Defender Primary Balance Suggestion
I think one of the most annoying things is that Trick Arrow has been buffed several times (reduced animation times, I think minimally reduced recharges, though it's still right at the bottom of the list. And this is from someone with 2 level 50 TAs and a level 40+ TA.
Global @Diellan - 5M2M
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Yeah i meant tornado :P i think it was late when i posted that. But thats the only thing that bothers my when using storm with a set without a -KB like illusion :/ then i cant really use it at all
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If they replaced KB with KU it would go from "pretty good situational power" to "max out recharge and put it on auto".
Maybe they could stay with 100% chance of KU and change KB to only 75% or even 50%, that might keep it somewhat balanced.
I'd love it if tornado was knockup. But I don't think I can convince developers that such a buff is necessary and wouldn't increase the set's performance noticably.
Somebody else already linked that. It has a lot of good ideas, but a lot of it falls out of the scope of the rules we put for ourselves. Honestly, I'd rather Poison gets revamped in the way it says in that thread, more than it getting some basic buffs like we're suggesting.
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So it turns out that I21 is going to have Poison buffs in it, including making the two main ST debuffs into partial AoEs. I'd really like to say we had an effect on this, but... oh well. Mission sort of accomplished anyway?
Global @Diellan - 5M2M
Mids' Hero/Villain Designer Lead
Virtue Server
Redside: Lorenzo Mondavi
Blueside: Alex Rabinovich
Got a Mids suggestion? Want to report a Mids bug?
I'd love it if tornado was knockup. But I don't think I can convince developers that such a buff is necessary and wouldn't increase the set's performance noticably.
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Tornado should be Knockup. Such a buff is necessary and will not noticeably increase the performance of the Storm Summoning Powerset.
Honest.
I think one of the most annoying things is that Trick Arrow has been buffed several times (reduced animation times, I think minimally reduced recharges, though it's still right at the bottom of the list. And this is from someone with 2 level 50 TAs and a level 40+ TA.
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The difference is magnified after a few powers are stacked up on the enemies. After three "actions" or so, a Rad, Dark, or Stormy has done all kinds of hurt to a room full of baddies -- it's not just that three things have been debuffed, but that practically everything has gone wrong for the bad guys. Whereas a Trick Arrow Defender has, in fact, debuffed three things and three things only, essentially.
Fixing that falls afoul of the "cottage rule," so it's unlikely to happen. And in the meantime, unless they make the individual Trick Arrow debuffs grossly huge to make up for being single-aspect, like, say, -100% res for Disruption Arrow (5 times its current value), it's still going to be behind the curve, because on teams, enemies typically don't last long enough for lots and lots of different debuff powers to be cast on them one at a time. And solo, Trick Arrow lacks a strong -to hit debuff, so it won't be able to stand around tossing debuffs at large groups all day.
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Given all the hand wringing in this thread about Trick Arrow, I'm honestly a bit surprised that no one's mentioned what seems the most obvious change to Disruption Arrow — and it's already in game.
From level 40 on, Longbow Nullifiers get as part of their "Disruption Grenade" a power called "Sonic Concussion," a 30% chance to apply a mag 2 hold in a 5 foot radius. Why not fold that into Disruption Arrow? That would give a means to mitigate incoming alphas, while not being massively over the top in terms of buffing. Yes, it would benefit controllers more, but at a mere 30% chance, it's hardly a guaranteed lockdown, and if it risks becoming OP due to sets or enhancement, then they can simply make the power not accept hold sets, or not accept hold enhancements.
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I think that a 30% chance to stun minions borders on unnoticable. It'll take a lot more than that for a power to give significant damage mitigation.
Hey guys. Few weeks back Diellan PMed Synapse and Black Scorpion with this thread. Synapse gave a pretty positive sounding PM back at the time. I talked with Synapse a bit more yesterday and got some feedback from him about how future posts can be more useful to him as a developer (Diellan and I are thinking that we'll do blast sets next).
So this thread is mostly done. Obviously we don't expect every suggestion here to go through, but we're hoping the major things like poison's strength and sonic's end usage are addressed.
Thanks to the people who contributed ideas to the thread, and even those who just contributed to the discussion. Hope to see you all when the next balance suggestion post goes up.
Now if he can look at Sonic and Trick Arrow...
Global @Diellan - 5M2M
Mids' Hero/Villain Designer Lead
Virtue Server
Redside: Lorenzo Mondavi
Blueside: Alex Rabinovich
Got a Mids suggestion? Want to report a Mids bug?
My concern lies with the sonic primary. I love sonic. My first toon and main since then was/is a sonic/sonic defender. I love the play style and power behind the toon, but I would have to agree that it really needs help.The powers numbers seem slightly to low and I think if they were increased just a wee bit that it would make up for the other lacking points. ( no sleep protection/ psi resistance) Switching clarity with sonic repulsion. Clarity is much more useful in a general basis where as sonic repulsion is very situational and honestly...the few sonic defender i've seen never have that ability anyway. (in my few years of player her, I've never respeced in or out of the power) Upping the numbers of the shields would be decently fine for me and I know not every set can have it all, but adding a little more self resistance wouldn't hurt. I mean honestly, I'd say defenders are probably the most diverse class thus far comparabily and unlike others sets, people ALWAYS check what kind of defender is on there team because it's always a different kind and they all bring something different to the team. You see what defenses you have to work with and then adapt your play style ( if adaptable) to maximize the team. Maybe giving sonic more self resistance could make them be known as the "sturdier" defender. With thermal going to hit defenders in the next update, no one will want to play sonic because thermal is like quasi empath/sonics and especially the way things are heading, game wise, with keyes and other things where heals become more nessesary then ever before, I'd defiantly give it some serious thought.
Only read the first page because i dont have time to read all of it right now BUT
I would like to suggest 1 change to storm summoning: Change the KB to KU, like water spout, so that sets without -KB can still use this power
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