One Dark Armor change


Airhammer

 

Posted

Quote:
Originally Posted by Dark_Impact View Post
*ducks in*
And more accuracy on CoF
*ducks out*
No need to duck in and out. Peoples ideas could be just placed with no one saying a word. A dev could come along with their intel and from the general feeling come up with the best step forward.


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Posted

Quote:
Originally Posted by EvilRyu View Post
So playing a powerset that needs IOs just to function thats still the equivalent of a super hero with asthma is balanced? I think not.
I think not as well. Let me know when you find such a powerset so I can avoid it.

Mind you, I played both a dark armor scrapper and a dark armor brute before I9. And to the extent that I was playing a super hero with asthma, I radically increased the chances of asthma related death in Paragon City and the Rogue Isles.


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Originally Posted by PleaseRecycle View Post
I can't say which is more ridiculous: that we're up past 100 posts on yet another "dark need buff!" thread, or that the pro-buff position is being sustained by one-sentence non-replies and people are bothering to put thought and effort into detailed rebuttals.

It is obvious that dark armor does not need any buffs, dark armor is not going to get any buffs, but sufficient lobbying may land it a nerf. Think we're nearly there yet?
The OP's suggestion wasn't actually a buff request. It was more of a usability change: the notion was that Dark Regen was so powerful its benefits could be more than necessary, but it had to pay a high cost all the same. So cutting the heal in half and the endurance cost in half would then mean you were still paying the same amount of endurance for the same amount of base heal, but the power would be more manageable.

However, it gets sticky for reasons I've mentioned. Unless you cut the recharge in half as well your maximum heal per second drops dramatically. And if you do, you still have less benefit from slotted recharge than before, and you also have to use it twice as often to get the same effect unless you saturate it, and that could mean almost doubling the amount of time you spend rooted and not attacking. And DA is already the powerset with the *highest* theoretical rooted time.

It was presented as a neutral usability improvement with no bad side effects. Unfortunately, it has a number of bad side effects, not the least of which it damages the playstyle of the existing Dark Armor players that have already adapted to, and now leverage the way Dark Regen already works. That makes the proposal problematic.

But to be fair its not just a "buff Dark Armor" thread.


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Originally Posted by Starsman View Post
If you consider no immob or KB protection are issues, then the thread should address solutions to those points directly.

Endurance cost reduction in Dark Regen will not compensate for those issues. Reduce the end cost of Dark Regen and in a few weeks you will see other users asking for a different buff in the name of lack of KB and Immob protection.

I actually would find a case for native KB protection a much more valid one than a case for buffing Dark Regen. I would even advocate it myself, since its insane to tank without KB protection in this game. The only issue there is that IO's negate most arguments on the topic and it may be hard [not impossible] to push such a change just for the sake of free players.



Immob protection is required but not something you need to always have running. Since Immob does not disable you like a stun or hold would, you can just toggle it on once you are immobilized and need to move.

It's not too different in that sense from Fire Armor, who's Immob is only available after landing a burn patch.
I am not sure why you quoted my reply and then made comments totally out of context to the discussion I was replying to. I was replying to a comparison of partial invuln vs partial DA. It will make more sense if you go back and read the post i was replying to.


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Arcanaville what is your opinion on CoF costing as much as it does vs the near non-existent benefit it gets when its supposed to be the signature power of the set.


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No disrespect but people were playing DA back in the day when there were only SO's.. And running acrobatics for knockback protection..


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Posted

DA is a great set as is, as it offers layers of protection and lots of extras, and one that really benefits from IO's. The heal is fine, and considering how powerful it can be when used properly, it should use lots of end.

If there is one power that could be tweaked, it would be cloak of fear. For what it does vs. end use, especially when the set also has opressive gloom, cof is a joke of a power.

But before they even think of playing with DA, they should buff super reflexes which has really fallen far behind all the other sets due to IO's, and now the defense busting mechanics the devs have been introducing to offset defensive builds from said IO's.


 

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Quote:
Originally Posted by JayboH View Post
Maybe you missed what I said: I was asked to poll the boards regarding this change idea.
And who asked that ?

Anyway i have a question: why focusing on Dark Regen ? It's by far the gem of the set and one of its signature power, widely recognized as the best heal in the game. Why not focus on powers who tend to be the black sheeps of the set ? That's like taking the best power of the set to fix the other broken ones, and anything about Dark Regen will dramatically change both the feeling and playstyle of the set as well as its performance scaling. That's not a power to mess with. Anything reducing its HPS would turn DA into a joke late game and ruin the whole fun of the set, anything improving the endurance efficiency would make it ridiculously OP compared to the other heals.

Imo if anything needs some change in the set, that's on the CoF and OG side we have to look. They're the other part of the set originality, and the one that is usually aggravating for most players. They're the only DA powers that aren't really well balanced and useful.

-they're two powers with about the same effect, but not exactly with a benefit of stacking them, as fear and disorient do not share the same magnitude
-the cost/mitigation for both is quite unbalanced
-they both have their drawbacks and strong points, however they don't work together in any way that really helps. It would actually be useful if taking both would result in an improvement

Now let's say DA actually needs some change to help with end (and i 100% disagree on that), how about some change to OG and CoF. My first thought would be to make them useful together.

-how about adding an unenhancable strong immobilize effect to OG, that lasts as long as the base stun. That would prevent mobs from running away because of the stun and the fear aura. Magnitude should be low enough to only affect minions and not stack with other immobilizes if possible at all, and no immobilize sets either. It fits the "dark" thematic as well, why not some mini tentacles around the mobs
-add a native recovery buff to CoF, like the elec one, where it gives a % recovery per mob affected around. Not enhancable either, the max amount when surrounded by mobs would have to be roughly equal to OG and CoF end cost combined, basically making them "free" mitigation as long as you are surrounded by mobs (which is typically when you need it). It would still encourage players to learn toggle management, and that CoF/OG aren't useful when facing a single big boss.

Or some stuff like that. I don't think CoF accuracy debuff is the key. It might as well not be there to begin with, the only point is to slot Accuracy debuff sets. The mitigation provided by both auras is quite useful during leveling and lowbie content, totally useless for high end stuff anyway as minions are unlikelly to do much. Imo they should have additionnal utility and not only be offensive oriented but also bring some "buff" to the player, which might even go as far as justify their use against a single target, though i'd rather keep dark toggle management.

Another thing i could see would be some tweak to the self rez. Maybe make it a bit like the Dark support rez: give it a slightly longer recharge, make it usable when alive. If the caster is alive, it would apply an auto hit accuracy debuff (not a huge one) or low mag stun as a targeted aoe, then return a bit of endurance to the caster. If caster is dead, same as current one. That would give the DA player a choice: wasting is emergency rez to help with an endurance emergency and try to avoid death, or still die and use the rez to heal back to full as usual. The endurance heal would be based on the amount of mobs to keep the dark theme of being strong against max targets, maybe something like 50% endurance when it hits a full spawn, possible to enhance. So as long as the player dedicates the slots and a power pick for that, it would be some long timer endurance recovery power. The timer and the fact it wastes the self rez would be enough to make someone think twice about it, and not make it some magic tool for IOed toons, but it would be useful when soloing or being starved for endurance.

That's not really breaking the cottage rule, and not much more of a power revamp than what has been done to Energy Aura.

Just some food for thought and ideas to add to the discussion, however i really think DA is fine like that and doesn't have to deal with a nerf disguised as a buff for the low level free players who want to play DA.


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Posted

Quote:
Originally Posted by EvilRyu View Post
Arcanaville what is your opinion on CoF costing as much as it does vs the near non-existent benefit it gets when its supposed to be the signature power of the set.
Terrorize itself is not a non-existent benefit: terrorize has evolved to become one of the best mez effects in the game (right behind confuse). Contrary to popular belief, damage doesn't just break things out of it: I have videos of Dark Armor with the damage aura and Cloak of fear on, and minions remaining terrorized for long periods of time (they can basically attack only about once every ten seconds).

The endurance cost is pretty high compared to practically all other defensive melee toggles. However, I think the main problem with Cloak of Fear is that its a toggle. I suspect if it was a PBAoE click with the same terrorize/endurance ratio, it would be taken and used more often. Because players don't like to toggle-manage, they pay the cost all the time rather than paying it only when Cloak of fear is really needed. If it was a click and players actually only used it when needed, I think its endurance costs would not be a problem.

No idea on the accuracy, though. I'm inclined to believe that's an error.

The best comparison analysis I can think of to make comparing Cloak of Fear to a comparable power is probably Arctic Air. Its also a PBAoE toggle, and it has both a debuff and a mez. It autohits rather than has an accuracy penalty, its mez has a 30% chance of firing instead of 100%, and its confuse is mag 3 not mag 2 like Cloak of Fear's terrorize. It also hits more targets and has a wider radius. But when I factor everything in, I get numbers that suggest both arctic air and cloak of fear pay about the same amount relative to effect, which suggests the endurance costs of Cloak of Fear, while they are way out of line for defensive toggles in general, aren't out of line relative to PBAoE mez toggles. A comparison to choking cloud, which doesn't debuff and doesn't autohit, ends up in at least roughly the same territory.


Actually, what would make Cloak of Fear perfect for me is: increase the accuracy to at least 0.8, which would match AoE mez accuracy, and reduce the cast time of toggle activation to 0.64 seconds and 19 frames of animation. Then I could turn it off and on relatively fast as needed without interfering with the flow of combat too much (in Arcanatime terms, this would reduce rooted times from 1.32 seconds to 0.79 seconds, cutting activation time almost in half).


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Posted

Quote:
Originally Posted by Arcanaville View Post
Actually, what would make Cloak of Fear perfect for me is: increase the accuracy to at least 0.8, which would match AoE mez accuracy, and reduce the cast time of toggle activation to 0.64 seconds and 19 frames of animation. Then I could turn it off and on relatively fast as needed without interfering with the flow of combat too much (in Arcanatime terms, this would reduce rooted times from 1.32 seconds to 0.79 seconds, cutting activation time almost in half).
That would be awesome. I actually do like it as a toggle because while fighting I don't like having to stop for click powers, especially defenses. I much prefer to be smashing faces in.


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Posted

You go through the game, some enemies have a lot of defense and some tohit debuff you. Four of Dark Armours powers rely on tohit checks. If their not hitting then they're toggled on consuming end for no reason or Dark Regen gets used, missing completely and gazumps endurance in what could possibly be a long fight due to air whiffing. One of these powers is already low in acc.

Yes you could pop insps or you could have build up but not every DA will have that as an option until 26 or 28 let alone 20, and yes you could try breaking up spawns. Under the same exteme circumstances I've been through with every other tank cept Elec.

I remember Castle soloing in DA with his Firetank earning great xp/time not long before certain buffs came that made that, well we might differ on what is great xp/time easier to do. I remember what it was like to do that before the change and after the change. It would be better if I could compare a Fire/Fire with a Dark/Fire which'll both have build up but as it is I compare to Dark/Dark whose soul drain comes after 25, not available when needed but potentially libel to miss too. It was definitely harder with my Dark/Dark than it was for my Fire/Fire before Fiery Aura got its buffs based on the same slotting principles with SOs, not using powers I wouldn't have at the level range and to top that fitness wasn't inherent when I tested with Fire either.

In the same level range of 20-25 which I exemped to Tsoo and Warriors weren't an issue at all, but they weren't that bad for any of my other tankers. I laughed at Banished Pantheon pretty much with everything but Fire/ and now Dark/

Sure one can tank with Dark Armour but is it balanced. I am no longer convinced. Thats what I am saying. I think that asking for tohit debuff resistance is less of a buff than asking for more tohit or more acc because problems versus +def are still there. Its a subtle change in my mind to bridge a small but existing gap.


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Posted

CoF and OG are the primary offenders, as has been mentioned.

(To the OP, Dark Regen is fine in my opinion and I have only had IOs in my D/D Brute over the last month. His trek to 50 was on SO's, though it was many years ago)

CoF and OG come late, do effectively the same thing and for that reason, are effectively mutually exclusive. OG is a one-slot wonder but does nothing against anything but minions while ToF is a little more universal (with the -ToHit Debuff) but needs a lot of slots and is endurance heavy. If you have one, you rarely need/want the other and these are Tier 7 and 8 powers. In addition, neither are particularly mandatory for DA to function at a high level. To me, it's a fundamental flaw in the powerset.

Since you can't break the cottage rule and combine them (which, to be honest, is what I would love to happen: the effects of Cloak of Fear with the endurance cost, accuracy and HP drain of OG). I think what really needs to happen is to differentiate them, as Celidya tried to do in his/her rather well thought out post.

My suggestions:

CoF - The accuracy and endurance issues are well-documented so I won't go into that. If we wanted to do the easiest "fix", it is simply to adjust these two values to more reasonable levels. CoF, at its best, mitigates melee minion damage and has a very slight effect on enemy ToHit values. Paired with high-ish Defense, CoF can round out soft-caps in Defense but as enemy levels go up, the less effect that -ToHit has. This secondary effect, when you want it the most, is at its least effectiveness.

I don't think there's a lot of argument that CoF when slotted > OG for the majority of situations but the rub is the need for slotting to make it even on par with OG (which isn't exactly receiving rave reviews) and OG comes later and by virtue of Tier level, ought to be a little more game changing.

Thus, my suggestion for CoF is to have it dependent on nearby bodies, much like other Dark powers and as Celidya mentioned. Arcanaville mentions it being a PBAoE click power and I would agree, for balance reasons and because it ultimately cuts down on End usage that CoF is currently over the top on.

CoF would be something of a "Fear nova", that has a ToHit check to see how many bodies are around and then a PBAoE that gives an additional % chance to increase the Mag level of the Fear per enemy hit. See rough numbers below. Long recharge, normal accuracy for the initial ToHit check and then superior (90%) Accuracy on the PBAoE. Between the need for bodies, two ToHit checks and non-certain higher Mag Fears, CoF now becomes a crowd control power of varying effectiveness. Of course, no damage is dealt and depending on how long the duration needs to be, it can be an escape power or a lead-off. Numbers/specifics can be worked on but the general rule is more bodies=a better chance you're going to affect Lts and Bosses. It will still be virtually worthless against AVs and GMs but CoF already was this against them.

If I had to put numbers on it now:

Recharge: 120 seconds
Duration: 15 seconds
Endurance Cost: 20
Accuracy: 75%/90% (first ToHit check, second PBAoE)
Range: 8/15 (first ToHit, second PBAoE)
Max Targets: 8/16 (first ToHit, second PBAoE)
Effects:
0 Targets: 50% chance of Mag 2 Fear
1 Target: 75% chance of Mag 2 Fear, 15% chance of Mag 3 Fear
2 Targets: 100% chance of Mag 2 Fear, 30% chance of Mag 3 Fear
3 Targets: Mag 2 Fear, 45% chance of Mag 3 Fear, 10% chance of Mag 4 Fear
4 Targets: Mag 2 Fear, 60% chance of Mag 3 Fear, 20% chance of Mag 4 Fear
5 Targets: Mag 2 Fear, 75% chance of Mag 3 Fear, 30% chance of Mag 4 Fear
6 Targets: Mag 3 Fear, 40% chance of Mag 4 Fear
7 Targets: Mag 3 Fear, 50% chance of Mag 4 Fear
8 Targets: Mag 3 Fear, 60% chance of Mag 4 Fear

Alternatively, you could also make duration based on the initial ToHit check but that's a lot of complexity for the power and it softens the need for Fear enhancements. Likewise, accuracy and recharge would be highly prized for a power of this kind.

As for OG, it will be the tried and true minion suppressant, but with the -ToHit formerly given to CoF, making it slightly more universal in effectiveness. If you want to slot it for -ToHit, you can make it more defensive. If you want to slot an Immob Proc in it, it can be a pseudo-hold 20% of the time.

Thus, what CoF would do for you in this scenario is have a great chance to Fear minions outright (but only when bodies are there and the click power is up) and possibly Fear Lts and Bosses while OG is 'ol reliable with the minions (though it does make them wander away) and gives you the -ToHit against everything, as a more universal measure of protection. Both mitigate damage in their own way but CoF is a more burst mitigation vs large crowds while OG is a constant melee mitigator.

You can play with the numbers for CoF all you like, it's just a guesstimate.


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Posted

I dont know about the toggle to click change, that makes it too much like regen which I dislike compared to old school regen. Besides it would totally get in the way of attack chains. I find that when I need to use a click power to survive thats when mr. lag always decides to show up despite having super low ping times the rest of the time. Whethers its inspirations or click powers it always happens to me at the worst of times. So for this reason I am about as anti-click as you can get these days.


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Now if we could only get an invite a dev to this discussion button added to the forums it would be awsome.


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Quote:
Originally Posted by BlackestNight View Post
Since you can't break the cottage rule and combine them

...

CoF would be something of a "Fear nova"
Unfortunately, I think that while combining OG and CoF breaks the cottage rule, a fear nova violates the cottage rule in a "Law and Order, Special Victims Unit" kind of way.

At the moment Cloak of Fear is a toggle that can be used continuously. The fear nova, while an interesting idea, would be an ultra high magnitude click that could only be used every so often. That would take Cloak of Fear away from players that wanted to use it all the time, which is the sort of thing the "cottage rule" is intended to protect whenever possible.


Also, I'm pretty sure the devs are generally listening, but not commenting, on balance discussions like this.


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Originally Posted by Airhammer View Post
No disrespect but people were playing DA back in the day when there were only SO's.. And running acrobatics for knockback protection..
...and complained ALOT.

Celidya: I did so since it is the main cause of the endurance problems, not CoF.


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Posted

This is the change I would advocate for Dark Armor:

Add -3 Knock-back protection to Obsidian Shield, no KB resistance.

It would not make you immune to knock-back, but it would take a really strong knock-back to actually knock you out of your feet.

There are situations where almost every enemy has knockdown, making it unbearable to tank without KB protection. Since Knockdown is knock-back with less than 1mag, a -3 should protect you from those and from weak knock-backs.

Enemies with powers like Power Push and Energy Torrent will still knock you down. This would serve as a more acceptable penalty for the set, a better middle ground between the squishies that always get knocked down and the other melee sets that are literally immune to knock-back.

BTW, I would also do this for Fire Armor, in their case it would go in Fire Shield.


 

Posted

While the idea is rather well thought out, i don't really like the idea of turning CoF into a clicky power for several reasons:

-the visual effect, it's actually the main reason i take CoF on all my DA toons: floating ghostly skulls coming out of the ground around me ? Pure win. Actually the aura could do absolutly nothing at all and still cost 0.52 end/sec, i'd still take it for the visuals, that's how much endurance doesn't bother me with any decently build toon
-i don't think DA needs more clicky powers. Dark regen is already a fairly long animation, as it was stated above, on top of forcing redraw and being a "rooting" animation. With such a power the beginning of the fight would be, jump in, fear, then dark regen to recover from the alpha, then start to attack, that doesn't really sound great. On top of that it doesn't help with attack chains, build up, etc.
-stacking it with presence pool would be a bit much IMO. A scrapper/brute/tank with pbaoe fear potential greater than most controllers ? Not counting the Dark melee fear

Not debating the value of the fear itself but, such changes would mainly bring some survivability, which DA doesn't really need, as pointed quite often, it's one of the most well rounded sets and in a good spot in terms of survivability compared to other armors. DA is a good powerset, it has no huge resist hole, no OP strong point (hello 90% res farming), and a bit of everything for potentially the best scaling out of all powersets as it doesn't need a whole lot of something but mixed buffs to shine, exactly what is easily provided in general team/raid environement.

I think if the auras have to be changed (and again, they are probably the only powers to deserve a change), it should be in the area of utility and efficiency rather than mitigation itself.

The glaring points for me:

-we should have an incentive to use both auras and get some benefit out of it, they're rather high tier and signature Dark powers, i can't think of any other set in the game with two key powers being mutually exclusive/overlapping like that
-they should be interesting enough to be serious picks to consider, but not mandatory enough to be forced: they're not key elements to the set survivability and they have never been, making them a cornerstone of the powerset would be too much i think, especially as they are both visually intrusive and do not fit all players
-their slotting potential should be balanced, as stated above, currently CoF is a "many slots or nothing" power and OG is pretty much a one slot wonder unless going for a stun set bonus.
-they shouldn't bring more mitigation or stacking with other powers than they already do, as they already do it well: greatly reducing the damage coming from minions and offering stacking potential is not something to underestimate. OG allows any crappy mag 2 stun from primaries to one shot stun a boss, CoF allows to passively turn all minions into "nothing" if you cut your damage aura and stop using AoE. That is awesome synergy with Dark Regen and allows to take on a boss with capped heal power and very little added damage provided we pay attention to keeping the fodder alive and feared

I'm not sure how to achieve that, though i think it has to be in the theme of the set: small effect with a single mob, great effect with a crowd. I think it should be something like a stat buff, as devs seem to like it these days, for the amount of mobs in the auras. Nothing as critical and powerful as the specialized sets based on that. How about a little To Hit buff per target withing range of CoF ? Minor Endurance reduction buff per target in range of OG ? Something like that, which would require no huge change to the powers (visual, animation), nothing really noticeable in end game with full IOs and incarnates, yet helpful enough to make it smooth for the leveling process.

While probably not doable, i would love some special mechanic, something like, each target affected by CoF and/or OG triggers some combo point, and each one of them reduce a bit the endurance use on Dark Regen, rewarding the player for using all the tools and stand in a crowd where DA is as its peak performance, however it's highly unlikely to happen, and would be a lot of work/change for something that isn't really needed anyway. If some dev power has to go on existing powersets, there are much more critical issues out there, as it was pointed above. DA is already in a comfortable spot in the food chain of defensive powersets.

One key element to think about as well would be to reduce/remove the negative effects of the auras: OG tends to scatter the mobs, CoF might occasionally make them run a bit between their cowering phase, or stay on the spot while the player moves. That doesn't fit too well for a melee set where most players will want the mobs to stay around them and come into melee.

JayboH: for the endurance, please consider one thing as well: most powersets have a native endurance recovery power, that's why DA appears so "bad" sometimes, let's take a look:

Dark armor: Nothing outside of tier 9 involving a death
Electric armor: pretty much infinite endurance with a lot of tools
Energy aura: same
Fiery aura: consume, very effective
Invulnerability: nothing, tier 9 is barely better than DA self rez has an endurance recovery tool
Regen: Quick recovery
Shield: Tier 9, lack of hard crash makes it decent
SR: same as Invuln, no real tool outside of tier 9 and the crash is prohibitive
Willpower: quick recovery
Ice armor: Energy absorption, hibernate
Stone armor: special enough to barely fit in there because of the granite special mechanics


So out of 11 defensive powersets (i don't count Ninjitsu as it's stalker only, and the power changes make for a whole different story for stalkers), 7 have innate endurance recovery tools they can use without huge penalties. 6 of them have virtually infinite endurance because of clicky powers to restore all their endurance.

By design DA doesn't have any real endurance recovery power (Tier 9 is about as much of a little gimmick for that as it is for Invuln and SR) and it's one of the 3 only sets designed to have that weakness. It is, however, the ONLY single set in the game able to have such a huge HPS with a single power, and it's the only set with Regen who can heal several health bars in a single fight. The only other set without a real tier 9 designed to keep you alive is Fire, which isn't exactly a survival reference.

That said, i really think that, yes, the endurance usage is balanced. DA can't be compared for that to sets with innate endurance recovery tools: if DA didn't have the need for some blue outside help, it would make powersets like electric armor quite pointless because these sets not only have lower cost with most of their powers, but they have special powers designed to fill their blue bars. They trade utility, CC or massive heal power for that luxury to spend the blue with no limit.

If an armor set needs help, that's SR, as it combines the lack of heal, the lack of endurance recovery, and a rather random survivability with a high end cost as well. Dark Regen is not supposed to be spammed, it's a costly "heal !" card that needs to be used with proper thought and not abused unless dedicating enough ressources to make it possible. And unlike SR, DA can achieve great survivability and performance. Invuln is in a pretty good shape as well and it doesn't have endurance recovery either. And oddly enough, most of the powersets with infinite endurance and no blue bar issue will drop on the floor well before a well played DA toon.

Balance ? It's there, and that's exactly why DA doesn't need a "buff" or a nerf: it has limitations, it's not perfect, but someone picking DA makes the choice to have powerful tools and no health issue, but to depend on the blue bar for survival, as much as someone picking EA or ElA makes the choice of going all out and never worry about endurance, yet they'll have to play more carefully with their health bar.

And that's the beauty of diversity, some players will prefer one or the other, and nobody will be forced because of concept as you can turn anything into a dark blob and add enough electric auras and stuff to make DA look like something else. And honestly, with more than HALF the powersets having recovery tools, and only 2 of them really having endurance woes, i'd rather have it stay like that. Some peoples like to have some challenge and not just run blindly into stuff. It took me 3 years of tinkering, building, saving, respecing and thoughts to come up with a build with no endurance issues for my spines/dark scrapper, that made me more proud and happy of the character than any other character i ever had. That's the kind of stuff that should stay in the game. Don't remove the challenge and diversity, anyone who enjoys the playstyle of Dark Armor will find a way to make it work. It can be done ! It's not even that hard. Anyone who doesn't like it anyway will move back to other powersets and not give it much thought.

Oh yeah, and if it even matters, DA is probably one of the worse sets in PvP i think.

That said, i strongly support the change proposed above: lower the animation time of auras. This might as well be done for the whole set. The amount of time a DA toon with pool powers has to spend toggling up after a death is quite ridiculous Or just allow them to be cast on the run in PvE zones.


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Quote:
Originally Posted by JayboH View Post
...and complained ALOT.

Celidya: I did so since it is the main cause of the endurance problems, not CoF.
I have a lot of sympathy for the players that played Dark Armor at release when the armors couldn't stack, although endurance was not their problem. The inability to run all the toggles (DA was not the only set with this limitation) was about as bad as SR toggles not doing anything no matter how many you ran**.

But the endurance problems didn't really jump into people's faces until the armor's stacked, and that was a bit later: that and the original end costs of Dark Regen. I think a lot of the endurance complaints that came up earlier faded when Dark Regen's costs were lowered and DA got drain protection. Given how much drain there was in the higher levels between things like sappers and every single carnie in existence, having drain protection was almost as good as having low endurance costs: better in many cases. One lucky shot could detoggle and kill an invuln. That lucky shot doesn't exist for DA. Heck, even my SR can get hit with that magic bullet and while its not instant death, it can be a very quick death if you run out of endurance and get detoggled, and have no endurance to even fight back. That just plain doesn't happen to DA most of the time: you get hit, you get drained, but its never for a lot and its not significant unless you are at very low end. And DAs know not to be hovering near low end because they need that end to fire Dark Regen.

The costs are still there, but the surprises are generally gone.



** don't get me started


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Quote:
Originally Posted by Starsman View Post
BTW, I would also do this for Fire Armor, in their case it would go in Fire Shield.
As resistant as I am to change to these sets, I would like to suggest that if this change were to be made, it should be made to Tank fire and dark.

Edit: To clarify, I am sure Starsman is not saying this is a change that should be exclusive, but I am saying that I support this change for tanks. If everyone got it, sure, nice, but I like the idea of making it an additional way to differentiate tanks (with a team-focused role) to the other, more damage-oriented fire/dark characters.


 

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Seems like there are the same arguing points about DA. I'll address each with my personal opinions... but first, a general opinion about the set.

I find DA to be balanced, a bit of a swiss army knife of a defensive set. It has 2 mez powers... which is awesome. It has a strong heal that has a .... you know what, I'll stop myself right there. The best thing about DA is that it has a personality. It has a little of everything, yet, no other set really feels anything like it. Damage aura, debuffs, mezzes, PBAoE damaging heal, stealth/defense, good resistances... especially against the weird stuff. It even has a self rez -- but a rez that feels more like an on purpose self-sacrifice power (I mean come on, who doesn't want to run in, die, then resurrect to the image of everyone stumbling around as you have fun - the set is just plane fun). But I think it gets misunderstood a lot... and here's why:

DA is a role player, one that I think is great on teams. Its powers are typically designed to help everyone. For instance, ...

CoF: There are a couple of ways to look at this power: A mag 2 fear that has an extremely high endurance cost or as a defensive toggle that can be resisted by harder enemies(-5% tohit is like gaining 5% defense, but the enemy can resist it whereas personal defense does not get resisted). This seems to be the main complaints. Let me address each one individually:
The constant mag 2 fear around you may only mitigate minions by itself, but it is great for teammates that use fear based attacks (Illusion controllers, anyone?). It allows for the mezzes to stack and control more difficulty enemies... typically bosses or EBs. Also (for those who only want to solo), you can stack it yourself. Anyone has access to the Presence pool and can pick up intimidate or invoke panic (for a PBAoE mag 4 fear festival). I am sure this is rarely done, but anyone with the Dark Armor set has the tools to double stack fear to mez up to bosses (or for a chance to mez elite bosses) while solo. I find this aspect of CoF to be very useful and not necessarily an endurance hog (.52end/sec isn't the end of the world after slotting it to about half that).

As for the -ToHit...

The -ToHit is awesome for everyone. A defensive toggle will only help you (great for the soloist, not explicitly for teammates), but by debuffing everyone around you is effectively giving your entire team more defense. Sure, it can be resisted, but say you 4-6 slot this power for the endurance reduction and -ToHit (I doubt people would care to make fear duration last longer, but I wouldn't be against it necessarily), even with SOs you can expect the end result to be somewhere around .27-.31end/sec and -(7-8)% to hit. That's like giving you and your teammates another weave, before enemy resistance of course.

OG: Just like CoF's fear, the mag 2 stun only affects minions. Worst yet, it acts as minion scatterer. But unlike CoF, it's a hard rez (by that I mean, the minions won't attack you), and it's endurance cost is practically nothing. Sure, you take a little bit of damage, but nothing that I have experienced as life threatening (you do have a heal, after all). The other thing that makes OG so great is that so many AT sets have powers that stun. Once again, you're able to provide stacked mez to your teammates, or simply take matters in your hand and stun them yourself. Just looking at the tanker secondaries, 8 of the 13 available sets have disorienting attacks. Although it's a low probability, Flurry and Boxing have chances to stun and are available to everyone in the power pools. Any of these attacks, when hit, will apply at least another mag 2 stun onto your enemy, certainly mezzing them in the process. As for the scattering problem, take an area slow or area immobilize power for the Epic Pools if it's too hard to handle wandering enemies. Otherwise, I love that DA has two mitigation toggles. Two toggles that aren't necessarily difficult to double stack if you wish to design for it... but here's the thing, you don't have to. I rarely take CoF... why? Because OG is enough for me and for how I plan to play my characters. Other times, I may want to go the fear/debuff route and will skip OG. That's ok too, I have options. But don't say they can't be paired together. If I'm soloing or am an alpha dog of the team, I may use my OG+PBAoE stun (if that's the toon I'm playing, which I usually am) to mez all the bosses and below around me. This leaves me with a one on one battle with the few who remain standing (EBs, AVs, or simply those that I missed). When I'm standing toe-to-toe with these guys, it's nice to know that I am applying that -8% tohit debuff. Even if it's resisted 75%, an extra 2% defense can go a long way. Especially if you are nearing softcap.

As for the OPs concerns, I would rather see Dark Regeneration be as extreme as it is as opposed to looking like just another Armor set self heal. I love that with the right slotting (recharge, heal, endurance, accuracy) I could have a heal that is up roughly every 10-15 seconds that can propel me from the brink of death back up to (or near) full life. Again, that's the fun of DA. It's everywhere, and it has extremes (such as high endurance cost, and high hit point swings). With DA there is strategy involved in the chaos. But most importantly, it is different. And it shouldn't be changed.


 

Posted

Good posts by Celidya and boppaholic.

I concur that DA does suffer from Endurance issues and has no native recovery (I almost barged in and shouted "Are we forgetting Dark Consumption!" before realizing that's DM, not DA... :P) but they're not exceptionally bad if slotted correctly (even without IOs).

As I was looking back on my earlier post, and scrap any massive CoF changes, what has been reiterated by others is the general lack of "need" for either CoF or OG. Celidya points out that DA is in a pretty good spot without them (no glaring holes, no extreme strengths, etc.) and I believe Arcanaville's Scrapper Secondary comparison back in I7 or so made DA out to be among the best Scrapper armors without factoring in CoF or OG at all. That CoF and/or OG are essentially unnecessary just leaves a bad taste in my mouth. I'm not saying every power needs to be "must-have" in any set but Tier 7 and Tier 8 powers ought to have some pretty attractive points. Additionally, as mentioned, they overlap roles quite a bit.

Celidya's point on making CoF and OG more "utility" and less "mitigation" is a fine distinction/change but does adding minor secondary characteristics change the fact that the primary effects of both powers do essentially the same thing? I'm fine for adding secondary characteristics but when you take a power for its secondary effects over its primary, that tells you something. I'd actually put Cloak of Darkness in that boat, too (I use it for the Def, not the stealth) but it also offers Immob protection so it gets a pass from me. I already use CoF for the ToHit Debuff almost exclusively (Fear is just gravy) which is why OG has absolutely no appeal to me in its current form. It does nothing I don't already have/want.

OG is the real offender here. CoF has its drawbacks but with better accuracy and lower endurance cost (which is in the realm of possibility), what does OG offer? Stunning minions just doesn't add anything by itself. Certain Combos, like Energy Melee/Mace, Hand/Lightning Clap and the like might give OG more of a supplementary role to stunning Lts/Bosses but OG only has synergy with about half of the melee sets. Should the power be able to stand on its own or is it just a fact of life that OG will need certain combos to make it worthwhile?

This just popped into my head so it might not be great but what if there was some kind of "adjustment" you could do to OG while it was toggled on so that you could trade more of your HP for stronger mag stuns? Level 1 might be the current iteration but Level 2 would do a Mag 3 Stun but take a larger portion of health per tick and Level 3 would do a Mag 4 Stun but really sap you. At level 50, it's like 4 HP/mob in range for what we currently have. What if it doubled at "level 2" and quadrupled at "level 3" so that you're losing a lot of HP to keep those bosses stunned. That kind of flexibility wouldn't affect those that wanted the power to stay as it was (it has no change at "level 1") but for those that want to do some management mid-battle, you could greatly mitigate damage from Lts and Bosses. Of course, you could easily kill yourself, too. Fortunately, Dark Regen is in the same powerset. I don't know how that would be implemented (3 different OG power buttons with their various potency?) but it was just a thought. Of course, switching between "levels" would have to be instant and with no animation, otherwise it would be a hassle but if the two other levels were greyed out until OG was activated, then you could switch at will while OG is up, that might work.


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Posted

Quote:
Originally Posted by JayboH View Post
Personally, I think one change and one change only would make Dark Armor a far more viable set, even for tankers - and don't point me to that one video of a Dark Armor tank that is listed in the owner's sig because we all know he is defense softcapped...

Cut the heal and end cost of Dark Regeneration in half. That's it. Oppressive Gloom can cause a person to use Dark Regen more often in certain situations and builds dependent on level and slotting if you think about it.

Leave the end cost of Cloak of Fear alone - everything in the whole set is balanced outside of dark regen. The heal is TOO HIGH and unnecessary which is the whole argument against the gigantic end burn, not even considering the tohit check requirement.

REMEMBER that we need the set to be viable to Freebies that only have access to SOs, and you need to weigh the cost of Acrobatics on top of everything else.

Remember that the Cloak of Fear issues and Dark Regen's values are not the only hurdles people need to make up for. Knockback protection is another big hole (yes, easily fixed, but still, we need to remember Freebies with their SOs.) The number one complaint even after the revamps years ago has always been end cost - always. The toggles are fine, even with Cloak of Fear, considering how useful that power is. Dark Regen is the true endurance destroyer, considering how often you need to use it with the low resistance values of the set. Cloak of Fear and Opressive Gloom are the tools that make up for those low resist numbers - and running them all, at all times, should be the main goal in my eyes, like every single other set in the game. It's Dark Regeneration, even fully slotted with level 50 vanilla IOs for end cost, STILL takes a big bite out of your end.

Thoughts?
I leveled a SS/DA brute to 50 before IO's existed. Plenty of that was solo so its not like I was running around with a pocket kin either. DA is playable on SO's but the END management is challenging. I agree that the heal is the big END killer, but the Theft of Essence proc fixed that, more or less, for anyone with access to IO's. For freeps... well, its still going to be extra challenging unless they pay up for an IO license. Nothing wrong with that, really.


 

Posted

How playable would a Dark Armour be if you had no Dark Regen?
Then remove CoF and OG (most do anyway).
Then remove Death Shroud?
Yet still have it costing as much in endurance, as if you had all that.

How playable?

Then how many other Primaries that tanks get can say that they can have almost half of their primary completely negated by one secondary effect in their 20s?

None I think, thats a balance issue.


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