Defender Primary Balance Suggestion


Amy_Amp

 

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Originally Posted by Garent View Post
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.
I would tend to disagree, particularly when its also perception being debuffed. For me, Flash Arrow is a tohit debuff in teams, and a -perception power while solo, for the most part. -perception is only situationally useful in teams, and the situations are specialized. But -perception is much more useful solo, and it does mechanically add a significant increase in options. Particularly at lower levels I found it made divide and conquer much easier. Aggro isn't as simple as its being described here. Flash arrow can significantly delay critters detecting and choosing to shoot at you. It can make pulling and single target isolation temporarily easier. Because the power's design has to be viewed across the entire leveling spectrum, the devs are extremely unlikely to dismiss either the autohitting nature of the power or the perception debuff out of hand and I don't see an obvious way to convince them to do so.

Most of the other suggestions I'm still working through, because I still don't see where the "balance" part is coming from yet: I'm having to reverse engineer the thought behind why things are being set the way they are. One rule I think you're attempting to follow which may cause problems for you is that there actually is no rule that says every variant of a power must be similar or identical to all other variants. That is *sometimes* true and sometimes deliberately false. The devs tend to balance powersets as sets first, and tweak the individual powers second.

For example, using an out of domain example, there is no rule that says SR passives must be stronger, weaker, or identical in strength to Invuln passives. Those powers serve different purposes in those sets. Applied to defender changes, Flash Arrow has the strength it has for a number of overlapping reasons: its mechanics, its place in the set, its effects combined with the other powers, its intent relative to the powerset's overall intent, constraints placed on it by other balance concerns, etc. Saying its safe for Flash Arrow to be in the neighborhood of, say, Fearsome stare, is dangerous. Fearsome stare only provides an example of a power with arguably stronger effects in certain areas, which only means such a power isn't totally unacceptable to the devs. But the devs may decide its unacceptable for Trick Arrow.

My question is still: do all these changes bring the primaries in closer balance with each other, or do they just buff individual powers that appear individually lacking. The latter is something the devs are cautious about, because without powerset constraints it promotes power creep.

There are so many changes in here it may take days to untangle them all. Part of the problem is that they are essentially all buffs. This means even if I think powerset X lacks relative to powerset Y, that prior knowledge is inapplicable here because both X *and* Y are being altered, and I'm having to compare altered sets to altered sets and then to the rest of the game.


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Originally Posted by Oedipus_Tex View Post
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 plan to do exactly this if this goes well and we move on to ranged blast sets.

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Originally Posted by Arcanaville View Post
My question is still: do all these changes bring the primaries in closer balance with each other, or do they just buff individual powers that appear individually lacking. The latter is something the devs are cautious about, because without powerset constraints it promotes power creep.
In my opinion, yes (though of course that would be my opinion). With these changes, trick arrow moves slightly closer to being among the top tier of debuffing sets, sonic resonance ceases to be a mediocre set, and poison actually becomes a viable option. All other sets gain a greater variety in power options as weak powers have been brought up to average and overly situational powers have been made more useful, or at the very least not counter-intuitive in the case of intangible powers.


 

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Originally Posted by Diellan_ View Post
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.
Whoa, yeah...that would be WAY too high in my opinion and way out of line. 20% debuff for 20 seconds on a 30 second recharge could be easily stacked to provide a perma 40% debuff which would exceed rad and dark's -resistance debuffs. Sets that are intended to provide debuffs. I definitely cannot support that change.

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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.
And I think that would support my claim about the original paradigm. Empathy and Forcefields were the original buff sets (for survival at least, kin is a buff set, but isn't really targeted at survival). Remember that sonic wasn't added until later.

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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).
Several things. I wasn't concerned about the changes making forcefields obsolete. You aren't taking anything away from FF, just adding new things. My concern is about making other debuffing sets obsolete, if you try to bring the buffing sets into line with the existing debuffing sets.

I also don't think cold should necessarily be the standard that you are comparing other sets to, as I think cold is likely overpowered as is. Having buffs that are that strong combined with debuffs that are that strong is a bit much. I don't think I can get behind creating another cold.

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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).
I could get behind these changes and even the -to-hit and -damage in force bubble. That would help it stand out more from cold. It's mostly the -resistance that just doesn't sit well with me, especially at the magnitudes being suggested.


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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'm a little confused by this. I don't deny that Freezing Rain and Sleet may be overpowered, but as they currently work they are actually weaker than designed, due to a bug with lingering debuffs. I'm curious what bug you think makes them stronger than intended? Do you think they're not supposed to stack?


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Posted

I'm guessing it's the stacking. After looking at raw power data, I realized that -all- resistance debuffs are set to be unstackable. The reason we never realize this design decision (if that's what it is) is because so many resistance debuffs are pseudopets that this isn't apparent.

There are pretty much three options when it comes to this fact. 1: Remove the inability to stack from certain powers to make them in line with the pseudopet debuffs, 2: use some weird grantpower acrobatics to make pseudopets obey unstackability, and 3: don't rock the boat. 2 is most likely the hardest.


 

Posted

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Originally Posted by Garent View Post
I'm guessing it's the stacking. After looking at raw power data, I realized that -all- resistance debuffs are set to be unstackable. The reason we never realize this design decision (if that's what it is) is because so many resistance debuffs are pseudopets that this isn't apparent.

There are pretty much three options when it comes to this fact. 1: Remove the inability to stack from certain powers to make them in line with the pseudopet debuffs, 2: use some weird grantpower acrobatics to make pseudopets obey unstackability, and 3: don't rock the boat. 2 is most likely the hardest.
Not to mention the one likely to generate the most rage.


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Posted

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Originally Posted by Draggynn View Post
Whoa, yeah...that would be WAY too high in my opinion and way out of line. 20% debuff for 20 seconds on a 30 second recharge could be easily stacked to provide a perma 40% debuff which would exceed rad and dark's -resistance debuffs. Sets that are intended to provide debuffs. I definitely cannot support that change.
I explicitly said non-stackable. It'd never be more than 20% -Resist.

Also, because of the pseudopet thing, Dark can and regularly does stack its -Resist. Tar Patch lasts for 45 seconds and has a recharge of 90 seconds; my D3 regularly has two of them out at once

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And I think that would support my claim about the original paradigm. Empathy and Forcefields were the original buff sets (for survival at least, kin is a buff set, but isn't really targeted at survival). Remember that sonic wasn't added until later.
It might've been the original paradigm, yeah, but that was six years ago and experience has shown that the original paradigm (if that's what it was) didn't work out so well.

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Several things. I wasn't concerned about the changes making forcefields obsolete. You aren't taking anything away from FF, just adding new things. My concern is about making other debuffing sets obsolete, if you try to bring the buffing sets into line with the existing debuffing sets.

I also don't think cold should necessarily be the standard that you are comparing other sets to, as I think cold is likely overpowered as is. Having buffs that are that strong combined with debuffs that are that strong is a bit much. I don't think I can get behind creating another cold.
Even with the changes, it won't be as good a debuffer as Cold or Dark or Rad or Storm. It's got better buffs, so it makes up. I am willing to hear other suggestions, though... This is meant to be the starting point for discussion, not the end.

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I could get behind these changes and even the -to-hit and -damage in force bubble. That would help it stand out more from cold. It's mostly the -resistance that just doesn't sit well with me, especially at the magnitudes being suggested.
Even if it doesn't stack? -20% isn't a huge amount. My reason for something besides -ToHit and -Damage is that these are defensive debuffs and Forcefield already has the defense side of things down pat; when it comes to helping the team offensively it has very little to provide (Repulsion Bomb is really it).


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Posted

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Originally Posted by Garent View Post
I'm guessing it's the stacking. After looking at raw power data, I realized that -all- resistance debuffs are set to be unstackable. The reason we never realize this design decision (if that's what it is) is because so many resistance debuffs are pseudopets that this isn't apparent.
Hm...


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Posted

So is the standing belief that Kinetics is good as is? I did not see it on the list, although that might explain why it is my favorite Defender primary (other than those mass damage and endurance granting tricks).


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Originally Posted by ArchGemini View Post
So is the standing belief that Kinetics is good as is? I did not see it on the list, although that might explain why it is my favorite Defender primary (other than those mass damage and endurance granting tricks).
Rad isn't either, but I think it is looking at powers that could use some tweaking. Even as somebody who has played more than my fair share of Kins, I draw blanks when trying to think of tweaks for the set. It would be nice if there were IOs for Siphon Power and Fulcrum. I would say generally speaking people take 7-8 of the powers so at least 25% of the powers from one of their sets don't take IOs.


 

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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?

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).

My logic is that when a control-ish power shows up in a Defender primary it's not "Control," its a Defense method. It's taking the place of what would otherwise be a buff/debuff ability. I think Defenders should be around as good at using Thunderclap and EMP Arrow as a Controller is. They still would not get the Overpower ability (note: Controllers typically don't either with their secondaries). What keeps Defenders in check is that they don't have access to the major AoE Control powers anyway, so while they might be sort of comparable in some capacities, they would still not be bringing the house down. I don't think this would completely repair Trick Arrow but it would at least start it down the right path.


 

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Personaly i think that they should just be allowed to use their shields and buffs and heals on themselves....that would pretty much balance them out real fast.


 

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All powers are useful. But sometimes desireable for too small a portion of the game. Certain Sets are more useful than others on certain trials but not as much as some people may think, if you need an empath, or anything that has heals on an STF say, then slap yourself.

Taking whole powersets versus an AV for example there is always a way that a competent, knowledgeable team could comfortably take down the average AV in an average AV mission. The powersets in their entirety are very good, but when powers are skipped, flexibility is lost and when improperly replaced then what a character can help achieve maybe sub par, add that to people playing the sets incorrectly and/or team mates playing around them incorrectly, then its often the powerset that is targeted as sub par. When something can't be done, it's somebody elses fault or it couldn't possibly be down to not having that power they tried in the low levels and respeced out or somebody said don't bother with. As a sonic defender I would have repulsion. Kb yeah it can be used poorly, make teams inefficient, cause more problems than its worth in the wrong hands but then in late game be in its most baddest bootiest form the answer to problems. That Kb is another reason why you don't have a heal.

I think the problem is, chiefly in some of the skippable and end heavy powers required 1% of a characters lifetime. They're easily not attractive enough because most of the game they're not desired so people don't take them but it maybe the very thing that brings the powerset upto desired usefulness in keeping the team alive.

Out of the defenders, Sonic is the primary I think of that is first on the list when it comes to needing a buff but it maybe because I know what the other sets offer better or maybe its because players I team with only know how to team with certain sets or that certain sets are more catered to helping their undevised, uncomplicated playstyle/inflexible builds.

So what do I think subjectively?

All Kb toggles could cost less in PvE only if, as it is to my mind PvP is the reason they're high. They're potentially useful but not attractive enough.

Poison stands out as the powerset I really think needs a buff the most.

I just don't get why on earth someone would take that Poison Trap most of all. I'd see more sense in it being a sleep grenade. People dislike Timebomb but atleast Timebomb does damage reducing fight duration to self or selves. Poison Gas maybe alright when you know an ambush is coming but that's about it's usefulness decided for me. It is possibly the least attractive power ingame, it doesn't really make much sense in the context of the rest of its set but this time next year I could end up eating my hat on it, who knows.


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Originally Posted by Amy_Amp View Post
Quote:
Originally Posted by ArchGemini View Post
So is the standing belief that Kinetics is good as is?
Rad isn't either
They should be, but we missed them. Kinetics repel should have the end cost reduced and the cost per target removed, and EM Pulse should have its end crash removed.


 

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Originally Posted by Garent View Post
Trick Arrow
From playing TA as both a defender and controller the thing the devs have to do is make sure that any change that they make to TA for defenders doesn't unduly overpower the set as a secondary for controllers.

Trick Arrow's biggest problem is that it has a LOT of small and medium sized debuffs. In order to get an average amount of benefit from the set you need to use most of them each spawn. TA has fairly fast animations but even with that considered, to lay down Flash Arrow > Glue Arrow > PGA > Acid Arrow > Disruption Arrow > Ice Arrow takes 7.98 seconds. Once you've done that you have to reapply, PGA every 20 seconds, Acid Arrow every 20 seconds, Glue Arrow every 30 seconds, and Disruption arrow every 30 seconds.

There are 2 states the defender will find him or herself in. Teamed and solo. On fast moving teams many spawns won't last the 8 seconds it takes to layer all the every spawn debuffs, which means that much of the benefit of playing a TA defender is moot. All you will contribute is one or 2 debuffs and a couple of anemic attacks before it is time to move on. Further, when you get to the next spawn those debuffs may not even be recharged with out slotting sets that provide recharge bonuses.

Solo you have a similar problem. You have to spend too much of your time debuffing and you don't get enough time to attack. It can take you 2 - 3 minutes to solo a spawn and 25% of your animation time is going to be (re)applying debuffs.

Increasing durations (and in the case of some powers, radius) will solve the solo problem. Reducing animation times will provide the same amount of relief to both cases (I see absolutely no reason that any of the primary powers should have differing animation times. You are, after all, pulling a single arrow, of identical size, out of exactly the same place and firing for each and every power)

The problem I see with most of your suggestions is that they are "power non-sequitors" from my point of view.

Most of your proposed solutions don't really solve the set's problems nor do they really fit the theme of the set.

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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.
A more thematic solution for this problem would be to make the net bigger. A radius 10, 5 target cap for this power would be a better fit. This wouldn't over power the controller version since the majority of controller sets have an AoE immob as their tier 2 primary.

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Flash Arrow should have an additional scale 1.0 -ToHit (resistable) added, making it scale 1.5 -ToHit on most mobs, but still have the good scale 0.5 unresistable portion for AVs.
The real problem with Flash Arrow on teams is that you rarely can get it applied before the team has aggroed the next spawn. This renders the -perception part moot and provides no Alpha strike mitigation. A 30% increase on the base range of this power would make a difference as you could then potentially get it fired before the next spawn is aggroed (and you would still be out of perception range when it hits rather than in perception range with any stealth you may have supressed). This change doesn't make it any better for the controller and has no real effect on the solo game.

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Glue Arrow 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, -ToHit would be a good addition to put here (say, scale 1.5).
Again this isn't really thematic. The biggest problem with Glue arrow is that it is a targetted AoE with a 60' range. If you fire it on the mob in the front of the spawn it only has to wade through 1/2 of the power's diameter before it's free. Even at the -run speed cap 1/2 of the spawn can be out of the area of the glue before it has expired let alone before it's recharged again. This power should be changed to a non-targeted AoE so that the entire diameter of the debuff patch can be used rather than 1/2 of it. If you really want to buff it you could make it web evelope-ish and have any targets that are in the area of effect at the moment the glue hits be affected by a 10 second mag 3 immobilize. Making those 2 changes would keep the spawn in the other debuffs from TA's primary for most, if not all, of their durations.

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Ice Arrow should have its recharge reduced to 10 or 8 seconds. Leaving it at 10 seconds with same duration puts it on par with Freeze Ray in Ice Blast. Dropping it to 8 seconds puts it on par with the Controller holds (note that it doesn't deal any damage).
Not all that thematic and while it is a decent buff for the defender it's likely too much for the controller. Ice Arrow should be a scale 1 damage power in addition to it's being a hold (it is an arrow after all, and isn't that the reason there is no "healing arrow"?).

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Poison Gas Arrow should either have its sleep chance increased to 100% or its magnitude increased to 3 or some combination (mag 2 guaranteed, mag 3 with chance). It should also have a -500% Regen for 20 seconds component added. It is currently significantly weaker than Poison Gas Trap.
Changing any of the mez magnitudes and durations of any of the TA powers makes the controller version "too good" once the controller modifiers are applied.

I've never understood the logic behind sleep in PGA. Yes I get that they are standing there choking but I don't understand why hitting them suddenly makes them stop choking. The -damage component makes sense but I've always thought that PGA should be a larger radius, toxic DoT power. Making that change would improve things more for the defender version and not benefit the controller version as much.

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Acid Arrow seems good enough for its recharge and duration, but the inability to stack and need to reapply so often hamper its performance. It also needs to be thought of in context with Disruption Arrow...
I agree mostly with this. Increasing the duration for the defender while keeping the lower version for the controller would be thematic and keep the controller version from being better than the defender version. It would also have the advantage of reducing the amount of animation time a solo TA defender needs to use.

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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. Given that Acid Arrow already applies both -Defense and -Resistance, some other set of debuffs like -ToHit and -Range are acceptable. Alternatively, move Acid Arrow's -defense to here and give Acid Arrow a Benumb inverse Power Boost effect. Furthermore, Disruption Arrow has a target cap of only 10, when it should be 16. (Out there solution: Merge Acid Arrow and Disruption Arrow, completely and add in some kind of AoE buff power like “Marksman’s Aura”, a modified version of Tactics that also gives +Range)
I don't believe this needs to be done either. A slight decrease to the recharge time and slight increase to the duration coupled with making the target cap 16 is all this power really needs and again benefits the defender more than the controller (since the controller version should keep it's current recharge, duration, and target caps to compensate for having the same debuff values)

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EMP Arrow does not need the self -Recovery. The 6 minute recharge is punishing enough.
I still think this is too much. There is no reason to remove the self -Recovery since the defender "should" be benefitting from vigilence while the controller does not. I will agree that the recharge is too long and should be reduced to 4 minutes (but only for the defender version)


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Originally Posted by Garent View Post
Trick Arrow

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.
In all fairness (and good conscience) ... I have a hard time conceptualizing why these two powers should have such a wild discrepancy in effectiveness of their Debuffs. The Endurance Cost is almost certainly driven by the Animation Time discrepancy (Entangling Arrow's is shorter, hence the lower Endurance Cost), and is therefore "fair" even though it might not appear so at first blush.

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Originally Posted by Garent View Post
Flash Arrow should have an additional scale 1.0 -ToHit (resistable) added, making it scale 1.5 -ToHit on most mobs, but still have the good scale 0.5 unresistable portion for AVs.
Counter-proposal.

Leave the To-hit Debuff as is ... and add a Tanker Taunt-ish styled
  • Range -75% for 15s [Ignores Enhancements & Buffs][Effect does not stack from same Caster]
... and maintain the Does Not Aggro.

Also ... add a +14.5s Placate (mag 3) after 0.5 seconds (33% chance) (PvE and PvP)

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Originally Posted by Miladys_Knight View Post
The real problem with Flash Arrow on teams is that you rarely can get it applied before the team has aggroed the next spawn. This renders the -perception part moot and provides no Alpha strike mitigation. A 30% increase on the base range of this power would make a difference as you could then potentially get it fired before the next spawn is aggroed (and you would still be out of perception range when it hits rather than in perception range with any stealth you may have supressed). This change doesn't make it any better for the controller and has no real effect on the solo game.
What about giving Flash Arrow a "Sniper Range" of 150 ft?

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Originally Posted by Garent View Post
Glue Arrow 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, -ToHit would be a good addition to put here (say, scale 1.5).
Counter-proposal.

Increase the Recharge Debuff from 20% to 40%.

Apply an Anti-Conserve Power Debuff which makes all Powers used by affected Targets cost MORE Endurance than normal (ie. everything takes more "effort" to do). Possible balance point: amount of increase in Endurance Cost "normalized" to Recharge Debuff strength. A power that costs 10 END and recharges in 10 seconds, when debuffed costs 15 END and recharges in 15 seconds (for purposes of illustrating principle, if not proposed values).

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Originally Posted by Garent View Post
Ice Arrow should have its recharge reduced to 10 or 8 seconds. Leaving it at 10 seconds with same duration puts it on par with Freeze Ray in Ice Blast. Dropping it to 8 seconds puts it on par with the Controller holds (note that it doesn't deal any damage).
10 seconds, not 8.

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Originally Posted by Garent View Post
Poison Gas Arrow should either have its sleep chance increased to 100% or its magnitude increased to 3 or some combination (mag 2 guaranteed, mag 3 with chance). It should also have a -500% Regen for 20 seconds component added. It is currently significantly weaker than Poison Gas Trap.
Counter-proposal.

Make Poison Gas Arrow work in a manner analogous to Static Field in Electric Control via a psuedopet pulsing a Sleep Effect. Guaranteed Mag 3 Sleep only (does not self stack), no other Debuffs (ie. remove Damage Debuff). Does Not Aggro (like Flash Arrow). Conceptualize as being more of a (self-)repeating Mass Hypnosis (ala Mind Control).

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Originally Posted by Garent View Post
Acid Arrow seems good enough for its recharge and duration, but the inability to stack and need to reapply so often hamper its performance. It also needs to be thought of in context with Disruption Arrow...
The only thing Acid Arrow needs is MORE RADIUS! 8 ft Radius? REALLY?!? Try 25 ft Radius ... to match Disruption Arrow.

If a Regeneration Debuff is deemed necessary for the Trick Arrow Set, Acid Arrow is the place to put it, not Poison Gas Arrow (think about it).

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Originally Posted by Garent View Post
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. Given that Acid Arrow already applies both -Defense and -Resistance, some other set of debuffs like -ToHit and -Range are acceptable. Alternatively, move Acid Arrow's -defense to here and give Acid Arrow a Benumb inverse Power Boost effect. Furthermore, Disruption Arrow has a target cap of only 10, when it should be 16.
-30% Resistance (All) and -30% Defense (All) ... would be ... nice ... if we could get it.
Transfer Damage Debuff to Foes effect from Poison Gas Arrow to Disruption Arrow.

As for any kind of "something extra" for Disruption Arrow to make it "special" in some way ... I'd say add another power to the Pseudopet that operates like a PBAoE (around the Pseudopet) Target *Friends* "Clarity"-ish Buff on a 5s Activation cycle in a 25 ft Spherical Radius that offers:
  • -3.5 Mag Stun, Sleep, Immobilize, Held, Confused, Terrorized for 5.25s (does not stack from same caster)
  • +35% RES(Stun, Immobilize, Held, Confused, Terrorized) for 5.25s (does not stack from same caster)
  • +70% RES(Sleep) for 5.25s (does not stack from same caster)
This way Disruption Arrow "hurts" the enemy (through Resist and Defense Debuffing) ... while at the same time "disrupting" any enemy Mez Effects on you and your Team/League within the Disruption Field, freeing you to act. This would allow Disruption Arrow to be used both offensively and defensively, increasing its utility.

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Originally Posted by Garent View Post
EMP Arrow does not need the self -Recovery. The 6 minute recharge is punishing enough.
Maybe not, in the grand scheme of things ... but it *IS* thematically "appropriate" to the nature of the power (even if the Recovery Debuff isn't "useful" because it doesn't have anything to stack with). The 300 second Recharge however could be dropped to 180 ... to match that of Oil Slick Arrow (to give the set a "reliable" native ignition source).


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Posted

RE: -recovery on EMP Arrow and EM Pulse.

In all honesty I think a single blue pretty much takes care of the end issue and that's based on SOs. Nukes are far more annoying to deal with.


 

Posted

Quote:
Originally Posted by Redlynne View Post
Counter-proposal.

Leave the To-hit Debuff as is ... and add a Tanker Taunt-ish styled
  • Range -75% for 15s [Ignores Enhancements & Buffs][Effect does not stack from same Caster]
... and maintain the Does Not Aggro.

Also ... add a +14.5s Placate (mag 3) after 0.5 seconds (33% chance) (PvE and PvP)
That's an interesting idea, and one I like.



Quote:
Increase the Recharge Debuff from 20% to 40%.

Apply an Anti-Conserve Power Debuff which makes all Powers used by affected Targets cost MORE Endurance than normal (ie. everything takes more "effort" to do). Possible balance point: amount of increase in Endurance Cost "normalized" to Recharge Debuff strength. A power that costs 10 END and recharges in 10 seconds, when debuffed costs 15 END and recharges in 15 seconds (for purposes of illustrating principle, if not proposed values).
Also an interesting alternate solution. I've always liked the idea of applying -Enhancement(Endurance Reduction) effects as an alternative/supplement to endurance draining (I think ArcanaVille came up with it first, way back when). My only issue with it is that it takes a long time to have a noticeable impact, and part of the problem Trick Arrow has is that it moves slowly to layer its debuffs.


Quote:
Make Poison Gas Arrow work in a manner analogous to Static Field in Electric Control via a psuedopet pulsing a Sleep Effect. Guaranteed Mag 3 Sleep only (does not self stack), no other Debuffs (ie. remove Damage Debuff). Does Not Aggro (like Flash Arrow). Conceptualize as being more of a (self-)repeating Mass Hypnosis (ala Mind Control).
While I personally think that's a good idea, it might be considered too much a control power. Leaving it similar to Poison Gas Trap is probably for the best.

Quote:
The only thing Acid Arrow needs is MORE RADIUS! 8 ft Radius? REALLY?!? Try 25 ft Radius ... to match Disruption Arrow.
I can't believe I forgot about the radius on this power. It really is horrid, and a huge hit against the set.

Quote:
Maybe not, in the grand scheme of things ... but it *IS* thematically "appropriate" to the nature of the power (even if the Recovery Debuff isn't "useful" because it doesn't have anything to stack with). The 300 second Recharge however could be dropped to 180 ... to match that of Oil Slick Arrow (to give the set a "reliable" native ignition source).
We're talking about the self -recovery, not the endurance drain on the target. And we won't get this power's recharge dropped, not when control aoe holds are 180 seconds.


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Posted

Quote:
Originally Posted by Garent View Post
They should be, but we missed them. Kinetics repel should have the end cost reduced and the cost per target removed, and EM Pulse should have its end crash removed.
I was loathe to touch Kinetics and Rad, because they're already such strong performers that entire FotMs and SuperTeams are built around them. I didn't think it was pragmatic to put them on the list... I originally didn't have Storm or Dark, either, for similar reasons, but they got put in for completeness' sake. We should add in Kin and Rad as well, just to have a complete list.


Global @Diellan - 5M2M
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Posted

Quote:
Originally Posted by Redlynne View Post

What about giving Flash Arrow a "Sniper Range" of 150 ft?
Most sniper ranged powers get a longish interrupt and a longer animation. This would defeat the purpose....


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Posted

Quote:
Originally Posted by Miladys_Knight View Post
Most sniper ranged powers get a longish interrupt and a longer animation. This would defeat the purpose....
Most (true) Sniper powers also do damage ... unlike Flash Arrow ...


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Posted

IMO where TA really sinks is the cast time to put all those arrows out there. In the time it takes to do that, a Cold has dropped Sleet once (and still outperformed you).

Someone a long time ago suggested making Disruption Arrow an invincible but attackable pet with a Taunt aura. I really like that suggestion.


 

Posted

Quote:
Originally Posted by Garent View Post
Empathy

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, O2 Boost, 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.
The original Post was thoughtfull and put together well.
I hope that the developers consider these suggestions.

My experience with Empathy in particular makes me willing to throw in my 2 pennies on these suggestions.

The suggestion for resurrection is very interesting and I like it. However, it doesnt do very much to help strengthen Empathy in the solo game, nor improve (a.k.a reduce) the amount of time spent rotating buffs).

Clear Mind is definitely a case for improving Empathy. The argument regarding stacking status protection for certain AV fights has been used alot, and personally, this is more of an argument to change said AV rather than CM. What would be more helpful for Empathy is to grant the set the same benefit that FF and Sonic currently have, which is self status protection. Change Clear Mind to a PBAoE power which affects the caster and all within a certain radius. Bump the cost and recharge somewhat, and Empathy is fixed IMHO.

Although I like the idea of reducing the recharge on Recovery Aura, I would like to see BOTH auras dropped down to 360sec. If that meant that their effectiveness also was lowered, so be it. Being able to make them Perma SHOULD be possible. The original recharge when the game launched was shorter, and it was changed way back then because of how this could be abused with 6-slotted recharge and multiple empaths. So make it Not-Stackable with itself or other empaths, but allow it to be perma (at 200% recharge or more). But again, if these Auras were left alone and CM was made a PBAoE which affected the Empath, I would consider the set balanced for solo and team play.

***Another option suggested by someone else in the past would be the following***
Leave CM as is, reduce the recharge on both auras to 360sec, but make them both "unstackable", and finally, add certain status protections and/or debuff resistances to the auras, so that the caster and his allies get additional mezz protections. This would involve the least impact on the cottage rule.

Recovery Aura could grant protection from any of the following; Slow, Endurance Drain, Sleep, Hold, Confuse etc...
Regen Aura could grant any of the following; Stun, Knockback, Regen Debuff, Resist Debuff, Defense Debuff, Fear, etc...

Great work Garent and Diellan !


 

Posted

Quote:
Originally Posted by Miladys_Knight View Post
Not all that thematic and while it is a decent buff for the defender it's likely too much for the controller. Ice Arrow should be a scale 1 damage power in addition to it's being a hold (it is an arrow after all, and isn't that the reason there is no "healing arrow"?).
I don't really understand what you mean by "thematic", Miladys Knight. I don't think that Trick Arrow's theme is "too long of a recharge".


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Posted

Quote:
Originally Posted by Redlynne View Post
Leave the To-hit Debuff as is ... and add a Tanker Taunt-ish styled
  • Range -75% for 15s [Ignores Enhancements & Buffs][Effect does not stack from same Caster]
... and maintain the Does Not Aggro.
Ah! Great idea. Years ago, -range occured to me (or someone else mentioned it and I stole it) but I didn't recall it during our brainstorming. Thanks for the feedback on TA from you and other people. I gave out the call for help in improving that area and you guys did not disappoint.

Quote:
Originally Posted by WarMage View Post
Change Clear Mind to a PBAoE power which affects the caster and all within a certain radius. Bump the cost and recharge somewhat, and Empathy is fixed IMHO.

Although I like the idea of reducing the recharge on Recovery Aura, I would like to see BOTH auras dropped down to 360sec.
(above post clipped)

I completely agree with you that empathy should have status protection of some kind. It's an (almost) completely reactive set that needs to be unmezzed and capable when things go bad. However, we had to limit ourselves to things we knew the devs at least had a chance of accepting. Black scorpion recently said that he doesn't think that the single target mez protection powers should be given AoE power. Not something I agree with, but that's the end of the debate right there.

As for regeneration aura, it's actually an EXTREMELY powerful buff. It's pretty much instant healing, except it doesn't have reduced power from healing enhancements like instant healing does. I'm sure a lot of people would like to have it be a less powerful, but perma, buff, but the developers are really mindful of removing functionality that players are used to, and I think a lot of people would miss the ability to have god-mode regeneration aura for a small amount of time.