Defender Primary Balance Suggestion


Amy_Amp

 

Posted

Hot on the heels of Garent’s Debuff Set Comparison thread, he and I have sat down and hammered out a list of power changes that we hope can fix some of the disparity between the sets. Previous attempts to rally for buffs to weaker sets have been bogged down by bickering in the community, lack of focus, and a reluctance on the part of the Devs to make unpopular decisions and possibly imbalance the game. And so, we came to this problem with complete pragmatism in mind - we want something to be done, and we want it to be done sooner rather than later - and came up with a set of ground rules that we hope will avoid the previous problems and allow for this to happen.

Rule 1: The Cottage Rule. Don’t change a power into something completely different than it currently is; somebody, somewhere, likes the power as is, even the intangibles.

Rule 2: Stick to things that need buffing, ignore things that probably need nerfing. The player base is allergic to nerfs, even when something really needs it and even when they get something good in return. We want the player base to be as united as possible so that the Devs will be willing to use these suggested.

Rule 3: Stick to aspects of things needing buffing. Even if it is an overall buff to a power to have its recharge increased in exchange for being given the ability to stack, somebody is going to be upset that they now need to slot the power for recharge when they could ignore it before.

Rule 4: Avoid animation changes. We want to focus on changes that are able to be implemented using only the time and resources of the powers team. If these can be done just by Black Scorpion going and editing a single line in a single Excel file, that’s fantastic.

Rule 5: Keep the buffs small and incremental. The Devs are very cautious about upsetting game balance (rightfully so), and we’d rather they agree to give something a scale 0.5 increase now than hesitate and give something a scale 1.0 increase in three years.

We have made a couple of design decisions, namely that there is little reason for the single target hold powers that exist in these sets to be so poor compared to other ones available (why is Ice Arrow in a Defender primary worse than Freeze Ray in a Defender secondary?). We’ve also suggested that all rez powers should have something special about them (this is currently the case for most of them, with Resurrect being left in the lurch), and that status protection powers should all have some kind of additional effect (like Thaw does) and this effect should be applied in an area as of Issue 20.5, in order to keep the powers relevant when teamed up with other sources of status protection.

We want the community's feedback here, of course. We want as wide an acceptance of the final list as possible, so if there is any controversy on a given point when all is said and done, we'll drop it from the list.


Global @Diellan - 5M2M
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Posted

Sets are going to be classified into three categories based on their level of effectiveness.

Seriously Underperforming: Sets that need to at least be brought up to the level of viable

Mediocre: Sets that need some slight buffs in order to be brought up to average

Average to Good: Sets that are fine overall, but have a few weak or useless powers that can be buffed. The goal is to make all powers in the set be usable without too seriously impacting the entire set’s performance.



Trick Arrow

Seriously Underperforming

Here are the facts about trick arrow:
1: Many powers in the set were made significantly weaker because of overlap. For example, acid arrow and disruption arrow are each only 20% resistance debuffs, while 30% is standard for a defender.
2: Every power in the set is an enemy targeted click debuff. There are no ally targeted abilities, passives, or even enemy targeted toggles.
3: Some of trick arrow’s powers have low durations. For example, the debuffs of poison gas arrow and acid arrow only last 20 seconds.

There are two problems that stem from each of these facts. Because of point 1, even if trick arrow is taken as a whole, it is only numerically average compared to other sets that contain debuffs. Because of point 2 and 3, trick arrow users can spend a significant amount of time in fights not only applying all of their debuffs, but also having to reapply them as they quickly wear off. The end result is that trick arrow users spend more power picks and more time to debuff enemies by similar, if not inferior, amounts as more well rounded sets do.

The proposal is to overturn the design decision that trick arrow’s debuffs should be significantly weaker individually so that, combined, they become equivalent to the average value of debuffs found in other sets. Trick arrow should, at the very, very least, be competitive with the most powerful debuff sets currently in the game. These changes mainly focus on improving powers to bring them up to par, focusing on varied effects in many places in order to avoid the redundancy that brought about the nerf in trick arrow’s beta phase. There are also a few changes aimed at specializing powers for a specific situation without removing functionality, so that not all powers have to be used in every fight.


Entangling Arrow has 1/5th the magnitude -Recharge and -Movement than Traps’ Web Grenade (scale 0.1 for the Arrow and scale 0.5 for the Grenade), even though the only other difference they have is rather small Endurance Cost difference (5.2 for the arrow, 7.8 for the grenade). Raise the endurance cost and debuff amounts to match.

Flash Arrow is currently a fire-once-and-forget power, quickly recharging with a debuff that lasts an entire minute, but doesn’t stack. The problem, though, is that while it allows for aggro-management on the part of the Defender, there are weirdnesses in the NPC aggro mechanics that can cause this to generate aggro for the Defender in a team environment. Increasing the range of the power to 100’ and adding in a small -Range component (-30% for 60s, does not stack from the same caster) would allow for an extra bit of defense on the Defender, as well as synergizing better with their other powers since the -Range would encourage the mobs to clump together (like Acid Arrow with its small AoE).

Glue Arrow is currently a massive movement slow and a minor -Recharge (20%), which makes it more of a situational annoy-the-mob power than it should be. The -Recharge should be increased in order to provide a bit more damage mitigaiton (to -40%), and should have an additional debuff effect attached to it. It currently is very similar to Tar Patch, but without the massive -Resist. Given the other -Resist in this set, scale 1.5 -ToHit would be a good choice, keeping in theme with it as a power that is hampering the enemy’s ability to take action.

Ice arrow is a scale 8 duration mag 3 hold that recharges in 18 seconds and has an animation time of 1.67 seconds (and has a small -Recharge effect of scale 0.1). Dominate from the defender’s ancillary pools (which often have their recharges doubled) is a scale 12 duration hold that recharges in 16 seconds, has an animation time of 1.1 seconds, has a 20% accuracy bonus, and does scale 1 damage. In light of this, Ice arrow needs a reduction in recharge time to no more than 16 seconds, and either scale 1 ice damage or an increase in its recharge debuff to be at least scale 0.5.

Poison Gas Arrow is significantly less powerful than conceptually similar powers of Poison Gas Trap and Poison Trap, and slightly confusing to most people since it appears that it is a location base patch effect, although the actual debuffs and sleep chance are only applied when firing the power. Unlike many other powers in this set, the recharge and duration are such that there is little reason for the effects to be flagged as unstackable - that flag should be removed. Furthermore, the sleep is a mere 66% chance for mag 2, so it is both rare to apply, rare to affect (minion only), and easy to break, meaning this power is mostly useful for the -Damage on team environments. Preferably, this would be changed to a guaranteed mag 2 stun, similar to powers like Thunderclap; this would change the slotting of the power, though, making that a complicated decision. As such, adding in a chance for the vomit animation, a la Poison Gas Trap, would be a nice boon, say, 10 or 20% (it is a mere 1% in PGT, but that power uses a pulsing pseudo-pet to deliver the effect and so has multiple chances to fire). As a final fallback, simply changing it to 100% chance for mag 2 sleep with 66% chance of additional mag 1 sleep would be a useful buff.

Acid Arrow’s low radius makes it best used against small groups and AVs. The power is rather underwhelming, since it only lasts for 20 seconds and has a relatively low amount of -resistance. Adding a -100% regeneration debuff effect would help make the power worth it. Also, consider increasing the duration of the effects to 30 seconds. As it is, the power is already perma out of the box and doesn’t stack, so increasing the duration would mostly give the archer a bit more breathing room in terms of using his other powers, instead of having to remember to fire this every 20 seconds.

With acid arrow focusing on smaller groups, disruption arrow is the power meant for softening up large groups of enemies. However, with a target cap of 10 and its only effect being a small 20% resistance debuff, the power has difficulty fulfilling this purpose. Increase the target cap to 17, which is standard for area debuffs. Increase the resistance debuff to 30% as well. Trick arrow having two resistance debuffs should be an advantage for it, not a penalty. Making disruption arrow significantly weaker than other resistance debuffs because it has another source of -resistance is an unfair penalty, especially when the other source is a very small AoE. Additionally, disruption arrow is an opportunity to help with trick arrow’s problem of having to spend so much time applying and reapplying its powers in every battle. Adding a trivial amount of energy damage at the start of disruption arrow will allow a trick arrow user to ignite their own oil slick. This allows them to bring out a significant offense with only two powers, and helps trick arrow play better with partnered sets that don’t have fire or energy damage.

EMP Arrow does not need the self -Recovery. The 6 minute recharge is punishing enough.

Force Field

Mediocre

Force field is unquestionably a defensive powerhouse, but suffers from many redundant or highly situational powers, making it a one trick pony. The following are some buffs intended to increase force field’s defensive utility and offensive options in the hopes of making its playstyle more interesting and rewarding without increasing its overall performance by too much.


Compared to its main competitor in Defense buffing, Cold, Force Field relies far more upon its Defense buffing to contribute to the team. As such, some amount of Defense Debuff Resistance should be considered for the set. Consider putting scale 0.4 Res(Defense) in Dispersion Bubble, similar to what Grant Cover provides for allies.

Force Bolt's damage should be increased to scale 1, making it similar to powers like Levitate and Lift (except knockback instead of knockup).

Detention Field is a horrible power, but since we want to be careful in replacing it, it should add a massive -Regen, -Recovery and -Recharge effect while it is on to truly arrest the victim. Theoretical programming solution to the issue of debuffs applying even if the target is immune to phasing: have Detention Field apply a GrantPower effect that gives the target a passive power, and that passive power has the debuffs on it with a “if target is phased” flag.

Repulsion Field is less useful at protecting the user than Hurricane, but costs more endurance and covers a smaller area. Reduce endurance cost to 0.65 end/s to match hurricane. Remove the cost for repelling an enemy.

Repulsion Bomb's stun chance is only 40% for a mere mag 2, the animation time is way too long, and a recharge of 30 seconds is rather high for a power that only does slightly more damage than a 16 second recharging aoe blast. I’d suggest reducing the recharge to 20 seconds.

Force Bubble is far too situational, given its large radius and overlapping effects with other powers. The big difference between Repulsion Field and Force Bubble is that Repulsion Field is meant to protect the Force Fielder, while Force Bubble protects an entire team or league by disrupting the enemies. As such, this would be an excellent place to put in some of the debuffs that this set is lacking. Since this power is about protection, and since this power tends to generate a lot of aggro for the Force Fielder, defensive debuffs like -ToHit and -Damage would be a good choice. Comparing this power to Hurricane, which has a smaller radius, something like scale 1.5 -ToHit and scale 1.5 -Damage seems good.

Sonic Resonance

Mediocre

Sonic is a below average set overall, but it has a few niches where it stands out that still makes it useful. Its largest problems are its absurd endurance costs and severe lack of soloability (even compared to empathy). It also has a slight problem in that its resistance buffs are inferior to comparable defense buffs, due to the design decision that defense should be numerically superior to resistance due to resistance’s more reliable nature.
These changes are focused on vastly improving sonic’s flexibility in battles so that it can do more than simply increasing or decreasing resistance values. Many powers are given new utility and features to make the set more dynamic and interesting to play.


The damage mitigation provided by the shields in this set is much lower than that provided by those in the defense sets (FF and Cold), and it is also incapable of increasing with Power Boost effects. The defense shields are all scale 1.5, while the sonic shields are only scale 2.0, a ratio of 1.33:1, strange given that resist and defense operate at a 2:1 ratio for non-Incarnate Trial gameplay (where the ratio is 1.5:1). The singular shields need to have their magnitude raised to 3, and the aoe shield to mag 2. Furthermore, defense sets prevent things like mezzes and debuffs from hitting the target, essentially giving them extra mitigation to those effects, so consider adding in additional effects to the shields, especially resistances to debuffs (compare to Force Field which adds Toxic resist of an amount higher than Sonic as well as resistance to endurance drains).

There is a further issue in that this set contains two different ally targeted toggles. These powers are both punishingly expensive and weaker than their foe/self targeted counterparts, as if the ability to target allies with them was a bonus, though most players find it to be a hindrance (you can’t use it solo, you might not have a meleer on the team, etc). Furthermore, these two powers are mutually exclusive, since one is meant for a meleer who keeps foes around him, and the other for a ranged character who wants to keep foes away from him, thus necessitating that you be teamed with a character of each type. As a result, these powers wind up being rather poor options.

Sonic Siphon is massively underpowered compared to similar debuffs. Siphon Power, which it shares its name with, recharges in 20 seconds, lasts 30 seconds, stacks on itself, and provides both the caster and everybody around them with a 30 seconds +25% damage buff (also stackable). Sonic Siphon should live up to its name and provide a +Resist(all or all but psionics) effect with each cast (non-stackable mag 3 to self would mean that the Sonic bubbler will have the same amount of resist for himself as for his allies given the shields he can use on them). This kind of personal survivability boost can make soloing easier, given the fact that two of their powers require allies to use. It is likely that this would have to be unenhanceable, but that’s okay.

Sonic Barrier: Add 86% endurance drain resist (scale 2). The same as is found in insulation shield from force fields

Sonic Haven: Add 60% slow resist (scale 0.6 Ranged_Ones). The same as is found in arctic fog from cold domination.

Sonic Cage: see Detention Field.

Disruption Field should be allowed to target any mob, not just allies. When targeting mobs, it would thus debuff the mob and those around it, like Enervating Field, and when targeting allies, it would function as today. It has the same -Resist as Enervating Field, and its endurance cost is the same as Enervating Field, a punishing 1.04 end/sec (leaving me to believe they were meant to be thematically similar), but without the -Damage. If it is possible to allow it to target either a mob or an ally, then do so and leave its endurance cost as is, otherwise reduce its endurance cost to 0.78 end/sec. Either way, a similar scale 2 -Damage effect should be added.

Sonic Dispersion has a psi hole, while the various +Defense(all) powers that exist in other sets do not. Consider adding it or providing some other benefit to the power.

Sonic Repulsion costs far more endurance than the powers that it mimics (Repel and Repulsion Field), and is harder to use on top of that (generally, you only want to use this power on a squishy party member, and you might be the only one that is). This is definitely a power worth changing completely, but if it must be kept (cottage rule), then the endurance cost needs to drop in terms of the toggle and removed for per foe hit to be more inline with other powers. Furthermore, some additional debuff effects would be helpful to keep it on par with powers like Hurricane. Given the difficulty of leveraging this power at the same time as Disruption Field, putting a scale 3 -Damage effect here fits (matching the scale 3 -ToHit of Hurricane).

Clarity comes far too late in the powerset. It should be swapped with Sonic Repulsion. Either way, this would be a good power to throw in some of the extra damage mitigation that Sonic needs. Frankly, it would make a lot of sense for this power to include scale 2.0 Psi Resistance, given the name. Furthermore, it means that this power will be able to provide something to melee ATs that don’t need the mez protection (see Thaw, which provides both Cold Resist and Slow Resist). Note: Given the changes to shields to supply their non-status protection portions in an AoE, that means Clarity would provide the Psi Resist in an AoE.

Liquefies recharge is way too long. Freezing Rain, Sleet, and Tar Patch all have similar strength of debuffing, similar or longer (Freezing Rain lasts 15 seconds, but the debuff can linger up to 30 seconds after that) duration, but recharge in only 60 seconds (allowing all of them to stack on themselves with even recharge). Those powers have lower magnitude debuffs (but only by a small amount, and the -Recharge in the rains is much stronger) and have the generally considered more useful -Resist. Comparatively, Rad Infection has similar -Defense and -ToHit values and has a much better uptime (100% against AVs, much lower through normal mob runs due to it being a mob targeted toggle, but still way higher than Liquify’s unslotted 10%). This implies that either Liquefy needs to have its recharge reduced, or to have its effects increased to make it worthy. If going the first route, it’d need to be dropped to 180 seconds (giving it an uptime of ⅙); if going the latter route, I’d suggest upping the duration of the pet to at least 45 seconds (or increasing the duration of the debuff effect of the pet to 15 seconds) and adding in an additional -30% Resist(all).

Poison

Seriously Underperforming

Poison has an odd mix of ally support and enemy debuffing abilities. However, this ally support is focused almost exclusively on utility. Meanwhile, the set’s bread and butter debuffs are single target. Their low recharge and decent durations seem like they would be useful in a protracted battle, but this advantage is lost because these debuffs do not stack.
These changes focus on improving almost all powers. Its enemy affecting powers become much more universally useful, and its ally support powers become respectable, though still not amazing.


Alkaloid: The small toxic resistance buff isn’t enough to justify the healing strength being reduced, especially when it’s unstackable and unenhanceable (and given that toxic damage is rarely encountered). Either some kind of status protection should be added, the heal strength increased, or some debuff resistances (slow and regeneration come to mind as fitting) and a slightly increased toxic resist (scale 3 instead of the 2 it is now, to make up for being unenhancable).

Envenom should be made an AoE power to match the AoE debuffs provided by other sets, which are both stronger in magnitude and, for some of them, stackable. Upping the recharge to somewhere between 30 and 60 seconds would be fine for this.

Weaken: See Envenom.

Neurotoxic Breath: This power is basically a copy of Shiver from Ice Control and Ice Manipulation, except that Shiver can stack on itself (and the Ice Manipulation one has an amazing 12 second recharge for the same potency). Given its recharge value, the fact that it exists inside a debuffing set, and the fact that it is one of the few AoE debuffs this set has, it needs to (a) be able to stack on itself, and (b) gain an extra effect – I suggest -100% Regeneration for 20 seconds (this set is surprisingly lacking in -Regeneration powers, for a Poison set).

Antidote: Apply the AoE treatment to its cold, toxic, and slow resistance.

Paralytic Poison's recharge should be reduced to 10 seconds (like Ice Arrow and Petrifying Gaze) or have some extra debuffs attached, such as scale -0.5 regeneration and recovery. It deals no damage and should not be penalized so harshly.

Poison Trap should be what it is supposed to be, a complete copy of Trap's Poison Gas Trap. It has the same duration and recharge but no effects at all. Change the numbers and effects to match and you're done.

Noxious Gas has a recharge of 300 seconds with the debuffs lasting 20 seconds (I am currently uncertain, but it looks like the power lasts for 45 seconds, for a theoretical max duration of 65 seconds). The power itself is basically a weak combination of Enervating Field and Radiation Infection all rolled into one (for some reason, the Hold chance is 0%, so it won’t ever happen). Given the rest of the set's mediocre debuffing and absolutely terrible AoE debuffs, this should have the recharge reduced significantly - somewhere from 120 to 180 seconds. Additionally, the power should be usable on allies as well as henchmen. This increases the power’s flexibility and simplifies the process of porting it to other powersets, if that ever becomes an issue.

Pain Domination

Solid Set

Pain Domination has a few relatively weak powers that can be buffed to make them more viable without significantly impacting the set’s performance.


World of Pain’s recharge is far too high, given that its effects are already set to be unable to stack. Up the endurance cost slightly and reduce the recharge to 180 seconds (or, conversely, increasing the duration to 120 seconds).

Anguishing Cry, like World of Pain, is far too weak compared to powers of similar debuffing potential (it cannot stack, and even with 3 Recharge SOs has only 50% up time). Increase the duration to 45 seconds and reduce the recharge to 90 seconds.

Thermal Radiation

Solid Set

Thermal’s combination of resistance and healing make it, at the very least, a serviceable set. However, its enemy affecting powers are extremely weak.
The goal of these changes is to apply the same changes to its resistance shields as was applied to sonic resonance, and to increase the usefulness of its enemy debuffs, allowing them to stand aside the set’s healing and buffing without overshadowing it.


The resist shields in this set have similar issues as Sonic, so read above and apply them here. In addition, Thermal has both a Psi hole and a Toxic hole.

Cauterize is a good place to patch the Toxic hole by applying some toxic resistance, similar to Poison’s heal.

Plasma Shield is a good place to put in debuff resistance to endurance drains.

Power of the Phoenix’s recharge and endurance costs are incredibly high for a power that can only be used situationally. Other rez powers have 180 second recharge (except for Empathy, which is 90), and that includes Howling Twilight, which has an AoE stun, -Regen, and mass rez. Power. Given that Soul Transfer and Rise of the Phoenix, the two analogous armor versions of this power, have the same recharge time, there is no reason for Howling Twilight and Power of the Phoenix to be different. Power of the Phoenix’s recharge should drop to 180 seconds, and endurance cost to 26.

Thaw would be a good alternate place to apply psionic or toxic resist.

Heat Exhaustion’s recharge is far too high given that it is a single target power that requires an accuracy check in a powerset that has up until this point no offensive powers at all. Lingering Radiation, a similar -Regen power, is an AoE with the same uptime of 1/3rd. Either change this power to an AoE, or decrease its recharge to 90 seconds (and theoretically up its duration to 60 seconds).

Melt Armor is completely outclassed by Freezing Rain, Sleet, Enervating Field, and other powers with similar effects (-Resist and -Defense). Up the duration to 60 seconds, lower the recharge to 120 seconds, and increase the magnitude of the -Resist and -Defense..

Dark Miasma

Solid Set

Dark Miasma is in no need of buffs, but two of its powers stand out as being almost completely useless. Some minor buffs could make these powers viable without impacting the set’s overall power.


Petrifying Gaze’s recharge should be reduced like similar powers mentioned above.

Black Hole should have the -Regen, -Recovery, and -Recharge effects mentioned above for similar powers. The power’s immobilize should ONLY affect those that are phased. See Detention Field above for a possible technical method for this.

Storm Summoning

Solid Set

Storm Summoning doesn’t need buffing, but thunderclap is useless outside of specific set combinations, and is inferior to copies of it found in other sets. A buff to thunderclap would not affect the set’s potential performance, since it cannot be used at the same time as hurricane. It would only increase the set’s options.


Thunderclap needs to be buffed to be brought into line with similar powers in other sets (Lightning Clap, Fault). Lower the recharge to 30, give it a 50% chance for an additional mag 1, and a chance for knockup.

Empathy

Solid Set

It has a few powers that are clearly inferior to similar powers. The goal of these changes is to bring these powers up to par without significantly affecting the set’s power level.


Resurrect: In the past, the benefit of this power over other rez powers was that it healed the target to full and gave them full endurance, while the others needed enhancing to accomplish it. Over time, they all got buffed to recover the target to full, leaving this power comparatively weaker. Suggestion: Lower the recharge to 120 or 90 seconds. Alternatively, provide the target with some kind of buff, probably +Regeneration and +Recovery, to match the theme of the set.

Clear Mind: Except in the edge case of dealing with Ghost Widow on the STF, this power has no use whatsoever for teammates who already have mez protection, except to fill in certain gaps if their mez protection is not complete and you happen to be fighting an enemy group that uses those rare Confuse and Fear mezzes. As such, I suggest adding some kind of additional buff on top of the mez effect (similar to Thaw, Antidote, and Clarity - if the above suggestion about it was taken). Given that the set does very little to prevent your allies from being hit (Fortitude is the only defense power, and it can only be maintained on a limited number of allies at once), some forms of debuff resistance would be a good fit.

Recovery Aura: The recharge on this power is punishingly high (the same 500 seconds as Regeneration Aura, a much more powerful power), considering that Kinetics can give the entire group infinite endurance all the time with minimal effort, and Heat Loss from Cold Domination can provide capped endurance for 90 seconds out of 360 seconds without recharge. The recharge on this power should at least be brought down to 360 seconds, putting it on par with Heat Loss, and possibly to 240 seconds, given that it provides no debuffing like Heat Loss does.


 

Posted

*Reserved for follow up


Global @Diellan - 5M2M
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Posted

The part that I want feedback on the most is trick arrow. It has a lot of powers that need extra effects in order to be competitive, but the set already has so many debuffs covered that it becomes a challenge of "Okay, what stat does this set not already debuff with at least two different powers?"

We would have liked to have made glue arrow a conceptual copy of tar patch, but that's not going to happen while the set already has two other spammable -res powers that are weak specifically because they're balanced with eachother in mind. Suggestions for how to make this work would be greatly appreciated.


 

Posted

Poison needs the most love. I'd personally like to see Weaken and Envenom combined with no tohit check and give poison another power to round out the set.

Also, Antidote is 99% useless considering you can pick up a similar power from the Medicine pool. Antidote is a good place to add something unique to Poison.


Whining about everything since 2006.

Ammo switching for Dual Pistols was my idea:
http://boards.cityofheroes.com/showthread.php?t=135484

 

Posted

Quote:
Originally Posted by Vel_Overload View Post
Poison needs the most love. I'd personally like to see Weaken and Envenom combined with no tohit check and give poison another power to round out the set.
That is one possibility, but would require more work from the powers team than our suggestion of turning Weaken and Envenom into AoE powers. Admittedly, our suggestion also wound up increasing the recharge, but since the powers don't stack in the first place, if they're AoE a low recharge has very little utility.

Notice that our "Out there solution" in Trick Arrow was a similar "merge two powers" suggestion, and if we can come up with a new power suggestion that fits Poison thematically, I'd be totally willing to put down "merge Weaken and Envenom and add an extra power" (aoe debuff? aoe heal?) on the list.

Quote:
Also, Antidote is 99% useless considering you can pick up a similar power from the Medicine pool. Antidote is a good place to add something unique to Poison.
Antidote gives 7.5% resistance to cold, 15% resistance to toxic, and 50% resistance to run speed and recharge debuffs. I think it's probably the best of the single target mez protection powers available.


Global @Diellan - 5M2M
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Posted

Mixed feelings on an initial read through. I agree that many of these sets could use improvements and some of the ideas are quite good, but I think adopting all of these changes could be problematic in some circumstances.

I suppose my biggest issue is with Force fields. I believe that Force fields should remain predominantly a buff set, and although I'm not opposed to it doing some debuffing, providing 20% -resist on a power with a 20 second recharge means that forcefields is able to rival sets that are intended to be debuffers. (granted that depends on what sort of duration we're talking, if it's just 8 seconds like sonic attacks, then I suppose it isn't really an issue) Not to mention the -dam and -to-hit you're suggesting adding. Any of the changes to FF on their own seem reasonable, taken together though they seem like too much to me.

Granted with the advent of CoV and Cold and Thermal, the idea of buffing sets at the exclusion of debuffs was pretty much done away with, so perhaps I'm just too attached to an outdated paradigm. Also, if we were to get any of these changes we certainly wouldn't get all of them, so is it better to aim too high with the assumption that the results will be less? I'm not sure. I'll have to see how I feel about this more after sleeping on it. Perhaps it's just a fear of being rendered obsolete.


Draggynn on Virtue: lvl 50 Storm/Psi, 1389 badges
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Posted

Quote:
Originally Posted by Draggynn View Post
I suppose my biggest issue is with Force fields. I believe that Force fields should remain predominantly a buff set, and although I'm not opposed to it doing some debuffing, providing 20% -resist on a power with a 20 second recharge means that forcefields is able to rival sets that are intended to be debuffers. (granted that depends on what sort of duration we're talking, if it's just 8 seconds like sonic attacks, then I suppose it isn't really an issue) Not to mention the -dam and -to-hit you're suggesting adding. Any of the changes to FF on their own seem reasonable, taken together though they seem like too much to me.
Well, the -Resist and recharge reduction were listed as "either-or". Reducing the recharge turns it into an extra aoe attack, while adding debuffs makes it an aoe debuff power that just so happens to deal really good damage. I didn't write it in as such, but I was taking my inspiration from Venom Grenade, a 24 second recharging power that deals 1.0 scale toxic damage and has a scale 2.0 resist debuff to all but toxic (which it has a scale 4.0 resist debuff to) for 16 seconds (non-stackable). Leaving Repulsion Bomb at 30 seconds and putting in a 20 second non-stacking scale 2.0 resist debuff seems fairly reasonable to me.

Quote:
Granted with the advent of CoV and Cold and Thermal, the idea of buffing sets at the exclusion of debuffs was pretty much done away with, so perhaps I'm just too attached to an outdated paradigm. Also, if we were to get any of these changes we certainly wouldn't get all of them, so is it better to aim too high with the assumption that the results will be less? I'm not sure. I'll have to see how I feel about this more after sleeping on it. Perhaps it's just a fear of being rendered obsolete.
Force Field and Empathy are the only sets out of the entire suite that do not have any debuffs, and Force Field has several enemy affecting powers anyway (five powers out of nine). And it's been that way from the beginning, well before CoV.

I don't really see how adding debuffs to Force Field's enemy affecting powers makes Force Field obsolete, or steps on the toes of Cold, which has fantastic debuff potential in addition good buffs (Sleet alone is a better power than everything we've suggested combined).


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Quote:
Originally Posted by Garent View Post
The part that I want feedback on the most is trick arrow. It has a lot of powers that need extra effects in order to be competitive, but the set already has so many debuffs covered that it becomes a challenge of "Okay, what stat does this set not already debuff with at least two different powers?"
Honestly I would love TA to be changed, it is one of my favourite sets to play. I have a fully purpled IO'ed TA/A Defender who feels like a machine gun cycling TA powers but really my Fire/Rad; Corrupter; Cold; Traps they all blow it out the water and yet don't feel as good.

I ponder if the developer's will ever change TA, it has been relatively unscathed for a long time, and at the moment I doubt they are doing any power analysis with all the Incarnate content, so I am destined to let him dust really. An interesting point whilst on the subject, the effect of a TA/A at Incarnate level is even more moot in comparison.

I like some of your changes to TA, I still would like to retain some of the low rec numbers because I love the speedy-volleying effect I have with mine.

Fury


 

Posted

Quote:
Originally Posted by Garent View Post
The part that I want feedback on the most is trick arrow. It has a lot of powers that need extra effects in order to be competitive, but the set already has so many debuffs covered that it becomes a challenge of "Okay, what stat does this set not already debuff with at least two different powers?"
.
I like most of your changes, but think they go too far in some areas. Disruption Arrow being brought in line with Freezing Rain is too much IMO, I'd give it some -Dam instead probably and up the limit to 16.


Not sure on your Glue Arrow change either, adding a small amount of -ToHit would be alright I guess but not too much.


 

Posted

Quote:
Originally Posted by Wondering_Fury View Post
I ponder if the developer's will ever change TA, it has been relatively unscathed for a long time, and at the moment I doubt they are doing any power analysis with all the Incarnate content, so I am destined to let him dust really. An interesting point whilst on the subject, the effect of a TA/A at Incarnate level is even more moot in comparison.

I like some of your changes to TA, I still would like to retain some of the low rec numbers because I love the speedy-volleying effect I have with mine.

Fury
We've not asked to increase the recharges and make the unstackable parts stackable specifically because we know that it would change the feel that a lot of people like (as I said in the rules).

Quote:
Originally Posted by Carnifax_NA View Post
I like most of your changes, but think they go too far in some areas. Disruption Arrow being brought in line with Freezing Rain is too much IMO, I'd give it some -Dam instead probably and up the limit to 16.

Not sure on your Glue Arrow change either, adding a small amount of -ToHit would be alright I guess but not too much.
Well, we didn't ask for them to add in the knockdown effect and damage component that Freezing Rain has, Freezing Rain has an activation period of 0.25 seconds versus 5 seconds on Disruption Arrow, and debuffs that last 30 seconds versus 5 seconds (the combination of which means that mobs in Freezing Rain are basically guaranteed to be debuffed for at least 30 seconds and as much as 45, even if they wander out of the patch, while those in Disruption Arrow are from 5 to 35 seconds). Even if we add -Defense and more -Resist to Disruption Arrow, it's still a significantly worse power than Freezing Rain.

That being said, I'm not against the idea of putting -Damage here and upping the strength of Acid Arrow's debuff (which can't stack, note).

My main impetus for being strong on Trick Arrow is Garent's analysis here: http://boards.cityofheroes.com/showthread.php?t=262373

For a set that does nothing but debuff, it makes a poor showing, getting regularly eclipsed by other sets, many of which have heals, rezzes, buffs and other things in addition to powerful debuffs. For analogy, Fire Blast does nothing but damage, and it's the king of single target and aoe damage, burst and dps; Trick Arrow does nothing but debuff, and it isn't the king of a single category.


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Quote:
Disruption Arrow's debuff should be brought in line with Freezing Rain and Sleet (which both have similar recharge and duration). -30% resistance and -30% defense with a duration of 30 seconds. As it is, Acid Arrow and Disruption Arrow combined are less powerful than Freezing Rain or Sleet.
I should warn you you're more likely to get Freezing Rain and Sleet nerfed. One of the biggest and not well understood reasons why FR and Sleet are stronger than DA is almost certainly a bug.

I notice, though, that one thing you don't seem to give credit for on things like Trick Arrow powers is the fact that some of them are autohitting. For example, -18.75% tohit and -perception on an autohitting and non-alerting Flash Arrow seems to have a very low probability of happening.


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Posted

Awesome, Arcanaville has already started to weigh in.

Quote:
Originally Posted by Arcanaville View Post
I should warn you you're more likely to get Freezing Rain and Sleet nerfed. One of the biggest and not well understood reasons why FR and Sleet are stronger than DA is almost certainly a bug.
I've considered that, and I seriously doubt that the Devs are going to smack down Freezing Rain and Sleet after all this time, especially after they just gave Dominators a version of it in their epics without toning it down. Garent and I had a long argument about it, and in the end I agreed with him that we aren't going to be able to get any power as good as Freezing Rain out of this... But I don't see why Acid Arrow and Disruption Arrow, combined, can't be as good as Freezing Rain.

Quote:
I notice, though, that one thing you don't seem to give credit for on things like Trick Arrow powers is the fact that some of them are autohitting. For example, -18.75% tohit and -perception on an autohitting and non-alerting Flash Arrow seems to have a very low probability of happening.
The non-alerting thing has been one of the most dangerous and useless aspects of this power, in that the user still winds up on the targets' aggro lists so that when the enemy is alerted for whatever reason (like the scrapper diving in), all the guys who were just hit with the -Perception and aren't subsequently distracted by the Scrapper now start blasting the poor Defender. TA users who don't realize this are some of the most faceplant prone people I've teamed with.

The autohitting thing might be an issue, but there is a lot of precedence for autohitting debuffs of that strength or much higher, and I think by putting in a higher ToHit component it'll help prevent the issue I mentioned above.


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Quote:
Originally Posted by Diellan_ View Post
We've not asked to increase the recharges and make the unstackable parts stackable specifically because we know that it would change the feel that a lot of people like (as I said in the rules).

Well, we didn't ask for them to add in the knockdown effect and damage component that Freezing Rain has, Freezing Rain has an activation period of 0.25 seconds versus 5 seconds on Disruption Arrow, and debuffs that last 30 seconds versus 5 seconds (the combination of which means that mobs in Freezing Rain are basically guaranteed to be debuffed for at least 30 seconds and as much as 45, even if they wander out of the patch, while those in Disruption Arrow are from 5 to 35 seconds). Even if we add -Defense and more -Resist to Disruption Arrow, it's still a significantly worse power than Freezing Rain.

That being said, I'm not against the idea of putting -Damage here and upping the strength of Acid Arrow's debuff (which can't stack, note).

My main impetus for being strong on Trick Arrow is Garent's analysis here: http://boards.cityofheroes.com/showthread.php?t=262373

For a set that does nothing but debuff, it makes a poor showing, getting regularly eclipsed by other sets, many of which have heals, rezzes, buffs and other things in addition to powerful debuffs. For analogy, Fire Blast does nothing but damage, and it's the king of single target and aoe damage, burst and dps; Trick Arrow does nothing but debuff, and it isn't the king of a single category.
Actually TA also does plenty of Control and a fair chunk of damage. Claiming it is a Debuff set and nothing else is wrong.

I do think it needs a buff and has done for a while but some of the proposed changes are OTT in my opinion (but are certainly the right idea).

I'd be more inclined to allow Acid Arrow to stack rather than simply buffing it. I'd also allow Poison Gas Arrow to stack (as well as giving it some -regen).

To my mind that'd make TA mucn more useful and involved in AV fights. It'd also differenciate TA in terms of it's "debuff type", focusing more on stacking -Damage than the other debuff sets.


 

Posted

Quote:
Originally Posted by Draggynn View Post
I suppose my biggest issue is with Force fields.
I wrestled with that a lot too. I had difficulty wrapping my head around debuffs in the set. Dylan's of the opinion that, in a perfect world, all buff/debuff sets should contain both buffs and debuffs. This allows them to continue contributing to a team even if you have enough defense on a team that more defense isn't necessary.

My personal vision for force field is that it be an amazing defense buffing set (I doubt anyone will argue that the set as it is succeeds in this area) while also having strong personal survivability, an ability to mitigate damage using reliable and controllable knockback powers on enemies, and a few powers that double as extra attacks (the suggested force bolt damage increase and recharge reduction in repulsion bomb are meant to accomplish this).

I'd like to put some defense debuff resistance into the set somewhere. Dispersion bubble is the most intuitive place to put it, put doing that means coming up with a comparable buff to sonic dispersion, and there's no such thing as resistance to resistance debuff (as a singular stat).

Quote:
Originally Posted by Arcanaville View Post
I notice, though, that one thing you don't seem to give credit for on things like Trick Arrow powers is the fact that some of them are autohitting. For example, -18.75% tohit and -perception on an autohitting and non-alerting Flash Arrow seems to have a very low probability of happening.
I didn't give credit to it because it's not that amazing. Something being auto-hit is not only relatively common among debuffs, it's also not that much of a detriment for an area debuff to require a tohit check.

The strength of tohit debuffs is determined primarily by their ease of use. Being able to apply a debuff before a fight starts is certainly an advantage, but flash arrow is unfairly penalized for it.

Flash arrow (current): -6.25% tohit. Can be applied before combat starts.
Flash arrow (proposed): -18.75% tohit. Can be applied before combat starts.
Fearsome stare: -18.75. Mag 3 fear with 20% chance for mag 4. Requires a tohit check, so maybe one or two will be missed.
Radiation infection: -31.25% tohit. -31.25% defense. Requires its debuff to be toggled on to an enemy.
Hurricane: -37.5% tohit. -60% range debuff. Knockback and repel. Difficult to keep the debuff applied because of the knockback and repel, and its tendency to scatter enemies if used improperly.

The to-hit debuffs become more powerful and have more impressive secondary effects as they become more difficult to use. Maybe our proposed version of flash arrow is too close to fearsome stare's power (though I don't think so, since dark miasma has no competition anywhere near its level of tohit debuffing) but I think it can be widely agreed that the current flash arrow being three times less powerful than fearsome stare isn't justified by its ease of use.


 

Posted

Quote:
Originally Posted by Vel_Overload View Post
Poison needs the most love. I'd personally like to see Weaken and Envenom combined with no tohit check and give poison another power to round out the set.
Quote:
Originally Posted by Diellan_ View Post
That is one possibility, but would require more work from the powers team than our suggestion of turning Weaken and Envenom into AoE powers.
It's not really a possibility at all.

You can't combine two powers and replace one of them without breaking a LOT of people's characters?

What would happen to those people who have both powers? (practically everyone who has /Poison has both powers)

When they are combined/replaced would they have a hole in their build? How would that affect the character? Could you even log a character in that has a blank spot where they would have picked a level 2 or 4 power?

Would they automatically get the new power? If so, what happens to any IOs they had in the old power? If their enhancement tray is full they would probably just disappear.

Also, this violates rule #1 of the proposal: Not breaking the cottage rule.


Quote:
Originally Posted by Dechs Kaison
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Posted

I think some of these changes are good. I think some of them also overemphasize individual powers instead of their respective sets though.

There are some changes I'll add in general though:

To Defenders in general:
Change the Defender modifier for Hold, Sleep, Stun, Immobilize, Confusion and Fear to the Controller value. I mainly play Controllers but I still think this is only fair.

To knockback:
Apply modifiers to knockback chance not just magnitude. This would somewhat redeem Energy Blast on Defenders in my eyes; still low damage but at least with more predictable knock.

To Trick Arrow:
Acid Arrow gets a few points of Energy damage so that it can be used to trigger Oil Slicks. (I mean come on.)


 

Posted

Quote:
Originally Posted by ClawsandEffect View Post
It's not really a possibility at all.

You can't combine two powers and replace one of them without breaking a LOT of people's characters?

What would happen to those people who have both powers? (practically everyone who has /Poison has both powers)

When they are combined/replaced would they have a hole in their build? How would that affect the character? Could you even log a character in that has a blank spot where they would have picked a level 2 or 4 power?

Would they automatically get the new power? If so, what happens to any IOs they had in the old power? If their enhancement tray is full they would probably just disappear.
Actually what would happen is that both powers would no longer be selectable and they'd add a new power at level 2 with whatever name (even if it is the same name). People who had their current powers would stay with their current power until they respec'd, at which point they'd swap to the new powers. They've done this before (I know somebody who has refused to respec her Sonic Defender in years because she didn't want to give up the old power order for exemping).

Quote:
Also, this violates rule #1 of the proposal: Not breaking the cottage rule.
This is the big reason. It skirts the Cottage Rule a bit in that the Poison user still has the same power as before, except now he does it as one click instead of two, and gets something new in addition. This is something I'd rather avoid unless Black Scorpion walks in here and says he wants to do it. :P


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Quote:
Originally Posted by Oedipus_Tex View Post
To Defenders in general:
Change the Defender modifier for Hold, Sleep, Stun, Immobilize, Confusion and Fear to the Controller value. I mainly play Controllers but I still think this is only fair.
The only issue with is that a lot of Controllers might ask to get Defender buff modifiers in exchange. And what about Corruptors?

Given that mez powers aren't standardized at all, it's probably just easier to modify the powers with mezzes in them than changing the modifier; they're doing the same thing in the end, but people will find it easier to swallow (a lot of what we're doing here is about player perception).

Quote:
To knockback:
Apply modifiers to knockback chance not just magnitude. This would somewhat redeem Energy Blast on Defenders in my eyes; still low damage but at least with more predictable knock.
I wish that were possible, but I don't think they can put in variable %chance without using the ModifyEffect thing they use for Dual Pistols and Fiery Embrace. If this experiment goes well and something productive comes out if, we intend to move on to other powerset types (including Ranged).

Quote:
To Trick Arrow:
Acid Arrow gets a few points of Energy damage so that it can be used to trigger Oil Slicks. (I mean come on.)
An interesting alternative to upping Acid Arrow's debuff potential would be to grant it more damage of some kind, kind of an inverse to my suggestion regarding Repulsion Bomb. It currently does scale 0.2 toxic damage over a stupidly long 20 seconds; making it do scale 0.2 energy (or fire?) immediately would be kind of nice.


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Quote:
Originally Posted by Diellan_ View Post
The only issue with is that a lot of Controllers might ask to get Defender buff modifiers in exchange. And what about Corruptors?
It's not the same thing. Controllers due to their inherit would still get better use out of their controls. If controllers get the same numbers in terms of buffs, defenders don't have an inherit to make them standout versus the controller versions.


 

Posted

Quote:
Originally Posted by anonymoose View Post
The Mastermind forum has a thread discussing improvements to poison:

http://boards.cityofheroes.com/showthread.php?t=258072

The first post is a summary of suggestions.

I'd love to see envenom and weaken merged but honestly, have they ever merged powers before?
I hadn't seen this thread. I'll read it over and see if it matches our goals.


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Originally Posted by Amy_Amp View Post
It's not the same thing. Controllers due to their inherit would still get better use out of their controls. If controllers get the same numbers in terms of buffs, defenders don't have an inherit to make them standout versus the controller versions.
I agree with you; controllers have suh great control because they get powers with higher durations and more damage with lower recharge than those available to other ATs. But some people will make the argument regardless and I'd like to avoid it (I am sure Black Scorpion does to).


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Quote:
Originally Posted by Diellan_ View Post
I agree with you; controllers have suh great control because they get powers with higher durations and more damage with lower recharge than those available to other ATs. But some people will make the argument regardless and I'd like to avoid it (I am sure Black Scorpion does to).
Controllers can also crit on their controls so they can one shot hold bosses. Even if everything else is the same, it won't be. If you make the buffs be the same for defenders and controllers, then they will be. Controllers are widely more played then defenders late game. No reason to make it even more one sided.


 

Posted

All this is still subjective and not entirely correct.

But on a good note its still potential food for thought.

The Devs may read something and say "can't do that" but might do something else in keeping with a power. I'd rather the Devs make the decisions on what changes should be made as I expect them to see the entire picture.

In truth I've pretty much seen several posts like this which go about fixing everything, similar suggestions and so I wouldnt hold my breath.

My food for thought :

Cold Domination could get nerfed.

Wish:

Clarity gets Psionic Resistance


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