The Enzyme Nerf Cometh
My melee Widow has a mere 26.1% DDR, and I play her on +4/x8 against arbitrary stuff, including stuff that debuffs the bejesus out of her defense with auto-hit effects. (Hello, Arachnos Tarantula Mistresses!)
I never knew that character was unplayable all this time.
Does it make those foes a hell of a lot harder to deal with? Yeah. I don't have the expectation that I will be able to faceroll everything.
Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA
I "tested" it by removing the membranes on live (not sure of character is working), and realized that defense debuffs are EVERYWHERE. So I used the wrong tense, should have been "has" instead of "will"
And given the change in value for membranes/enzymes, would have have waited to remove them? Sure, I have a lot of assets, but I didn't want to pay the billion influence opportunity cost. Anyone that had these HOs in their powers and didn't sell them off lost 200 million per HO. After I had removed the 5 or so HOs in the build (2 enzymes in deflection, 3 membranes in AD, maybe another enzyme or two thrown into odd powers), and played around for a bit it was clear that my playstyle and/or build would have to change quite a bit to enjoy the character, and instead I decided to liquidate so I could enjoy my next "main". Probably gonna be crab spider, and I already got all the purples, PvP IOs, etc., I need! |
Slot for additional HP! It comes with a passive power just for that! Slot up those resistances!
I've seen to many SD users kick lots of butt without those membranes to think SD just become a terrible set
BrandX Future Staff Fighter
The BrandX Collection
I "tested" it by removing the membranes on live (not sure of character is working), and realized that defense debuffs are EVERYWHERE. So I used the wrong tense, should have been "has" instead of "will"
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Good luck with your crab. I've never been able to stomach them, I think it's the legs.
My melee Widow has a mere 26.1% DDR, and I play her on +4/x8 against arbitrary stuff, including stuff that debuffs the bejesus out of her defense with auto-hit effects. (Hello, Arachnos Tarantula Mistresses!)
I never knew that character was unplayable all this time. Does it make those foes a hell of a lot harder to deal with? Yeah. I don't have the expectation that I will be able to faceroll everything. |
The difference is that other sets can overcome defense debuffs by simply having more defense. Because SD has less defense than the other sets, it cannot build for the same high levels without losing lots of goodies, and when debuffed does not have much to fall back on *outside of OwtS*. And no, 10% more health and 11.3% to resists is not going to save me.
Now, you can make the case the SD is still powerful, and I've admitted that. Like I said, the reason I chose DM/SD was because at the time it was the melee combination that I felt was the most versatile, able to survive against the largest number of enemy groups and AVs. Not the strongest, or the fastest, but the most versatile. Some people will still find that it can be made suitably strong for them, and that is great, but I have moved on.
TW/Elec Optimization
If a crab is going to be your new main, you're sure to gain a new appreciation for just how handy 70% ddr can be
If a crab is going to be your new main, you're sure to gain a new appreciation for just how handy 70% ddr can be
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A crab with fortification and serum can be very tough even with debuffed defense. The build I'm looking at has 40-50% resists, 2000 life, rebirth for regen, AND softcap R/A (hover build), plus pets to take aggro.
The reason shields is hurt significantly by the DDR change is because its other attributes are low; a shielder with 0% defense after debuffs will die. Other characters either get enough defense to protect against debuffs despite the lack of DDR or have much better resists, MaxHP, and/or regeneration.
TW/Elec Optimization
I have a widow too. She has something like 75% melee defense, 62% R/A.
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I'd say a widow can get to the point that they ignore a few defense debuffs. |
So either you don't solo your Widow on +4/x8 versus Arachnos (and maybe IDF, who have a smaller but more common auto-hit defense debuff), or you know this situation is manageable (though challenging) and don't want to admit it.
Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA
Did you ever stop to think that maybe not everyone has that? I can tell you that the numbers you're quoting are ahead of those I have by a good 10% in every position. My Widow doesn't have Weave, for example. Frankly, she doesn't need it.
Even your build couldn't absorb a single +3 Tarantula Mistress's debuff. It's minus 30% if they're even level with you. That means a +3 is going to hit you with a 39% debuff, which your resistances will reduce to 28.8%. One hit with that and, yeah, you'll have just barely over softcapped melee, but now your R/A defenses are around 36%, so that all those Crabspider Longfang dudes are going to start hitting you with ranged -def debuffs. So either you don't solo your Widow on +4/x8 versus Arachnos (and maybe IDF, who have a smaller but more common auto-hit defense debuff), or you know this situation is manageable (though challenging) and don't want to admit it. |
I mentioned earlier that I would prefer defense sets to get high levels of DDR anyway, to compensate for the fact that having high levels of resistance automatically gives you resistance debuff resistance, in order to balance the two types of survivability, and that is regardless of energy and ice (and EATs) getting high defenses in the first place.
TW/Elec Optimization
Nope, never tried to solo like that on my Widow. He was built as an experiment in damage, not survivability. I don't fancy trying to survive with 0 base resists to non-psy against +4s, even with soft-cap (don't widows have scaling resists like SR? I forget). I have only tried +4 soloing on my TW/Elec Brute and my shielder, and maybe will try with my crab.
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The point is that a lot your posts in this thread comes of making Shields sound somehow second-rate and in need of a buff, and based on other play experience, I don't think that sounds reasonable, unless "has 1-2 foes that might make you use inspirations occasionally" translates into "second-rate" or "needs a buff". I think a lot of other people here share the same kinds of experience I have, and that's why so many people have responded negatively to your stance here. They're arguing less against your feelings on the matter and more against the assertions your feelings seem to be leading you to make.
None of us have any place telling you what to think of your shielder after this change, but when it comes to the qunatitative arguments and how those translate into real play experience, I think it makes sense that some folks are arguing with you. Separate from whether that argument itself seems likely to sway you personally (it doesn't) a lot of people post rebuttals to claims they feel are inaccurate or untrue, just so others aren't mislead by them.
Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA
And my point isn't that Shields needs a buff, or is second-rate (except maybe to fire). I even claimed it was one of the better designed sets in the game.
My point was that the change was dramatic enough to change the feel of the character, and to take change it from a relatively slow grinder -that was generally effective against mobs without high levels +tohit or nonpositional psy- to a set that requires a much more mental approach and that has reduced versatility. Despite this, the set is still balanced, but the change in playstyle was enough, for me, to be dissuaded from further play, as I could only compare it with the past negatively. New people going into the set will probably not experience the same sentiment.
TW/Elec Optimization
One plus is that I never again will have to question what to reward to get from a STF or LRSF.
I'm seriously considered deleting a 50 over this, something I have never done. I didn't think it would effect me this much, but it really does take a lot of enjoyment out of playing my DM/SD. I enjoyed him because he was consistent. He wasn't hurt by most debuffs, didn't have a mez defense, and had solid damage. I know, SR was weaker than SD in every aspect, but now I have no intention of ever playing one of my characters again and I am currently in the process of stripping said character of all enhancements. It is too bad I can't strip his incarnate powers down too. This is the character I soloed a MoITF in under an hour with, who was able to beat every Preatorian AV, and who soloed most of the GMs in game. I invested a lot of time and effort into him, and now that effort is largely wasted because I cannot, with any combination of enhancements or incarnate powers, get him to the level he was once at or replicate any of my feats. I'm glad I switched to my TW/Elec Brute, because my relationship with that character is over. I will still keep a few Dam/Acc and Dam/Range HOs, but I basically have downgraded them to the category of Kinetic Crash and other "bad" IO sets. Little to no utility for most of my builds, and certainly not better than other options in 90% of cases. General rule of thumb is that IO sets will always be a better option if you have room for them. Which is sad IMHO. |
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Legendary Sannin Ninja/Pain Mastermind
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Hellish Thoughts Fire/PSI Dominator
Thank You Devs for Merits!!!!
Personally, I don't even like DDR. I think it should work like RDR (resistance debuff resistance), or in other words, defense should resist defense debuffs.
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Defense doesn't, and can't work that way. If you have 45% defense, you're going to avoid most of the debuffs that would otherwise have landed. But the debuffs that do land reduce your defense, which will make it easier for debuffs to land.
Something that most people continue to misunderstand is the purpose to DDR. DDR is not there to protect defense sets against defense debuffs. Sometimes even the devs get this wrong. *Defense* protects defense sets against defense debuffs, and for that matter all debuffs. DDR is there to protect *defense* from losing its ability to protect against defense debuffs. Or to put it another way, DDR exists to prevent cascade failure.
Cascade failure is when your defense drops, making it easier for defense debuffs to land, so you eat more debuffs, so your defense drops, making it easier for defense debuffs to land, so you eat more debuffs. So as you become weaker to debuffs, you become weaker to damage, which makes you weaker to debuffs, which makes you weaker to damage. And then your damage mitigation zeroes out and you die.
The thing is, true cascade failure leading to a complete or near-complete loss of damage mitigation can only really happen for powersets that rely exclusively or almost exclusively on defense. Sets with low defense or that don't rely exclusively on defense can have their defense stripped away, but can't have all of their protection stripped away at the same time because it isn't tied up all in defense.
Mechanically, this can happen even to a Regen scrapper with zero defense. They start off avoiding about half of all attacks just due to critter base accurate, but then they get hit by a defense debuff and now they get hit more often, and that allows them to get hit by more debuffs, etc. But that's characteristically not as severe as cascade failure: the worst case scenario is a less than doubling of incoming damage.
Even for a non-softcapped SR scrapper, things are much worse. They can go from about 30% defense to zero very quickly, which increases incoming damage by a factor of four. And as a practical matter, even non-softcapped SR scrappers are likely to be higher than 30% defense due to powers like combat jumping. An increase of a factor of five (increasing incoming damage to six times normal) is not unusual. DDR is designed to soften that significantly.
Because defense avoids debuffs anyway, giving defense sets perfect or nearly perfect DDR can be overkill. SR has way more DDR than normal damage mitigation calculations would suggest. But that's tempered by the fact that defense debuffs are so common, and SR is so heavily reliant on defense. They sit at an extreme case. In any case, rather than do calculations, which have significant judgment associated with them as well, the devs have decided to guestimate how much DDR seems reasonable for the sets that have it, and they tend to fall into the low (~30%), medium (~50%) and high (SR, and some stacked tier 9 cases) realms. Shields is in the medium category.
Is it fair? Well, if the devs granted DDR by the methodology I originally suggested when DDR first appeared (which predates Shields) then Shields would have something in the neighborhood of 40-60% DDR.
Many people have suggested that DDR and RDR should work in exactly the same way. Unfortunately, that's impossible because Resistance resists a percentage of an effect, while defense avoids all or nothing. That critical asymmetry makes it impossible for defense debuffs and resistance debuffs to work the same way, or even approximately the same way. We can attempt to make them work in somewhat analogous ways, but nothing would be perfect. To be honest, while there are definite wrong ways to do this, the exact right way is something of a judgment call, specifically because the one thing that can't be done is to replicate the average behavior of resistance across all debuffing domains.
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I have other characters without DDR. My elec brute can solo +4/x8 without a spot of DDR, because he doesn't rely on defense as his only protection (thanks, energize and resists!)
A crab with fortification and serum can be very tough even with debuffed defense. The build I'm looking at has 40-50% resists, 2000 life, rebirth for regen, AND softcap R/A (hover build), plus pets to take aggro. The reason shields is hurt significantly by the DDR change is because its other attributes are low; a shielder with 0% defense after debuffs will die. Other characters either get enough defense to protect against debuffs despite the lack of DDR or have much better resists, MaxHP, and/or regeneration. |
Mind you, if you dont want the shielder anymore, make a new main. But it just seems silly to put in the Destiny power on the Crab, when you can do the same for the Sheilder.
BrandX Future Staff Fighter
The BrandX Collection
I do have rebirth on the shielder. It is very, very nice. Regeneration is hard for me to quantify, but it feels like half my survivability.
But if a couple tarantula mistresses hit me with scramble thoughts, it alone will not protect me.
Oh, and to Arcanaville:
Thanks for the discussion. I wasn't clear. I understood that DDR and "RDR" cannot work the same way, and instead I wanted the defensive sets to have equivalent amounts of DDR to defense in the way that RDR scales with resistance. So a set with 45% defense would have x amount of DDR (say 90%, but it could be lower in practice).
Basically, I think defense powers (set and pool) should give DDR because resistance powers by nature give RDR. So shield's DDR would be in deflection, BA, PF, and GC, and a person could take weave, maneuvers, and CJ to further improve DDR. This would also have the advantage of making those powers better for already softcapped characters.
If we used a 2 to 1 ration for DDR to defense, that would mean shield would have a base of 46% to DDR, and could take the pool powers for an additional 7%ish. I could see the ratio being less than 2 to 1 though (and the value could be different for different sets and ATs), as it would give sets like energy and ice an advantage to going for the softcap.
I'm not sure how relevant to the conversation that is, but if done that way AD wouldn't have given DDR in the first place. Anyways, just a thought.
TW/Elec Optimization
The thing is, true cascade failure leading to a complete or near-complete loss of damage mitigation can only really happen for powersets that rely exclusively or almost exclusively on defense. Sets with low defense or that don't rely exclusively on defense can have their defense stripped away, but can't have all of their protection stripped away at the same time because it isn't tied up all in defense.
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Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA
Just to throw another opinion in the mix. I believe /shield toons are being more vulnerable to defense debuffs, is good thing ...working as intended. Having boosted damage, boosted hitpoints, boosted resists, AND unbeatable defenses is too much good with no risk to counterbalance it.
I gotta make pain. I gotta make things right. I gotta stop what's comin'. 'Least I gotta try.
I agree with ShredM. I knew it wouldnt last. /Shields gets a lot for a little with HO's bug. I could kind of overlook it due to the difficulty getting them, plus I like the idea of a mutation (the DNA of your character actually changed with HO's!!) when exposed to Hami, but oh, well...
Miss Arc #147491: Rise of Bedlam
AKA Iron Smoke @Champion Server
There is a very simple reason behind why I have been on the just remove all non IOs for a while.
Whether we like it or not COX is a PVP MMO. One of the biggest sources of imbalanced since the launch of COV was players using the hami o exploits.
Take another beloved MMO of mine Guild Wars. The reason it works both as a casual PVE and PVP RPG for so many is that there is no super gear to imbalance the odds. Sure there are rare items in that game, but they are only highly prized for thier COSMETIC aspects. And believe me when I say pretty moves that games economy as surely as it does in the real world.
When you have items, especially rare ones, that can significantly effect the balance of power between 2 players, it will always lead to balance issues in PVP especially if PVPers want it to not require any real time spent on PVE to feel competitive.
PVP IOs where an attempt, poorly thought out though it was, to balance it back. However the right answer was to always REMOVE anything not earnable through our reward merit system that has proven itself a great success in attracting players to run TFs, hunt GMs as groups, and in general enjoy alot of content that had spent its fair share of time being hated upon.
If it can be only aquired through PVE play then frankly it cant be that good in the game we now play in. Look at the mothership raid for example. Id say its more fun then Hami anyday of the week, at least equally challenging to get organized and run. but none of its rewards are really significant combat upgrades. in fact much like In GW for a long time it was its costume unlocks alone that would bring fresh 50s out in droves to earn the V Merits.
Its not that I dont understand the frustration of losing the feeling of being a viable build. My oldest Kat/SR went through it multiple times. ED, the changes to how powers like ELude worked making perma a distant memory and his only if insane goal left he has to reaquire the power he once had.
Sometimes though the game will change, and a characters sets just wont ever feel the way they used to. Sometimes a new character using the new sets will be the only thing that keeps you interested. Sometimes a long break so u can come back and start fresh and not burdened with the fresh memory of how it was just working last week.
However it is also a FACT that it was long ago made clear by the DEVs that the HOs where not WAI and that it was a top issue they where working on though they adimitted freely it might take them, and did take them years to fix it.
My problem with and aggressive tone isnt directed at any who used them, but those who used them to have an unfair edge, and now complain that its a NERF when in fact its evening the playing field.
Let me compare it to another MMO I play off and on DDO( Dungeons&Dragons Online) the MMO that really first prooved the FTP gamble could save a game on the brink if done well.
Sadly over the last few updates they have also has exploits of game breaking nature evolve on par with the HOs and thier long time impact on things like PVP balance.
In DDO the first exploit that was akin to the HOs actually happened long ago, during a period when a raid was bugged, and through a clever trick using an in game spell, allowed players to avoid actual completion of the raid, still get most of the loot, and therefore rapidly grind out something you where not meant to be able to run more then once every 2 and a half days. To this day there are players wandering around with a personal armory of such diverse power, that even with new items added, these old ones due to the nature of thier power still remain among top items new players will spend years to aquire, what some exploiters aquired in a few weeks.
The most recent ones are equally bad. One allowed players to in a matter of hours max thier currency caps on multiple characters, and stock pile away high end items that are incredibly rare in such quantity as to make any one else's efforts to be a respectably equipped player become meaningless. This was in ways on par to the great AE launch debacle with PLving. Fortunatly Our Devs here at Paragon used the lesson to improve our sidekick/exemplar system and our game in general.
Lastly in DDO is the current and now unfixed for months one, allowing players to trade items meant to be bound to character or account. THis would be comparitive if in COX we suddenly could througha known bug, sale things like incarnate materials and hero/villain merits to each other or even post them on the AH. Its so bad over in DDO players do it with an intentional tone of mockery towards the admin and devs of thier own game they claim to love so dearly.
That is where my real tone of contempt is directed here in COX, those who used this exploit and now dare to call it a nerf. Effectively admitting to being an exploiter which in any game, for any reason, is just simply an intolerable behavior to see in anyone I am expected to share the game with.
I am a VERY big fan of perma bans on those known to repeat exploit FYI and see exploiters of any nature as no different then gold farmers as far as being a cancer upon any MMOs community.
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
There is a very simple reason behind why I have been on the just remove all non IOs for a while.
Whether we like it or not COX is a PVP MMO. One of the biggest sources of imbalanced since the launch of COV was players using the hami o exploits. |
I mean... what?
Really?
I sort of agree on COX being a PVP MMO - but only where the in-game economy is concerned. And even then, that PVP is a lot more relaxed than, say, sitting in Jita 4-4 playing Excel Online. Other than that it's strictly PVP optional with sadly not very engaging PVP.
I sort of agree on COX being a PVP MMO - but only where the in-game economy is concerned. And even then, that PVP is a lot more relaxed than, say, sitting in Jita 4-4 playing Excel Online. Other than that it's strictly PVP optional with sadly not very engaging PVP.
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To counter Demitrios claims of evils of using an exploit to gain untended power, I will return to an old point, and maybe use some info.
I can guarantee that I could take any AT and powerset combination and solo at at +0/x8 with inspirations with a build as expensive as the one I had on my scrapper. We don't have "overpowered" in this game, as every character should be superpowerful by definition. We do have class imbalances, however, and some of that is intensified by IOs and HOs.
However, understand that one my biggest points against this changes is this is cuts the usefulness of HOs in about half for me. They were only overpoweringly imbalanced before the multitude of nerfs towards them, and now are mostly overpriced curiosities.
HOs allowed me to create a melee character with enough survivability to face most content and the ability to solo a wide amount of AVs. But I can do that without HOs on numerous characters, and better. I didn't use the bug because it made me more powerful than all characters, but because it created a gameplay style I enjoyed (and I've advocated giving other defensive sets similar abilities). If I had wanted a more powerful character, I could easily have made one.
You are exactly what I was warning about when I posted earlier about how exploiting can be much more broadly defined. Specifically, you are asking to have me banned for a nondisruptive game behavior that I enjoyed without affecting others (indeed, I imagine that a few players benefited quite a bit from the influence I used to buy the HOs!). However, if we went around banning people because they used powers and enhancements available in game that were stronger than the developer's vision, you would have quite a few targets. For instance, virtually every player that uses IOs "exploits" them to gain an edge. The developers could easily state that they never intended for any player to softcap as easily as we do today, and your argument would advocate the banning of every player that used IOs in that manner (see also: Perma phantom army, perma crab pets, perma-hasten, etc.).
Obviously you have more experience with other MMOs (read the forum rules about discussing them, just a friendly warning). However, understand that PvP in CoH has a very small following, and that CoH is not like anything you have played before. Anyone has the capability of building a powerful build and getting large amounts of influence, but we have no exclusivity. Your power is personal, and will not keep you from joining any group's or doing any content, and only becomes a factor when we talk about soloing at high levels of difficulty. Yes, we have imbalance, but that imbalance does not give an edge because their isn't an edge to be gained.
Instead, the balance of sets is based around the player, rather than the people they would play with. Because we don't have any content that requires a group full of IOed out builds, the player does not "need" such a build. Instead, power affects people's personal set choices, and nothing more. The only exception to this is PvP, which is only an activity you will find if you actively seek it out.
TW/Elec Optimization
Now take out all your defense enhancements completely and go fight a +3 boss. Welcome to Super Reflexes, circa May 2004.
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