Make res/dam set bonuses more significant


Auroxis

 

Posted

Right now it almost always makes more sense to build for recharge and defense than damage and resistance, even if your powersets are more naturally suited to the latter. I think this is because recharge and defense bonuses are so huge.. recharge and damage are on the same enhacement schedule, but recharge bonuses from IO sets and globals are 2-3 times higher than damage bonuses. Each point of defense is worth 2 points of resistance, generally speaking, but resistance bonuses are smaller and rarer than defense bonuses.

I think the solution to this is to make these bonuses more common (for example, they could replace the useless reduced XP debt bonuses) and possibly slightly larger - maybe make a 2.5% bonus to damage a 4% bonus instead, say. Alternately, you could reduce the size and prevalence of recharge and defense buffs from sets but I think that would be less popular. Either way I think the game would benefit from players having a real choice between building for defense or for resistance, and between building for damage or for recharge.


 

Posted

Quote:
Originally Posted by Pampl View Post
Alternately, you could reduce the size and prevalence of recharge and defense buffs from sets
You may want to keep an eye out for lynch mobs for the foreseeable future.

I do agree with improving +damage and +resistance bonuses to make them more worthwhile.


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@Starflier

 

Posted

Aye they won't nerf the defense bonuses down.

Now because of the fact they didn't really consider the whole 'stacking defense to soft cap' thing it took them by complete surprise. Now I somehow doubt they'll allow you to do the same with Resistance..

You CAN stack meaningful resistance but only against Psi, my old Invuln/SS tanker build though use of sets managed to gain a 40% resistance to Psi however it ended up that getting to softcap in all but Psi was far more effective.

Now if I could do the same with say every other resistance (not all at once but say, be able to further enhance each resistance by..20% so my tanker has 90% resistance to Smashing/lethal, 50% resistance to fire/cold/energy/neg and 20% resistance to Psi you'd probably see a lot less people focusing on defense.

Being able to stack +damage to a big degree (say managing +80% perma) would give people a choice, do they go for defense, resistance or damage?


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Posted

With how much they have nerfed defense in the last 3 issues and buffed enemy accuracy and to hit Id really like to see more damage resistance bonuses. Defense isn't nearly as powerful as it use to be. It only truly shines when the more dangerous things actually miss you. You gotta have more than just defense to really feel powerful. Its kinda pointless on things like Ice, energy, sr and shield.

You can get some damage resistance from PvP sets but not enough to write about.


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Posted

I can see the resistance bonuses lacking a bit, but the damage bonuses are fine.

I would personally like more debuff resistance IO's like Winter's Gift. Have one for endurance drain resistance, and one for -ToHit resistance.


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Posted

Also, if you think about it, while defense and recharge bonuses are quite prevalent, how often do you face -def and -rech? Vs -res and -dmg?

One thing that really annoys me is how spread out glue grenades and things like that are over enemy groups. Ice isn't so bad, but the glue! THE GLUE!!!


 

Posted

Quote:
Originally Posted by Pampl View Post
I think the solution to this is to make these bonuses more common (for example, they could replace the useless reduced XP debt bonuses) and possibly slightly larger - maybe make a 2.5% bonus to damage a 4% bonus instead, say. Alternately, you could reduce the size and prevalence of recharge and defense buffs from sets but I think that would be less popular. Either way I think the game would benefit from players having a real choice between building for defense or for resistance, and between building for damage or for recharge.
Both. Defense set bonuses were always out of control, and the Resistance bonuses were never logically balanced against them anyway. 1% Defense = 2% Resistance and all that.

Quote:
Originally Posted by Noyjitat View Post
With how much they have nerfed defense in the last 3 issues
I guess I must have been sleeping or something over the past year. Exactly when and what did they do to nerf Defense recently? At all?

Quote:
and buffed enemy accuracy and to hit
Outside of Incarnate Trial mobs, which were given a to-hit bonus to begin with (and therefore technically not "buffed"), what enemies got better accuracy or to-hit? I'm not a fan of enemies being given arbitrary advantages, but I'm also not a fan of hyperbole.

Quote:
Originally Posted by Leo_G View Post
Also, if you think about it, while defense and recharge bonuses are quite prevalent, how often do you face -def and -rech? Vs -res and -dmg?
This has always been a huge flaw with the game as a whole, IMO. There's all of two groups in the game that do any major amount of -Resistance (Goldbrickers and Wailers), and they're both more or less sequestered in their own zones, able to be avoided entirely.

Comparatively you could tell me that every single enemy group in the game has some form of -Defense and I would believe you without question.


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Posted

Quote:
Originally Posted by IanTheM1 View Post
Outside of Incarnate Trial mobs, which were given a to-hit bonus to begin with (and therefore technically not "buffed"), what enemies got better accuracy or to-hit? I'm not a fan of enemies being given arbitrary advantages, but I'm also not a fan of hyperbole.
Apparently all of Praetoria. I've not done the testing and math myself but others have and is seems that a praetorian even con minion has a 65% change to hit vs the primal equivalents 50%.

Quote:
This has always been a huge flaw with the game as a whole, IMO. There's all of two groups in the game that do any major amount of -Resistance (Goldbrickers and Wailers), and they're both more or less sequestered in their own zones, able to be avoided entirely.
And Longbow, Arachnos, CoT, Vanguard, ...


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Posted

Quote:
Originally Posted by IanTheM1 View Post
Outside of Incarnate Trial mobs, which were given a to-hit bonus to begin with (and therefore technically not "buffed"), what enemies got better accuracy or to-hit? I'm not a fan of enemies being given arbitrary advantages, but I'm also not a fan of hyperbole.
A lot of the low-level Praetorian enemies have accuracy buffs in at least one attack. This tends to be made more painful by the fact that, at low levels, all that cool soft-capping stuff isn't available. IIRC, the newly-diversified high level Devouring Earth enemies also have something like a 1.2-base accuracy as well.


 

Posted

Here's one suggestion I made to address this -- a possible way to allow significant resistance bonuses without over-stacking resistance and defense.


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Posted

Honestly, the only think that bugs me with bonuses is the "Debt reduction" one - stick something else in the same slot. Yeah, I highly doubt anyone's building toward debt reduction, but still... add an actually useful bonus there, please.


 

Posted

Quote:
Originally Posted by Lazarillo View Post
A lot of the low-level Praetorian enemies have accuracy buffs in at least one attack. This tends to be made more painful by the fact that, at low levels, all that cool soft-capping stuff isn't available. IIRC, the newly-diversified high level Devouring Earth enemies also have something like a 1.2-base accuracy as well.
Quote:
Originally Posted by bpphantom View Post
Apparently all of Praetoria. I've not done the testing and math myself but others have and is seems that a praetorian even con minion has a 65% change to hit vs the primal equivalents 50%.
The Devouring Earth I think are a special case. At least in so much as they've already caught the attention of Arcana as being ludicrously broken. And they're part of a specific Alignment or Morality mission or somesuch.

Praetoria in general I wasn't aware of, though. I was only familiar with the Resistance's copious amounts of -Def.

Quote:
And Longbow, Arachnos, CoT, Vanguard, ...
Longbow, I'll admit, I forgot. Though that only applies to 40+. I don't think Arachnos actually have any resistance debuffs? Same with CoT. And Vanguard exist in a single arc, and maybe some tip/alignment missions?


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