against KB resistant foes, and gives forcefielders a nasty new trick when KB fails, an effect that makes up half their mitigation. The limited nature makes forcefield still behind more debuff-centric powersets, but allows them to add something extra to a group even when other team members are providing defense.
While I see what you're going for, I don't see why this needs to be addressed. It seems to me like knockback resistant enemies are a legitimate weakness of the set.

Quote:
Deflection shield: +25% resistance to -defense debuffs

Logic: forcefields relies heavily upon defense to provide protection to allies. Defense debuffs cause rapid failure of this protection. This change would allow the protection to be a bit more reliable, and would make it a welcome buff to defense-based allies who rely on defense but on whom the extra +defense might usually prove slightly redundant. This also makes forcefields stand apart from other +defense sets that offer a wider variety of tricks. They may offer more tricks, but forcefields would stand as the more reliable protection.

Insulation shield: +25% resistance to -defense debuffs

Logic: see above.

Dispersion Bubble: +25% resistance to -defense debuffs

Logic: see above. This with the other two shields then provides a whopping 75% resistance to -defense, making the presence of a forcefielder very welcome to defense-based characters, especially against foes that would reduce that kind of mitigation.
This on the other hand, I agree with to a degree. I think maybe only Dispersion Bubble should have the DDR, though. A full 75% across the set seems like a bit much, and I think there should be something to it rather than just being yet another spammable buff effect.

Perhaps a smaller amount in each shield (5-10%), with a higher amount in Dispersion Bubble (35-45%). That could work too.

Quote:
Sonic Siphon: add -15% damage.

Logic: this gives sonic resonance a mitigative debuff in its prescribed power, an effect that is especially strong versus archvillains and their like. As such foes are problematic when facing the attrition of survival that pure resistance faces versus sustained high damage, this allows sonic resonance to bring added mitigation, but only against limited enemies.
Not strictly for or against. I'd rather see Sonic Siphon generally improved first - lower the recharge some and make it stackable.

Quote:
Sonic barrier: add 20% -defense debuff resistance.

Logic: due to the commonality of -defense lethal attacks, this reduces the effects of said attacks even as it reduces the damage.
This I don't like. There may be a legitimate numbers argument in there somewhere, but I don't see why Sonic should get something that Force Field should be specializing in already.

Quote:
Sonic Haven: add 20% resistance to -end and -recharge debuffs.

Logic: this softens the side effects carried by many energy and ice attacks, even as the shield softens the damage.
Slow protection feels wrong for some reason, but I'm not sure why. But considering Force Field gets similar exotic protections, I think I'm okay with this. Just move one of the debuff resistances to Sonic Barrier.

Quote:
Sonic dispersion: add 10% resistance to -defense, -tohit, -end, and -recharge effects.

Logic: As the shield protects from lethal, negative energy, energy, and ice attacks, this allows the bubble to also soften the common effects of said attacks.
This on the other hand is going a bit too far. Dispersion Bubble gets nothing like this, and the justification is weak.

Quote:
Clarity: add 25% resistance to psy damage, and 20% resistance to -tohit debuffs.

Logic: the -tohit protection is in theme with the increased perception. The psy protection follows the mez mitigation: if this effect can protect from mental manipulation, it makes sense it could also protect from mental damage. This also allows sonic resonance to protect against psychic damage, a valuable talent as psy damage is both common and a common weakness. This allows sonic resonance increase versatility as a set the team can rely on for added longevity.
Outright no on the Psi resistance. Psychic damage is supposed to be Sonic's main weakness. This would be a huge, uncalled for buff to the set.

The ToHit Debuff resistance I could get behind. Anything to make it a more attractive power seeing as how Sonic Dispersion already does half of what Clarity can.


Not mentioned: Liquefy. Why why why why WHY is the Resistance-oriented set given a -ToHit, -Def power as its tier 9? Why not make it -Dmg, -Res? Please?


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Posted

Quote:
Originally Posted by IanTheM1 View Post
This on the other hand is going a bit too far. Dispersion Bubble gets nothing like this, and the justification is weak.

Arguably Dispersion Bubble does protect against these things simply by making them less likely to hit you. (Autohit powers excepted, though far less common anyhow.)

It would mechanically make sense for Sonic to protect you (at least partially) against nearly ALL debuffs, because in practice Forcefield does.


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Posted

Quote:
Originally Posted by IanTheM1 View Post
While I see what you're going for, I don't see why this needs to be addressed. It seems to me like knockback resistant enemies are a legitimate weakness of the set.
A weakness? Perhaps. But the suggestion has several reasons. Firstly, it gives forcefield an extra tool to use in situations where its other tools face redundancies. Due to the time limitation on KB and the hard set 5% hit that enemies gain, this gives something that can always be helpful to the team, and add to their performance even if there's a ton of defense, KB, or if the foe ignores KB. The BIGGER reason is that it gives forcebolt a lot more utility. There is absolutely no reason to use it in an AV fight right now, and due to the KB nature, some folks don't use it even when the enemy could be sent flying. This makes the power a very palatable power pick- but it still has its 'enemy will be sent flying' portion, so forcefielders can't just spam it everywhere without possible repercussions. It also is for theme. something that can send you flying with its impact would certainly bruise. Also, as -res can't be enhanced or changed, it doesn't bring any new slotting intricacies.



Quote:
Originally Posted by IanTheM1 View Post
T... I think maybe only Dispersion Bubble should have the DDR, though. A full 75% across the set seems like a bit much, and I think there should be something to it rather than just being yet another spammable buff effect.

Perhaps a smaller amount in each shield (5-10%), with a higher amount in Dispersion Bubble (35-45%). That could work too.
The idea was, as stated, to make all forcefields buffs more reliable. The high rating on the single buffs is to (1) ensure the DDR would stick with the team, (2) work well even on characters with high defense, and (3) still stick to the overall theme of the set. As such, giving the DDR to the smal bubble means the shields are reliable even outside the big bubble hug, like, say, a melee character bouncing around after characters, or running ahead to take point on the next group. If the values were reduced, I would make the overwhelmingly weakest source be for the big bubble, to ensure the bubbler has only very limited DDR.



Quote:
Originally Posted by IanTheM1 View Post
Not strictly for or against. I'd rather see Sonic Siphon generally improved first - lower the recharge some and make it stackable.
As this is another unslottable effect, and another that they consistently avoid stacking, -damage plays well into the mode in which the power now operates. With the way they approach -res effects, they're almost always either unstackable or of short duration. Changing the present mechanic would be sure to change the power in common practice, hence why the -damage is there. It gives utility, helps as mild mitigation, but still plays by the power's rules.



Quote:
Originally Posted by IanTheM1 View Post
This I don't like. There may be a legitimate numbers argument in there somewhere, but I don't see why Sonic should get something that Force Field should be specializing in already.
because it softens the common side effects of an attack. even at base defense, a -defense attack makes every enemy's hit more sure against a shielded foe. This mitigates that debuff. This comes to a commonality in sonic shield powers: it has extremely limited means of disrupting incoming enemy attacks, so your enemies WILL hit your team, and they end up taking full debuffs even if the damage is weakened. This follows the resistance-based armor approach in a resistance-based buff set by weakening side effects because they're sure to land.



Quote:
Originally Posted by IanTheM1 View Post
Slow protection feels wrong for some reason, but I'm not sure why. But considering Force Field gets similar exotic protections, I think I'm okay with this. Just move one of the debuff resistances to Sonic Barrier.
*shrugs* see above.



Quote:
Originally Posted by IanTheM1 View Post
This on the other hand is going a bit too far. Dispersion Bubble gets nothing like this, and the justification is weak.
*shrugs* See above. ensured enemy attacks landing= good enough reason for me to makes any power that softens the damage to also soften the effects.



Quote:
Originally Posted by IanTheM1 View Post
Outright no on the Psi resistance. Psychic damage is supposed to be Sonic's main weakness. This would be a huge, uncalled for buff to the set.
Here I must disagree. Psy damage is not the biggest weakness of the set: continuous attacks are. It puts all its eggs in the 'less damage' basket. The set, unlike other sets, has very limited attack disruption or reactive mitigation. The only tools are one that removes a single foe from the fight, one that requires a very large amount of endurance and an ally in harm's way using it correctly, and one power on a VERY long recharge. Making sure the powerset can cover all of its bases is hardly a huge buff, especially on a short-lived buff.
To be more specific: forcefield shields, but also has an unending supply of continuous knockaround to stop foe attacks. Thermal can heal back damage that happens to shielded allies. Cold can reduce attack rate while reducing damage via shields. Sonic- sonic in can boost survival via faster kill rate, but damage still happens, reliably. The other mitigations are damage type neutral. With less mitigation of this sort, the typed resists take far more of the weight of providing extended survival. The last thing it needs in such case is a damage type that ignores even this. Adding psy resistance would make sonics better, yes. It would be especially handy when many sets lack resistance. But since sonic places so much emphasis on damage rests, having this inclussion just makes it the most reliable shielding resist set. This does not make the powerset the end all, be all of support sets; only better at the one thing it emphasizes so strongly already.

Also, it makes clarity a lot more palatable as a power choice, as it's ant-mez buff in a set with an anti-mez bubble which at present makes it less valuable.


 

Posted

Lovely changes that aren't completely disastrous or that will explode the game. I like these. Please implement in some way.

Edit: I'd personally like to see Liquefy have a lower recharge over all. Without or without the changes.

But anyway, Psionic damage is no longer an exotic, deadly damage anymore. If anything, Negative is probably worse due to the -tohit. With things like Elusive mind and IO bonuses patch Psionic damage. But yes, Sonic should have a weakness of some kind, and mabye that should be Psionic. So I don't care either way.


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Posted

Quote:
Originally Posted by IanTheM1 View Post
Outright no on the Psi resistance. Psychic damage is supposed to be Sonic's main weakness. This would be a huge, uncalled for buff to the set.
Ugh, I'm starting to hate that "psi damage is x's weakness", because it's practically everything's weakness. Especially armor sets.
  • Regen (almost always attached to -rech, Regen's bane, and new-MoG still doesn't aid against Psi)
  • Invuln
  • Granite
  • Ice
  • Energy Aura
  • SR (when it's non-positional)
  • Shields (same as SR)
  • Fiery Aura

Leaving Willpower, Elec Armor, Dark Armor, and non-Granite Stone as the only four armor sets that have protection against psi attacks.

Psi is far, far too common of a "this set's weakness" in this game.


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Quote:
Originally Posted by ArcticFahx View Post
Ugh, I'm starting to hate that "psi damage is x's weakness", because it's practically everything's weakness. Especially armor sets.
  • Regen (almost always attached to -rech, Regen's bane, and new-MoG still doesn't aid against Psi)
  • Invuln
  • Granite
  • Ice
  • Energy Aura
  • SR (when it's non-positional)
  • Shields (same as SR)
  • Fiery Aura

Leaving Willpower, Elec Armor, Dark Armor, and non-Granite Stone as the only four armor sets that have protection against psi attacks.

Psi is far, far too common of a "this set's weakness" in this game.
I'd have to agree.

For being the "rare" and "exotic" damage type it sure is common as hell.

If I had to guess I'd put it at the 4th most common damage type after Lethal, Smashing and Energy.


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Posted

Quote:
Originally Posted by Oathbound View Post
I'd have to agree.

For being the "rare" and "exotic" damage type it sure is common as hell.

If I had to guess I'd put it at the 4th most common damage type after Lethal, Smashing and Energy.
I think this was because without it being common, the sets mentioned would be too strong from the view point of the devs.
Let's nevermind that by the time we begin encountering Psy damage in the case of Praetorian and CoV is before all but Willpower actually can resist it, and the mentioned sets also are far from powerful in any sense of the word. (Coralax bosses, Fortunata, and Seers)


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Posted

Quote:
Originally Posted by Winterminal View Post
Well thought out, and not game-breaking. I like these buffs. I still wish Sonic Siphon worked more like Power Siphon or Siphon Speed (granting the user a buff) but I suppose that would be hard to justify based on the theme of the set.

/signed.
Target -res, self +res (no stacking).

Why not?


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Posted

Quote:
Originally Posted by SkarmoryThePG View Post
Target -res, self +res (no stacking).

Why not?
It's been suggested before, and I'd like it, personally.

The only hits I can think there might be is that the +Res might have to be unenhanceable. I'm not sure, but I think I remember reading in one of the past suggestions that if a power did both + and - Res that allowing enhancement for the + would automatically enhance the - as well, which I believe gets into one of those sticky situations of -Res buffing itself, or some such (which would be why Resist debuffs are never enhanceable).

I could be misremembering though.

IF that's the case however, I'd say allow it to self stack, since it couldn't be enhanced. (Depending on value and such.)


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