New Def/Corr/Controllers?
I feel the timing was very good with this buff to buffers (heh) coinciding with the Keyes Island trial, where it's definitely needed. My first ever character was an Nrg/Kin Corruptor that I played to 42 (or was it 43?) and then retired... I've been considering dusting him off, but haven't gotten to it yet.
FF definitely seems to be the real winner with this change- I'm even toying with the idea of making one.
Time Manip I admit.. I WANTZ IT NAO!!! (might be the fact that I'm a rabid Whovian and anything time related I love) But my 1st love is still Thermal. I was running through the arcs in Imperial City last night and happened accross a small group- 4 players, 1 being a bot MM. I dropped into the middle of the group.. hit 2 buttons and Viola! everything shielded! I LOVED it! Now if only Thermal would get ported to Defenders so I can make a thermal/Fire Blast Defender!! (Better living through Immolation!! muhahaha.. sorry, got carried away) |
"Men strunt �r strunt och snus �r snus
om ock i gyllne dosor.
Och rosor i ett sprucket krus
�r st�ndigt alltid rosor."
The resurgence is already here. The change has gotten ME playing a buffing class for fun, and I never thought that would happen.
A friend used PBU+ Force Field bubbles on my MM on day 1 and gave us all 40% defense across the board. I want to be that cool, so I've been playing my Cold Defender. |
Wasn't sure by your post if you're planning on taking it, but I felt it best to warn ya'.
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...As long as you take the right ancillary pool. That's not sound balance.
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While I would leave Power Boost's effect on FF alone, I will admit it's a bit problematic. I think PB should affect the shields as it always has, but I could concede that a smaller portion made PB-able (or offer a lower +defense buff in PB itself). However, I don't think Power Boost is the root of the problem.
Really, I feel the greater offender hear is the AoE buffs. Prior to this change, PB'ed shields will limited by the recharge on PB. If you were attentive and built your character for recharge it was possible to keep the team under such strong buffs. However, it was tedious. It meant bubbling in shifts, usually of two teammates at a time. It was also impossible to keep 24 players always under the effects of PB'ed FF's. To me that's a more offensive balance problem than an 8-man team being softcapped even though I enjoy the new AoE ally shields.
Frankly, there should be some balancing done to these powers. They're substantially better than before due in one part to the buff but also to the new teaming environment that excedes 8 allies. One proposition is to adjust the endurance cost in a fashion similar to the way Repulsion Field works, for each target affected it cost an additional tick of endurance. Shielding an entire league should probably tank your endurance.
Or the radial branch from Clarion Destiny which offers +special.
While I would leave Power Boost's effect on FF alone, I will admit it's a bit problematic. I think PB should affect the shields as it always has, but I could concede that a smaller portion made PB-able (or offer a lower +defense buff in PB itself). However, I don't think Power Boost is the root of the problem. Really, I feel the greater offender hear is the AoE buffs. Prior to this change, PB'ed shields will limited by the recharge on PB. If you were attentive and built your character for recharge it was possible to keep the team under such strong buffs. However, it was tedious. It meant bubbling in shifts, usually of two teammates at a time. It was also impossible to keep 24 players always under the effects of PB'ed FF's. To me that's a more offensive balance problem than an 8-man team being softcapped even though I enjoy the new AoE ally shields. Frankly, there should be some balancing done to these powers. They're substantially better than before due in one part to the buff but also to the new teaming environment that excedes 8 allies. One proposition is to adjust the endurance cost in a fashion similar to the way Repulsion Field works, for each target affected it cost an additional tick of endurance. Shielding an entire league should probably tank your endurance. |
If power boosted force fields aren't a problem they aren't a problem, and if they are a problem they are a problem, the size of the team is irrelevant because the league content has egregiously superior chance to hit to normal content. If the developers deem that it is a problem, that specific power interaction can be adjusted without making it suck to play force fields again.
@Draeth Darkstar
Virtue [Heroes, Roleplay], Freedom [Villains], Exalted [All Sides, Roleplay]
I24 Proc Chance = (Enhanced Recharge + Activation Time) * (Current PPM * 1.25) / 60*(1 + .75*(.15*Radius - 0.011*Radius*(360-Arc)/30)) Single Target Radius = 0. AoE Non-Cone Arc = 360.
Or we could, just, yanno, not go back and make the game frustrating to play as a buffer again.
If power boosted force fields aren't a problem they aren't a problem, and if they are a problem they are a problem, the size of the team is irrelevant because the league content has egregiously superior chance to hit to normal content. If the developers deem that it is a problem, that specific power interaction can be adjusted without making it suck to play force fields again. |
Of course, I don't feel Fortitude should be made an AoE, but it illustrates the point, I believe, that the strength of a buff and the number of allies it can affect are both relevant matters. It was a tedious matter to buff an entire league, but as I said, it was impossible to buff them with the superior effects of Power Boost. PB'ed ally shields came with an opportunity cost, deciding one teammate needed the extra def meant another would miss out.
Note the AoE buff change doesn't offer only convenience, it also offers a substantial endurance discount with each additional ally buffed. You're now using half the endurance to buff two allies, a third for three, etc. Those endurance costs should be changed and a cost per ally affected seems to be the most equitable way to do it. Even a cost of 2.5 endurance per ally would be a discount from the previous cost of buffing a team of 8, but enough to drain most of the blue bar when buffing a league. That's all. We can keep the one (or two) click buffing, reducing the tedium of buffing, without giving away buffs for free.
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The buffs they changed (well, other than Increase Density, which just needed a buff anyway) were all buffs that were meant to be kept on the whole team all the time. Fortitude is not such a buff.
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And while, yes, ally shields were meant to be maintainable on teams at all times, they were not reasonably maintainable on leagues (including pets). That's the trouble here. Team balance hasn't been dramatically altered, but league play has.
As Agge mentioned, Fortitude was a ridiculous example to use because of its role as a single target exclusive buff as opposed to a full team up time buff. You twisted my words to mean something they clearly did not and that is an unfortunate tactic to take in a debate.
So, rather than even bother with any kind of back-and-forth about this, I'll just reiterate my point: If the developers feel that Power Boosted Force Fields are too powerful, they will change that interaction directly. I personally do not and have not even noticed a marked performance increase in Leagues that I could attribute to better defense - most league members are still being hit as often as not because there are such magnitudes of defense debuffs available to league mobs. Frankly speaking, Force Fields is something of a relic of a set anymore anyway and I don't see any reason to invalidate the one and only advantage it brings to the table over Cold, which has several amazing debuffs available to it as well as Frostwork.
As for scaling endurance costs - why? What purpose does it serve? Consider that when you're talking about game design. Is this a valid opportunity-cost issue or is it really just going to make something that shouldn't be a prominent element of gameplay stand out more, by being more time consuming to recover from and thus more frustrating once again?
The answer to that question is the latter. The buffs will still be cast, it only serves to make the buffer's gameplay worse by blowing their entire endurance bar because they're on a league. Heals are not scaled in cost per target. Attacks are not scaled in cost per target. Controls are not scaled in cost per target. Buffs should be no different. The developers finally, just realized that increasing the endurance costs of the Mastermind upgrades was a mistake. You're really barking up the wrong tree.
@Draeth Darkstar
Virtue [Heroes, Roleplay], Freedom [Villains], Exalted [All Sides, Roleplay]
I24 Proc Chance = (Enhanced Recharge + Activation Time) * (Current PPM * 1.25) / 60*(1 + .75*(.15*Radius - 0.011*Radius*(360-Arc)/30)) Single Target Radius = 0. AoE Non-Cone Arc = 360.
Heals are not scaled in cost per target. Attacks are not scaled in cost per target. Controls are not scaled in cost per target. Buffs should be no different. The developers finally, just realized that increasing the endurance costs of the Mastermind upgrades was a mistake. You're really barking up the wrong tree.
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I do think altering Power Boost (and Power Build Up) and/or its interaction with shields is a much more efficient way of dealing with the problem, however.
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@Draeth Darkstar
Virtue [Heroes, Roleplay], Freedom [Villains], Exalted [All Sides, Roleplay]
I24 Proc Chance = (Enhanced Recharge + Activation Time) * (Current PPM * 1.25) / 60*(1 + .75*(.15*Radius - 0.011*Radius*(360-Arc)/30)) Single Target Radius = 0. AoE Non-Cone Arc = 360.
As Agge mentioned, Fortitude was a ridiculous example to use because of its role as a single target exclusive buff as opposed to a full team up time buff. You twisted my words to mean something they clearly did not and that is an unfortunate tactic to take in a debate.
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...the size of the team is irrelevant because the league content has egregiously superior chance to hit to normal content. |
So, rather than even bother with any kind of back-and-forth about this, I'll just reiterate my point: If the developers feel that Power Boosted Force Fields are too powerful, they will change that interaction directly. I personally do not and have not even noticed a marked performance increase in Leagues that I could attribute to better defense - most league members are still being hit as often as not because there are such magnitudes of defense debuffs available to league mobs. Frankly speaking, Force Fields is something of a relic of a set anymore anyway and I don't see any reason to invalidate the one and only advantage it brings to the table over Cold, which has several amazing debuffs available to it as well as Frostwork. |
As for scaling endurance costs - why? What purpose does it serve? Consider that when you're talking about game design. Is this a valid opportunity-cost issue or is it really just going to make something that shouldn't be a prominent element of gameplay stand out more, by being more time consuming to recover from and thus more frustrating once again? The answer to that question is the latter. The buffs will still be cast, it only serves to make the buffer's gameplay worse by blowing their entire endurance bar because they're on a league. |
There needs to be, in my opinion, something there to make the player consider how they're buffing. Considering endurance is a penalty that can be quickly recovered with a few inspirations, it's a mild step back. In fact, it would put endurance usage on a standard team back where it used to be. As is stands now there are already some discussing the irrelevance of endurance slotting in the ally shields here.
Heals are not scaled in cost per target. Attacks are not scaled in cost per target. Controls are not scaled in cost per target. Buffs should be no different. The developers finally, just realized that increasing the endurance costs of the Mastermind upgrades was a mistake. You're really barking up the wrong tree. |
I feel the developers have overshot with their implementation of AoE buffs, something they're generally cautious to avoid. However, I fully anticipate that some change will come down the line.
It was the king of defense before the change. It's still the red headed step child of end game content for support sets.
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I really think this will help me push my Sonic/Sonic Corr up to 50 for Trial content- they can always uses his shields.
"Well, there's going to be some light music and a short note of apology saying, 'The universe ended last week, we're really sorry, we don't know what you're doing here, didn't you get the message?'"- Steve Moffat
However, as we see with ice shields, it's entirely possible to flag powers to be unaffected by Power Boost. Personally, I'm glad they didn't. People complain that FF is lacking and should be king of defense buffs. Well, now it is.
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I wouldn't be surprised to see the Devs give Force Field a "buff" in the form of adding some extra resistance to the shields (S/L on the first, F/C/E/N on the second) and flag them as being unaffected by buffs and debuffs.
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Well, I already have both Barrier and Rebirth started up on my forcefielder, might as well get Clarion, too.
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Not to make it unaffected by Power Boost specifically. The Ice Shield powers are tagged to not be affected by any buff or debuff (so Weaken and Benumb doesn't change them, either), as is the standard for any power that buffs or debuffs Resistance (this is because Resist and Damage are the same modifier, so if they didn't flag it, then your damage buffs would act as resistance enhancement in that power). The imbalance here, as noted previously in the Defenders Issues thread, is that this means that none of the shield powers are affected by Power Boost except for Force Field, because they all have some kind of resist component, somewhere.
I wouldn't be surprised to see the Devs give Force Field a "buff" in the form of adding some extra resistance to the shields (S/L on the first, F/C/E/N on the second) and flag them as being unaffected by buffs and debuffs. |
At any rate, considering this issue a bit more, I ponder if the following was possible: insulation/deflection shields casting two effects, a PB-able one on the target alone and a nearly identical but un-PB-able AoE centered on the target. This thought was spurred by Increased Density granting mez protection only to the target but resistance to allies in the area. This would allow FF to retain the advantage of having Power Boost for select targets.
Actually, Deflection Shield already has a 40% resistance buff against toxic damage. Insulation Shield also has resistance to endurance drain, though I'm not sure that mechanic falls in line with how resistance/damage works. Scorpion Shield also has toxic resist and, if I recall correctly, is affected by Power Boost. Again, I don't know the mechanical reason that toxic is exempted from the PB exclusion.
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And the Sonic and Thermal shields would still be out on a limb.
Global @Diellan - 5M2M
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Redside: Lorenzo Mondavi
Blueside: Alex Rabinovich
Got a Mids suggestion? Want to report a Mids bug?
The reason there is that they flagged the Toxic Resist effect to ignore both buffs and enhancements. The Devs can either flag a power to ignore buffs (in which case enhancements still work), or they can flag an effect of a power to ignore both. So while they could change the Cold Shields to be buffable with Power Boost, you'd no longer be able to enhance the resistance portion.
And the Sonic and Thermal shields would still be out on a limb. |
Allow my to clarify my response to this:
I wouldn't be surprised to see the Devs give Force Field a "buff" in the form of adding some extra resistance to the shields (S/L on the first, F/C/E/N on the second) and flag them as being unaffected by buffs and debuffs. |
However, I do feel the ability to give 24 allies Power Boosted shields with a nominal endurance cost is overpowered. My suggestions have been directed at correcting this corner case.
I haven't dusted any off, because I don't have any above level 20.
I might actually play some buffing characters now though.
Constantly having to reapply buffs was a huge fun-killer for me.
Originally Posted by Dechs Kaison See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately. |
This.
Although I must say it's easier on large teams with lots of buffs applied to characters than keeping track in the strings of icons.
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