Super Reflex Numbers
Checking the patch notes indicates that it's supposed to only grant positional defense. It's probably working as intended, though I think the intentions are... insufficient.
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I know there's a precedent for this since Parry gives just Melee positional defense. But I think this is different for a couple of reasons.
First, although I haven't use the sword sets to any great degree, IIRC, the melee defense is Parry does stack with repeat applications, so it's a least conceivable that a typed defense character could get a fair amount of melee defense under some circumstances. The defense buff from Storm Kick does NOT stack on itself, so the only buff you're going to get is the 10%.
Second, the Parry buff is for one position and the Storm Kick buff is for all positions. That combined with the fact that it's non-stacking makes it hugely more advantageous for sets with positional def compared to those with typed defense since positional defense builds will have access to a constant 10% defense buff that stacks with their other defense powers. Having an additional 10% positional melee defense that does not stack with your typed defense is a lot less useful.
That seems very inequitable to me, and it's made even more so by the fact that if you're getting a fair proportion of your defense from sets you'll be better off than if you have a set like Ice, since you won't have as many 1/2 scale positional defense boosts that you get from set bonuses.
Don't get me wrong, it's a nice buff even for typed defense, but IMO it needs to be rethought to address the inequities in benefit between positional and melee defense sets.
My Characters
Knight Court--A CoH Story Complete 2/3/2012
Parry adds +lethal/+melee defense per successful attack. Same with Divine Avalanche.
Throwing darts at the board to see if something sticks.....
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Originally Posted by PapaSlade
Rangle's right....this is fun.
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That's one way to put it.
I know there's a precedent for this since Parry gives just Melee positional defense. But I think this is different for a couple of reasons. First, although I haven't use the sword sets to any great degree, IIRC, the melee defense is Parry does stack with repeat applications, so it's a least conceivable that a typed defense character could get a fair amount of melee defense under some circumstances. The defense buff from Storm Kick does NOT stack on itself, so the only buff you're going to get is the 10%. Second, the Parry buff is for one position and the Storm Kick buff is for all positions. That combined with the fact that it's non-stacking makes it hugely more advantageous for sets with positional def compared to those with typed defense since positional defense builds will have access to a constant 10% defense buff that stacks with their other defense powers. Having an additional 10% positional melee defense that does not stack with your typed defense is a lot less useful. That seems very inequitable to me, and it's made even more so by the fact that if you're getting a fair proportion of your defense from sets you'll be better off than if you have a set like Ice, since you won't have as many 1/2 scale positional defense boosts that you get from set bonuses. Don't get me wrong, it's a nice buff even for typed defense, but IMO it needs to be rethought to address the inequities in benefit between positional and melee defense sets. |
I can already imagine DA/MA builds softcapped to all positions.
Mains (Freedom) @Auroxis
Auroxis - Emp/Rad/Power Defender Pylon Video Soloing an AV
Pelvic Thunder - SS/Elec/Mu Brute
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My Characters
Knight Court--A CoH Story Complete 2/3/2012
With the exception of WP, the typed defense powersets all have a weakness to psi which the positional defense helps cover, and they(Inv,Stone,Ice) also have very few problems in reaching the S/L/N/E/F/C softcap with IO's.
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As for the resistance based powersets, they build for typed defenses simply because it is easier(in terms of slots), and this MA change gives a very nice option to build for positional defenses, evening the playing field. |
But I have a hard time believing that the the intended goal of this change was to encourage players with resistance based sets to slot for positional defense for two reasons: For one, why would the devs care whether players slot for positional or typed defense? It's not like it's somehow game-breaking for players to prefer typed defense.
Secondly, if that's the reason behind it, there's a significant UNintended consequence; it benefits positional defense sets much much more than typed defense sets.
For example, I have a Shield character that's sitting at around 47% defense to all positions. At 57% defense, this change will put her near the incarnate soft-cap pretty much constantly for all positions. It would be trivially easy for a SR/MA tanker to reach 60% defense to all positions.
On my Ice tank, the MA defense buff would yield no benefit whatsoever for S/L/E/NE defense--the types that comprise about 75% of the game's content--because adding the 10% is less than the typed defense she has already for those types. The way she's currently slotted, the 10% positional buff will increase her protection from F/C/Psi and Toxic to around 30%; nice, but not even *close* to the benefit my Shield tank gets from this change.
Instead of 10% positional defense, I'd like to see it give a smaller amount of defense--5% for instance--to S/L/E/NE/F/C as well as all positions. It would be a helpful buff, but not game changing, and positional defense would maintain its advantage as the defense category that covers Psi and Toxic when typed defense typically does not.
My Characters
Knight Court--A CoH Story Complete 2/3/2012
Though undoubtedly true, I don't see how it's relevant. Positional defense based tanker primaries have just as few, if not fewer issues reaching the soft-cap for all positions.
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Hmm, I was under the impression that the easier-to-slot aspect of typed defense was a trade-off for a) the inherent weakness to Toxic, and b) the fact that you have to slot for four separate defense categories--S/L, E/NE, F/C and Psi--to approach the coverage of positional defense. To give MA players such a huge incentive to slot for positional defense seems like a lot more than evening the playing field. |
But I have a hard time believing that the the intended goal of this change was to encourage players with resistance based sets to slot for positional defense for two reasons: For one, why would the devs care whether players slot for positional or typed defense? It's not like it's somehow game-breaking for players to prefer typed defense. |
Secondly, if that's the reason behind it, there's a significant UNintended consequence; it benefits positional defense sets much much more than typed defense sets. For example, I have a Shield character that's sitting at around 47% defense to all positions. At 57% defense, this change will put her near the incarnate soft-cap pretty much constantly for all positions. It would be trivially easy for a SR/MA tanker to reach 60% defense to all positions. On my Ice tank, the MA defense buff would yield no benefit whatsoever for S/L/E/NE defense--the types that comprise about 75% of the game's content--because adding the 10% is less than the typed defense she has already for those types. The way she's currently slotted, the 10% positional buff will increase her protection from F/C/Psi and Toxic to around 30%; nice, but not even *close* to the benefit my Shield tank gets from this change. Instead of 10% positional defense, I'd like to see it give a smaller amount of defense--5% for instance--to S/L/E/NE/F/C as well as all positions. It would be a helpful buff, but not game changing, and positional defense would maintain its advantage as the defense category that covers Psi and Toxic when typed defense typically does not. |
Mains (Freedom) @Auroxis
Auroxis - Emp/Rad/Power Defender Pylon Video Soloing an AV
Pelvic Thunder - SS/Elec/Mu Brute
Sorajin - Elec/Nin Stalker
Neuropain - Sonic/Mental/Elec Blaster
I think SRs should test their builds farming Shadow minions or KoA at the +4x8. This is where I think real problems will exist other than heavy/constant 80ft range and less AV hits. Jade Spider could be a bit of a XD too. But other than that I don't see much to fear.
He will honor his words; he will definitely carry out his actions. What he promises he will fulfill. He does not care about his bodily self, putting his life and death aside to come forward for another's troubled besiegement. He does not boast about his ability, or shamelessly extol his own virtues. - Sima Qian.
Both Typed and Positional defense based tankers can reach the softcap without sacrificing too much, and they both need to do so without the assistance of MA. If you jump into a spawn and your SK misses, what do you fall back on? building for defense will still be needed for defense based sets either way, so my point is that whether it caters to typed or positional primaries more isn't really relevant at the IO level.
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If you want to cover for the most common damage types, S/L, you just have to slot for S/L defense. If you want to cover for the next most common damage types, you have to slot for E/N defense. That's 2 instead of 3 to gain complete coverage for the most common damage types, or 1 instead of 3(which is the most popular). Note that while there are builds which softcap themselves to 4 damage types(and the rest gets covered by resists), there are none which even come close to softcapping themselves to all 3 positions. |
I'm not pretending to understand the devs way of thinking, I'm just making sense of their decisions in what way I can. Your Ice tank can incarnate softcap with saturated Energy Absorption, and so can your Inv tank with saturated Invincibility. Does your SD have an equivalent tool in its disposal? |
Bottom line, I haven't seen any evidence that suggests that the devs consider positional defense to be lacking compared to typed defense, and without that, the argument that the MA change is designed to address it is unconvincing.
It's certainly not the common perception among players from what I've seen. IME, Positional defense is typically seen as better because it offers more complete coverage, an advantage at least somewhat offset by the lower cost of soft-capping the most common types.
Even if you're right and the Storm Kick defense buff is somehow designed to give positional def a needed boost, it strikes me as a remarkably ineffective one, since it will only be of assistance to players of one secondary of one AT.
My Characters
Knight Court--A CoH Story Complete 2/3/2012
The additional advantage for positional defense sets is even more stark at the pre-IO level; my SR/MA can have 28% defense at level 3, my Ice tank will have around 18% S/L defense and 10% positional defense. That's a huge difference in survivability.
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Yes, and the tradeoff for covering the most common types at a lower cost in slots and enhancements is significant holes in coverage. Seems fair to me. |
How does first statement gibe with the second one? Aren't you assuming that the devs are factoring in satured Invinc and EA and therefore perceiving positional def to be at a significant disadvantage? If not, why bother mentioning it? Bottom line, I haven't seen any evidence that suggests that the devs consider positional defense to be lacking compared to typed defense, and without that, the argument that the MA change is designed to address it is unconvincing. |
It's certainly not the common perception among players from what I've seen. IME, Positional defense is typically seen as better because it offers more complete coverage, an advantage at least somewhat offset by the lower cost of soft-capping the most common types. |
Even if you're right and the Storm Kick defense buff is somehow designed to give positional def a needed boost, it strikes me as a remarkably ineffective one, since it will only be of assistance to players of one secondary of one AT. |
Mains (Freedom) @Auroxis
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Pelvic Thunder - SS/Elec/Mu Brute
Sorajin - Elec/Nin Stalker
Neuropain - Sonic/Mental/Elec Blaster
Your Ice tank will have Hoarfrost, Chilling Embrace, and a damage aura at the low levels to make up for that. And then at level 26 you get Energy Absorption to close the gap. It's not that big of a difference. Besides, some sets have better synergy with others, so while you can get close to the softcap earlier the Ice tanker can pick KM to stack -damage.
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Purely anecdotally, I've played almost all the tanker primaries at low levels, and none of them has had as easy a time as the SR/MA tank sitting in Beta. Having 28% melee and ranged defense before level 10 makes much, much more difference than Hoarfrost or any of the other things you mentioned. Have *you* tried it?
Heck, I think players with positional defense characters other than MA should be ticked off that one secondary gets this huge boost and they don't.
I'd be a hypocrite to argue otherwise as my main tank(elec) sits at 32.5% positionals, but I'll just say that S/L is stupidly common IME and the holes aren't as significant. I'm not assuming anything about what the devs think, I'm simply stating what's logical to me about their decision. Instead of focusing on what the devs may or may not think, what do YOU think? Is it ok for Inv and Ice tankers to have incarnate softcapping tools, while SD does not have that option? |
The problem with going down that road is then you have to start asking why resistance set Y doesn't have a tool defense set Z has. If there is indeed a systemic problem with positional defense sets that needs to be addressed, it should be addressed systemically, not by giving what I consider to be an unbalancing boost to one secondary.
Strange, my experience is quite the opposite. People prefer to softcap themselves to S/L/E/N instead of going for 32.5% positionals. |
But that's design choice that players make based on defense effectiveness in that particular situation, and does not in any way prove that positional defense is somehow inferior to typed defense.
If like you say there's no problem, then there's no need for a big AT-wide fix. This MA change gives a nice synergy option, but it doesn't tip the scales either way as MA is quite weak without it. |
And it's too large, I think it gives way too much of a advantage to a certain sub-group of players. As I suggested earlier in the thread, halve it to 5% and make it apply to S/L/E/NE/F/C as well as M/R/A. That way, playing MA has unique advantage that adds a nice bit of extra survivability to most tank primaries.
My Characters
Knight Court--A CoH Story Complete 2/3/2012
I don't care how good it is I cannot make a Tanker that dodges, the world is crazy enough as it is.
Oh, if only I could see the new sets in Mids now.
My above calculations are with DOs. With SOs, all you'd need is toggles, passives, CJ, and Steadfast.
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I don't remember what all I took or how I slotted my SR/DM on beta, but seem to remember sitting around 40-42% positionally with just DOs. And the heal in the attack chain smoothed the hits that did get through nicely.
Yes, and at lower levels Hoarfrost is a modest heal on a very long recharge; Chilling Embrace can easily draw more aggro than a low level tanker can handle. We could argue the minutiae of which tanker primary is better and under what circumstances endlessly--it's certainly happened on this forum often enough--but that still provides no evidence that the devs are using this change to address a systemic weakness in positional defense.
Purely anecdotally, I've played almost all the tanker primaries at low levels, and none of them has had as easy a time as the SR/MA tank sitting in Beta. Having 28% melee and ranged defense before level 10 makes much, much more difference than Hoarfrost or any of the other things you mentioned. Have *you* tried it? |
Heck, I think players with positional defense characters other than MA should be ticked off that one secondary gets this huge boost and they don't. |
Considering that it's situational and that presumably the other defense sets have strengths to compensate--not necessarily the same kind of strength, mind you--I have no problem with it. The problem with going down that road is then you have to start asking why resistance set Y doesn't have a tool defense set Z has. If there is indeed a systemic problem with positional defense sets that needs to be addressed, it should be addressed systemically, not by giving what I consider to be an unbalancing boost to one secondary. |
I said that *soft-capping* positional defense is thought to be more effective than soft-capping S/L/E/NE/F/C. (And it clearly is, given that it covers all but a very small percentage of attacks.) Whether it's more effective to soft-cap S/L rather than go for a lesser amount of positional defense is not as clear. But given no defense to start with and a limited number of slots to use to get it, if a player is going to pick one defense category to go for, S/L is in most cases the best choice for melee characters. But that's design choice that players make based on defense effectiveness in that particular situation, and does not in any way prove that positional defense is somehow inferior to typed defense. |
Now *that* is a completely different argument, but if that's the tack you want to take, fine. If it's MA that needs a boost, not positional defense sets, then it really makes no sense to have it affect just positional defense. And it's too large, I think it gives way too much of a advantage to a certain sub-group of players. As I suggested earlier in the thread, halve it to 5% and make it apply to S/L/E/NE/F/C as well as M/R/A. That way, playing MA has unique advantage that adds a nice bit of extra survivability to most tank primaries. |
Mains (Freedom) @Auroxis
Auroxis - Emp/Rad/Power Defender Pylon Video Soloing an AV
Pelvic Thunder - SS/Elec/Mu Brute
Sorajin - Elec/Nin Stalker
Neuropain - Sonic/Mental/Elec Blaster
MA DPS isn't anything to be happy about, and MA AoE isn't impressive either. MA needed a buff, and glad it got one.
/SS will still be ages ahead with perma +80% dmg, +30% tohit and foot stomp with a +rech proc. Not to mention with gloom it can do scrapper levels of damage.
Also, people shouldn't compare a combination of powersets being too powerful over another. Comparing Ice/MA to SR/MA is like comparing an Ele/shield scrapper to an ele/regen scrapper, some things just mesh nicely.
MA got a nice buff, it's not overpowered or underpowered, it's fine.
@Sentry4 @Sentry 4
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From today's beta patch notes for Tankers:
Martial Arts/Storm Kick: This power now grants both positional and typed defense to lethal, smashing, fire, cold, energy and negative energy attacks. |
I still think it's too big, but I'll stop looking the gift horse in the mouth.
My Characters
Knight Court--A CoH Story Complete 2/3/2012
MA DPS isn't anything to be happy about, and MA AoE isn't impressive either. MA needed a buff, and glad it got one.
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Also worth noting: MA did not have any damage removed from it, because the effects that were removed (in SK and EC) were critical chance-related, which Tankers were never going to get regardless. They removed features that Tankers would not benefit from, and added new ones Tankers would benefit from, as part of proliferating MA to Tankers.
As to SR, except for the mez protection gap in PB SR tankers are going to be pretty good in the lower levels. My concern is mainly in the upper levels where burst damage could be problematic given SR has no +health, no heal, no resistances (except the scaling ones), and no -DMG. It will thus experience the highest damage spikes of any tanker.
Another potential problem will be getting past soft-cap. Tanker SR is going to be trivially easy to soft cap, so it will get to that level of performance early and easily. But to take the next step beyond gets harder; Aid Self is a logical addition to SR but tankers might have a harder time getting Aid Self off without interruption even with interrupt slotting: they are going to be getting hit potentially more often even with soft-capped defenses.
And then there are the places where SR just plain falls down. I don't know how SR tankers will fare tanking for teams in Nemesis missions where a lot of vengeance goes off. My SR scrapper just plain bails out if the vengeance buffs get too high: that option isn't really a legitimate one for a tanker. And the first time an SR tanker tries to tank a really crowded DE mission and an LT drops a quartz in a difficult to see spot the SR tanker will suddenly become basically a blaster with some extra health, because even soft-capped defenses mean nothing when the critters are being buffed to +100% or even +200% tohit.
Outside of the weak spots, SR will probably be very strong. But the weak spots are very weak and that concerns me some.
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How does that work..kick someone..Oh wow, I magically got more def! I can see how parry works, giving +def...but a kick?
Its a pretty amazing kick and all the foes are so shaken by it they attack with less vigor.
"Holy crap did you see that? We hear a Tank was coming in so thought we'd get some slow as Hammer/Axe/SuperStrength dude and instead we see Kicks. KICKS!!!!! Since when does a Tank KICK people and actually hurt them in any meaningful way? End of the world is nigh. DOOOOOOOM"
This seems like as good a place as any to ask this...
Does anyone know if the passive scaling resists work off Current MaxHP, or if they work off Base MaxHP.
I know how they work, I just never really thought to quantify that factoid.
It seems like it could make a huge difference (1874hp vs 2650+hp).
Ok so while SR/MA tanks may be a new FoTM, did anyone get a chance to test a SR/Street Justice tank before Street Justice vanished from beta? If so, how did that work?
Comrade Smersh, KGB Special Section 8 50 Inv/Fire, Fire/Rad, BS/WP, SD/SS, AR/EM
Other 50s: Plant/Thorn, Bots/Traps, DB/SR, MA/Regen, Rad/Dark - All on Virtue.
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I reported it as a bug, and I sincerely hope it isn't WAI. That would really suck for typed defense primaries.
Comrade Smersh, KGB Special Section 8 50 Inv/Fire, Fire/Rad, BS/WP, SD/SS, AR/EM
Other 50s: Plant/Thorn, Bots/Traps, DB/SR, MA/Regen, Rad/Dark - All on Virtue.
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