VERY quick improvements to forcefields/sonic resonance
I love these suggestions. Especially Psi Resistance in Clarity. I think there is a very good case for "Sonic Armor" to have Psi resistance.
The DDR in Force Field is a given. Considering Cold Domination gets 60% resistance to -Recharge and -Run Speed in a 40ft radius (including self) 50% or more DDR seems completely justified.
I also think something needs to be done to make Force Bubble a better power. I don't know what exactly but lots of suggestions have come and gone in the past.
Ehhh...knock down the Psi resistance to 10-15% unenhanced.
Ugh, I'm starting to hate that "psi damage is x's weakness", because it's practically everything's weakness. Especially armor sets.
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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 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) |
Though really that complaint falls apart since even with some early psionic enemies around, none of those sets are powerful to begin with yet, as you yourself say. To a low-level Invuln character, psionic is just about equally as dangerous as any form of elemental damage.
Also, another thing I forgot regarding Sonic Resonance: Can we please reduce the endurance cost on Disruption Field? It does half as much as Enervating Field, but with the same cost. While one could argue that the ability to cast DF on an ally somehow adds to its value over EF, I don't think "slightly more convenient (except when it drops all the time due to elevators/distance)" is equivalent to -25% Damage. Edit: Oh yeah, and I think DF also suffers from the clipping/saturation problem, since one target within its radius must the ally you cast it on, it potentially affects one less enemy than EF.
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Unless I'm sorely mistaken, the only non-positional powers in the game exist in Mind Control and Illusion, both of which are relatively rare to see in the hands of an enemy. Plus only two of those non-positional powers are outright attacks. The rest are all various mezzes.
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Originally Posted by Back Alley Brawler
Did you just use "casual gamer" and "purpled-out warshade" in the same sentence?
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....I don't entirely disagree, but I'm not sure how "psi weakness is too common" somehow justifies removing Sonic Resonance's only outstanding weakness....
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Sonic does have mitigation, but limited:
- Sonic cage: less mitigation and more damage procrastination
- Sonic repulsion: requires endurance consumption not sustainable, and an ally in harm's way
- Liquefy: has a base 1/10 uptime
Sonic relies a LOT on its shields, because it has such a small toolset for actively taking the bite off of attacks. Having a hole means sonic can suddenly run up against a mobs that will be doing 100% damage and it can't do much about it at present. This is not a good position for a set meant to be relied on for safety to be in.
Because quite simply it represents for sonic resonance an area in which a protective buff set is incapable of providing protection. Look again at other sets- they do have a weakness to psy damage. But they have lots of mitigative debuffs or heals that can compromise the psy damage dealers.
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Sonic does have mitigation, but limited:
Sonic relies a LOT on its shields, because it has such a small toolset for actively taking the bite off of attacks. |
But the funny thing is that I don't disagree. I actually feel that Sonic Resonance is a flawed set and needs work. But I'd much rather have a proper overhauling than some band-aid fixes that don't really address the set's core problems.
Having a hole means sonic can suddenly run up against a mobs that will be doing 100% damage and it can't do much about it at present. |
This is not a good position for a set meant to be relied on for safety to be in. |
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Originally Posted by IanTheM1 ....I don't entirely disagree, but I'm not sure how "psi weakness is too common" somehow justifies removing Sonic Resonance's only outstanding weakness.... |
Originally Posted by Seldom Because quite simply it represents for sonic resonance an area in which a protective buff set is incapable of providing protection. Look again at other sets- they do have a weakness to psy damage. But they have lots of mitigative debuffs or heals that can compromise the psy damage dealers. |
Originally Posted by IanTheM1 That doesn't logically follow from what I said... |
Yes, I'm aware kill speed is mitigation. Hence why I kept my suggestions pretty minor. Sonic at its heart is still about making the team tougher and the enemies weaker, outlasting. Filling its crack neither overpowers the set, nor compromises its theme. If anything, it updates the set to a time where many more psychic foes appear than when it was built, and more reliably do what it's meant to do.
You want a set revamp? I know there are some deeper changes that could happen. Liquefy needs a better look, and sonic repulsion would, in my opinion, be far better as an ally click. But those are larger changes than some debuff resistances and unenhanceable side-effects added to a few powers.
I'm not sure what you mean by 'band-aid fixes.' Do you believe small improvements threaten to keep the sets from getting larger adjustments that they need? If so, I really don't get placing such an adversarial relationship between the two. If both are needed, they'll happen.
If anything, it updates the set to a time where many more psychic foes appear than when it was built, and more reliably do what it's meant to do. |
I'll admit, I'm more opposed to the amount of Psi resistance than the concept. It might be more agreeable at something closer to what Bookkeeper_Jay suggested, though I would keep it at 5-10% Psi resistance, and unenhanceable.
I'd also fix the problem of Clarity being redundant by adding a lot of the debuff protection you were looking to add to the rest of the set to it instead.
But those are larger changes than some debuff resistances and unenhanceable side-effects added to a few powers. I'm not sure what you mean by 'band-aid fixes.' Do you believe small improvements threaten to keep the sets from getting larger adjustments that they need? |
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Your point wasn't unclear, my problem was that you were replying to an argument about someone else's post. Your point doesn't really have much to do with ArcticFahx's reasoning or my opposing viewpoint to it...
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As to the rest, I would hope you could address the suggestions as they stand or at least enumerate your position rather than dismissing them as being an hindrance to a hypothetical, broader revamp of unstated scope.
Please don't take that as a personal affront, I'm just trying to be specific here.
As to the rest, I would hope you could address the suggestions as they stand or at least enumerate your position rather than dismissing them as being an hindrance to a hypothetical, broader revamp of unstated scope.
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Please don't take that as a personal affront, I'm just trying to be specific here. |
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I already did in my first post of the thread, though..
Don't worry, I try not to take things personally. |
I was referring to the comment about how the set was "flawed" and needed a "proper overhauling." You've stated that most of the stated debuff protections in the shields and psy resistance are not the way to go, but that debuff protections in clarity do make sense. In fact, you'd mentioned the debuffs protections might be best shifted to it instead. You'd mentioned a stackable sonic siphon and faster liquefy would be preferred. You believe there should not be any psy resistance.
I'm just trying to clarify the stance you have here-
-An overhaul of the powerset is more necessary than small changes
-Stackable sonic siphon
-Shields staying as-is for the most part
-No comment on sonic cage, repulsion
-Lower cost for disruption field
-clarity carrying debuff protections
-An altered liquefy, for -dam/res rather than -tohit/-def.
Do I have this correct?
I've probably run into the ground my stance on protecting from side effects as well as damage, and treating psy damage as most others are. The other things well, I made these suggestions because they seemed in my mind pretty simple, and for the most part had little to upset balance-wise. They are straight-up additions rather than alterations of present values.
When you get into altering powers up and down, it has more ramifications on present characters. Most of the changes I'd suggested follow present functions, or are unalterable, thus more straightforward to balance.
I agree with some of your positions, particularly about liquefy needing to be changed, (Though I'd do it differently) and altered disruption field cost. I just think these are a bit outside the purview of 'quick additions.' Their exclusions are not to communicate that they shouldn't be changed. Rather, I just think those debates would be longer, more crazy. Hence why I thought I'd simply share the faster, simple changes.
Hm. Actually, the unenhanceable 25% resistance to psy damage (20% for controllers/corrs) I can see. It means set vulnerable are less vulnerable, but still must be careful. The lack of enhanceability means sonics don't all of a sudden need to find new slots, or gain new slots to use +res sets in.
-An overhaul of the powerset is more necessary than small changes |
-Stackable sonic siphon |
Edit: Oh, and reduce its animation time. It just feels really slow and clunky, numbers aside.
-Shields staying as-is for the most part |
Force Field gets some exotic protections, though I don't really recall why it does, since I'm pretty sure they were added after launch. I wouldn't mind seeing Sonic get a few of its own.
-No comment on sonic cage, repulsion |
-Lower cost for disruption field |
-clarity carrying debuff protections |
-An altered liquefy, for -dam/res rather than -tohit/-def. |
Do I have this correct? |
I've probably run into the ground my stance on protecting from side effects as well as damage, and treating psy damage as most others are. The other things well, I made these suggestions because they seemed in my mind pretty simple, and for the most part had little to upset balance-wise. They are straight-up additions rather than alterations of present values. When you get into altering powers up and down, it has more ramifications on present characters. Most of the changes I'd suggested follow present functions, or are unalterable, thus more straightforward to balance. I agree with some of your positions, particularly about liquefy needing to be changed, (Though I'd do it differently) and altered disruption field cost. I just think these are a bit outside the purview of 'quick additions.' Their exclusions are not to communicate that they shouldn't be changed. Rather, I just think those debates would be longer, more crazy. Hence why I thought I'd simply share the faster, simple changes. |
Hm. Actually, the unenhanceable 25% resistance to psy damage (20% for controllers/corrs) I can see. It means set vulnerable are less vulnerable, but still must be careful. The lack of enhanceability means sonics don't all of a sudden need to find new slots, or gain new slots to use +res sets in. |
Something else I noted upon rechecking FF versus Sonic, is that Sonic is clearly out of whack compared to FF in terms of raw defense/resistance numbers. Probably due to coming about right when the dev team was terrified of stacked protection, capped protection, and resistance especially.
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The original post has been edited to reflect thread discussion.
Deflection shield: +16.66% resistance to -defense debuffs
[etc....] |
These are good ideas, esp. the Def Resistance. I personally would like to see powers in FF that no one takes addressed also. In particular, Detention Field and Repulsion Field.
Detention Field: While being "out of phase" is a cool concept, in practice players (esp. teammates) seem to hate it. Change this to a 4.7 Mag Hold, straight up. No other changes needed.
Repulsion Field: This one is harder, because I don't just want to make it like every other power out there, but I think a slow movement, slow recharge, and a small -def debuff PBAoE Toggle would be a thematic changes. Instead of being thrown about, targets are hindered by the lines of force you produce! The -End per enemy hit will have to go away, but the base endurance cost could be increased.
I'd also like to see FF get "the stalker treatment." Add a small, unmodifiable, and unresistible debuff to some of the powers. This is a different idea than the debuffs you mention, so I think it would have to be one or the other.
Detention Field: -5% Recharge, unresistible (and doesn't depend on the Mag hitting).
Repulsion Field: -5% Defense, unresistable
Repulsion Bomb: -10% Resistance, unresistable
Force Bubble: -5% Damage, unresistable
Or there abouts, not sure if the numbers make sense.
I agree with the Defense DeBuff resistance in the shields. That didn't exist when Forcefields was initially made, but it makes sense to have. For the remaining powers, though, I think it's important to keep the theme of Forcefields, which -Res DeBuff isn't part of. I have some ideas, though...
Force Bolt - Add a 0.5 magnitude knockback. Unaffected by enhancements, unresistable
What this does, is make Force Bolt the ONLY power in the game that can reliably knock down anything that isn't literally nailed to the floor. Even Arch-Villains. A Hellion gets hit by the Bolt? Knocked across the street. Lord Recluse taking on to the face? Lord Recluse falls down, then gets back up. Force Bolt has a niche, let's make it the best there is at it. Add exceptions for Objects, Rikti Pylons, DE emanators, Hamidon and other such environmental enemies.
Detention Field - Make Detention Field stack with itself
Detention Field is awesome when it's used right. Like on the STF towers. But you cannot keep anything perma-caged, since you can't recage something that's caged as it'll be Unaffected. Allow Detention Field (and Sonic Cage) to stack with itself and you can lock out something annoying for as long as you make the ToHit roll.
Repulsion Field - Restore it to pre-ragdoll glory
Before ragdolls, you could re-knock an enemy mid knockback animation. Repulsion Field pulses fast enough to do that, and with Follow and Flight, you could bounce someone to the sky while blasting them. That was fun. No clue on how to do this without an engine overhaul on knockback, though. Add a minor chance to stun if his doesn't work out.
Repulsion Bomb - 100% stun chance
The damage/control power with the long recharge for an AoE attack now actually controls things reliably.
Force Bubble - Replace knockdown with a heavy short duration Slow DeBuff
When something can resist the repel, it will still feel like walking through water to move through the bubble. A Force Bubble is supposed to be fairly solid, so let the Slow be used to show that.
But honestly, I just really want the unresistable Force Bolt knockdown. It'd be that one thing no other powerset should be able to do.
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I agree with the Defense DeBuff resistance in the shields. That didn't exist when Forcefields was initially made, but it makes sense to have. For the remaining powers, though, I think it's important to keep the theme of Forcefields, which -Res DeBuff isn't part of. I have some ideas, though...
Force Bolt - Add a 0.5 magnitude knockback. Unaffected by enhancements, unresistable What this does, is make Force Bolt the ONLY power in the game that can reliably knock down anything that isn't literally nailed to the floor. Even Arch-Villains. A Hellion gets hit by the Bolt? Knocked across the street. Lord Recluse taking on to the face? Lord Recluse falls down, then gets back up. Force Bolt has a niche, let's make it the best there is at it. Add exceptions for Objects, Rikti Pylons, DE emanators, Hamidon and other such environmental enemies. Detention Field - Make Detention Field stack with itself Detention Field is awesome when it's used right. Like on the STF towers. But you cannot keep anything perma-caged, since you can't recage something that's caged as it'll be Unaffected. Allow Detention Field (and Sonic Cage) to stack with itself and you can lock out something annoying for as long as you make the ToHit roll. Repulsion Field - Restore it to pre-ragdoll glory Before ragdolls, you could re-knock an enemy mid knockback animation. Repulsion Field pulses fast enough to do that, and with Follow and Flight, you could bounce someone to the sky while blasting them. That was fun. No clue on how to do this without an engine overhaul on knockback, though. Add a minor chance to stun if his doesn't work out. Repulsion Bomb - 100% stun chance The damage/control power with the long recharge for an AoE attack now actually controls things reliably. Force Bubble - Replace knockdown with a heavy short duration Slow DeBuff When something can resist the repel, it will still feel like walking through water to move through the bubble. A Force Bubble is supposed to be fairly solid, so let the Slow be used to show that. But honestly, I just really want the unresistable Force Bolt knockdown. It'd be that one thing no other powerset should be able to do. |
Force bolt:
The huge (almost 19 mag) kb puts this power squarely in the 'made to send things flying' camp. The primary use is to knock things back. Removing enhanceability invalidates most slotting, of its primary purpose. Also, while knockdown is friendlier to placement, it is inferior for safety, as it does not cause the foe to spend more time closing in. Also, the unresistable idea is cool, but would never be allowed on high rank foes like AV's and such. (with good timing you could then cause an AV to spend a fight falling all over itself.) The idea to add bruising may not be in theme with the rest of the set, but it is in-theme with the power, and gives the power a use in an AV fight, or against tough foes. Force bolt is to push away dangerous foes. The bruising would make the foes also more easy to defeat, so it increases the power's utility in pinpointing and taking out one particular priority target. As both KB and +defense have a threshold of stackability, it also gives forcefields a tool that has no easy stacking threshold at which utility falls off.
Detention field: this power is insane. Yes, you have to time it well, and it can be easily misused. But the fact that it can single-handedly remove as high level threats as it can is almost absurd. Making it able to do so without any threat of repercussions or timing? Such things seem glaringly like the balance for the ability to remove the foes, considering the recharge/magnitude. (To rephrase: you can remove absurdly high level enemies from a fight, but they always get a slight window to return fire)
Repulsion field: unsuppressed knockback WAS available when ragdolling was first implemented, but it was deemed too powerful. Entire groups of enemies could be kept in infinite knockabout against wall invalidating any threat whatsoever without any skill or timing involved. even in this select power, especially since it's a toggle, I would not see them giving an exception that allows the exact scenario they wished to prevent to happen. A chance for stun seems more than doable, though.
Repulsion bomb: honestly, this power has great knockdown mitigation with more than reasonable damage for being in a set as it is. I'm not certain this power needs the help.
Force bubble: removing the knockdown...I'm not sure. It does help as a foe slowly fighting the repel can get close, only to get flipped and be repelled back as they do so. A slow gives cool set possibilities, but the knock +repel combo is incredibly potent. In fact, this power is so strong I'm not sure it needs a hand.
These are good ideas, esp. the Def Resistance. I personally would like to see powers in FF that no one takes addressed also. In particular, Detention Field and Repulsion Field.
Detention Field: While being "out of phase" is a cool concept, in practice players (esp. teammates) seem to hate it. Change this to a 4.7 Mag Hold, straight up. No other changes needed. Repulsion Field: This one is harder, because I don't just want to make it like every other power out there, but I think a slow movement, slow recharge, and a small -def debuff PBAoE Toggle would be a thematic changes. Instead of being thrown about, targets are hindered by the lines of force you produce! The -End per enemy hit will have to go away, but the base endurance cost could be increased. I'd also like to see FF get "the stalker treatment." Add a small, unmodifiable, and unresistible debuff to some of the powers. This is a different idea than the debuffs you mention, so I think it would have to be one or the other. Detention Field: -5% Recharge, unresistible (and doesn't depend on the Mag hitting). Repulsion Field: -5% Defense, unresistable Repulsion Bomb: -10% Resistance, unresistable Force Bubble: -5% Damage, unresistable Or there abouts, not sure if the numbers make sense. |
Repulsion field: a debuff seems fair. I would certainly not argue against it. In all honesty, this power is at present pointless with force bubble around.
Repulsion bomb: See comment earlier. A debuff would be cool, but this power is more than respectable at present.
Force Bubble: I like the debuff, but even a token one seems hard to justify on an ability as strong as force bubble.
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Maybe I am misremembering this, but my impression was that the change was related to PvP since an FF'er could pin you against something like a bus stop and keep you there. There was a lot of bitter chatter about PvE powers being compromised due to PvP concerns.
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No offense, but for the longest time ANY PvE nerfs/changes were blamed on PvP. (and vice versa)
Hmmm...
Force bolt: The huge (almost 19 mag) kb puts this power squarely in the 'made to send things flying' camp. The primary use is to knock things back. Removing enhanceability invalidates most slotting, of its primary purpose. Also, while knockdown is friendlier to placement, it is inferior for safety, as it does not cause the foe to spend more time closing in. Also, the unresistable idea is cool, but would never be allowed on high rank foes like AV's and such. (with good timing you could then cause an AV to spend a fight falling all over itself.) The idea to add bruising may not be in theme with the rest of the set, but it is in-theme with the power, and gives the power a use in an AV fight, or against tough foes. Force bolt is to push away dangerous foes. The bruising would make the foes also more easy to defeat, so it increases the power's utility in pinpointing and taking out one particular priority target. As both KB and +defense have a threshold of stackability, it also gives forcefields a tool that has no easy stacking threshold at which utility falls off. Detention field: this power is insane. Yes, you have to time it well, and it can be easily misused. But the fact that it can single-handedly remove as high level threats as it can is almost absurd. Making it able to do so without any threat of repercussions or timing? Such things seem glaringly like the balance for the ability to remove the foes, considering the recharge/magnitude. (To rephrase: you can remove absurdly high level enemies from a fight, but they always get a slight window to return fire) Repulsion field: unsuppressed knockback WAS available when ragdolling was first implemented, but it was deemed too powerful. Entire groups of enemies could be kept in infinite knockabout against wall invalidating any threat whatsoever without any skill or timing involved. even in this select power, especially since it's a toggle, I would not see them giving an exception that allows the exact scenario they wished to prevent to happen. A chance for stun seems more than doable, though. Repulsion bomb: honestly, this power has great knockdown mitigation with more than reasonable damage for being in a set as it is. I'm not certain this power needs the help. Force bubble: removing the knockdown...I'm not sure. It does help as a foe slowly fighting the repel can get close, only to get flipped and be repelled back as they do so. A slow gives cool set possibilities, but the knock +repel combo is incredibly potent. In fact, this power is so strong I'm not sure it needs a hand. |
Detention Field won't be able to remove something indefinitely, it'll miss eventually. No matter what, you'll never go higher than 95% hit rate with it and it still has a hefty recharge.
I know Repulsion Field would be very powerful like that, I just miss tagging a Death Mage as the ball and lifting him into the sky. I wonder if anyone ever got hit by a falling, dead Death Mage in PI.
For Force Bubble, I'm thinking mostly of the BAF trial where it's great against the minions, but not so much against the lieutenants as they're immune to Forcefields in general.
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I'd rather it wasn't self-stackable, but that's personal preference. I don't want to have to spam it as often as it's up to maintain the full resistance, and it threatens to be too powerful with high -rech builds, or too worthless in normal ones.
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