O2 Boost needs some leurve!
o2 boost is fine.
Keep the heal single target, but make the buff effects AoE. See: Increase Density.
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Wait, you mean it isn't a single target heal?
Willpower has more passive regen than Regen does. Who thought that was a good idea?
Can we get a fix for Energy Melee instead of more new sets?
Anyone trying to O2 Boost a whole team, let alone a whole league, is doing it wrong. /Storm has soooo many other debuffs that the lack of O2 Boost on a character shouldn't matter much.
Poison's Alkaloid needs more help than O2 Boost.
Let me never fall into the vulgar mistake of dreaming that I am persecuted whenever I am contradicted.
~Ralph Waldo Emerson
"I was just the one with the most unsolicited sombrero." - Traegus
i like O2 but feel sad when other AoE heals are bigger even when i've enhanced a little hooray for rech/end enhancements!
cough:grrTIME!:cough
Keep the heal single target, but make the buff effects AoE. See: Increase Density.
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For O2 Boost, the only non-Mez Protection it has, besides the Heal, is +Perception. I don't think it's worth the effort to make it an AoE for that.
Octavian Vanguard
@ohmsEU and @ohms 2
Badging character: Bimble on the Union server, Badgehunter.com and City Info Tracker.
But in Increase Density, the only aspects that are AoE are the non-Mez Protection effects.
For O2 Boost, the only non-Mez Protection it has, besides the Heal, is +Perception. I don't think it's worth the effort to make it an AoE for that. |
It dawns on me that flipping my idea around would be far more interesting. There are no targeted AoE heals in the game right now. Turning O2 Boost into one would be neat. Not a huge buff, certainly, but neat.
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Help keep Paragon City alive with the unofficial City of Heroes Tabletop Role Playing Game!
Technically, Twilight Grasp is a PBAoE heal that you must have an enemy target selected to activate.
And Transfusion is targeted on an enemy. I specifically meant targeted AoE like the updated Forcefield bubbles.
Never surrender! Never give up!
Help keep Paragon City alive with the unofficial City of Heroes Tabletop Role Playing Game!
Let me never fall into the vulgar mistake of dreaming that I am persecuted whenever I am contradicted.
~Ralph Waldo Emerson
"I was just the one with the most unsolicited sombrero." - Traegus
Technically, Twilight Grasp is a PBAoE heal that you must have an enemy target selected to activate.
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And Transfusion is targeted on an enemy. I specifically meant targeted AoE like the updated Forcefield bubbles.
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Frankly, I don't think (certainly hope we won't) see a targeted AOE heal. If we do, I'd hope it would have enough of an END cost/recharge/be a poor enough heal that it wouldn't encourage people to just sit back and spam it - rockin' the (risk-free) remote aura, if you will. And I really doubt we'd see it on a mastermind set.
The game's not difficult as it is. We don't need an even bigger dose of easymode slapped on it.
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If you've only played an AT once (one set combo) and "hate" it - don't give up. Roll a different combo. It may just be those sets not clicking for you.
Technically, Twilight Grasp is a PBAoE heal that you must have an enemy target selected to activate.
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And Transfusion is targeted on an enemy. I specifically meant targeted AoE like the updated Forcefield bubbles.
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And both are rather potent debuffs on their target. Unlike regular heals, I tend to think of these more as debuffs that have a healing side effect (and are useful solo.)
Frankly, I don't think (certainly hope we won't) see a targeted AOE heal. If we do, I'd hope it would have enough of an END cost/recharge/be a poor enough heal that it wouldn't encourage people to just sit back and spam it - rockin' the (risk-free) remote aura, if you will. And I really doubt we'd see it on a mastermind set. The game's not difficult as it is. We don't need an even bigger dose of easymode slapped on it. |
Again, if a set needs this kind of boost, it's not Storm. And I'd suggest that it be Poison, since it's heal is worse than O2 Boost, and Corruptors/Controllers/Masterminds need to take it.
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Alkaloid
Heal: 203.70
Activation: 1.53
Heal per Activation Time: 133.4
Other Effects: 15% Toxic Resistance for 60 Seconds
O2 Boost
Heal: 155.49
Activation: 2.27
Heal per Activation Time: 68.49
Other Effects: -6.92 Stunned for 60s
-6.92 Sleep for 60s
+69.2% Res(Recovery, Endurance) for 60s
+138.4% Res(Sleep) for 60s
+69.2% Res(Stunned) for 60s
+207.6% Res(Sleep) for 60s
+86.5% Res(PerceptionRadius) for 60s
+86.5% PerceptionRadius for 60s
Heal Other, Soothe, and Cauterize
Heal: 230.89
Activation: 2.27
Heal per Activation Time: 101.71
Other Effects: None
Alkaloid has the BEST heal per activation time of all the powers, being nearly twice as much as O2 boost and a bit more than 30% higher than the heals that don't have any other effects. It's secondary effect may only be situationally useful, but strictly as a heal it beats O2 boost in every way.
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@Inquisitor
I don't see why Alkaloid continues to get so much hate as a heal. Below are the basic single target heals with numbers taken from http://tomax.cohtitan.com/. The heal and buff values are those of a corruptor/controller at level 50. All the powers have the same range (80ft), endurance cost (13), and recharge time (4 seconds.)
Alkaloid Heal: 203.70 Activation: 1.53 Heal per Activation Time: 133.4 Other Effects: 15% Toxic Resistance for 60 Seconds O2 Boost Heal: 155.49 Activation: 2.27 Heal per Activation Time: 68.49 Other Effects: -6.92 Stunned for 60s -6.92 Sleep for 60s +69.2% Res(Recovery, Endurance) for 60s +138.4% Res(Sleep) for 60s +69.2% Res(Stunned) for 60s +207.6% Res(Sleep) for 60s +86.5% Res(PerceptionRadius) for 60s +86.5% PerceptionRadius for 60s Heal Other, Soothe, and Cauterize Heal: 230.89 Activation: 2.27 Heal per Activation Time: 101.71 Other Effects: None Alkaloid has the BEST heal per activation time of all the powers, being nearly twice as much as O2 boost and a bit more than 30% higher than the heals that don't have any other effects. It's secondary effect may only be situationally useful, but strictly as a heal it beats O2 boost in every way. |
Compared to O2 Boost, which has a nice, healthy amount of secondary effects on it, Alkaloid has a secondary effect that is completely irrelevant for a large portion of the game. Toxic damage is very rare, so resistance to it is less than useful when compared to other effects. I'd rather it have half the resistance to E/NE/F/C than the 15% to Toxic. At least it would be more useful in a larger number of situations.
Let me never fall into the vulgar mistake of dreaming that I am persecuted whenever I am contradicted.
~Ralph Waldo Emerson
"I was just the one with the most unsolicited sombrero." - Traegus
Heal Other, Soothe, and Cauterize don't get the same flack because the sets have other healing options in them so that the single-target heal isn't as necessary. So it isn't as noticeable that they're not that great. Meanwhile, Alkaloid is the only heal in the set, so it is much more noticeable.
Compared to O2 Boost, which has a nice, healthy amount of secondary effects on it, Alkaloid has a secondary effect that is completely irrelevant for a large portion of the game. Toxic damage is very rare, so resistance to it is less than useful when compared to other effects. I'd rather it have half the resistance to E/NE/F/C than the 15% to Toxic. At least it would be more useful in a larger number of situations. |
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@Inquisitor
Again, if a set needs this kind of boost, it's not Storm. And I'd suggest that it be Poison, since it's heal is worse than O2 Boost, and Corruptors/Controllers/Masterminds need to take it.
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More of the issue I see with it is, if the stormie has a pet or a team mate, the biggest thing they would be getting out of this would be the ability to self heal, which would be a massive change and buff to stormies. Thing is though, stormies don't really need that. Storm Summoning isn't by any means a top tier buff/debuff set, but it's not bad either, and as Aett Thorn has been saying Poison could use the love _alot_ more. Not only is Poison's heal worse than storm's heal (which also provides very useful buffs) the set as a whole isn't as strong as storm.
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Mind you, the entire idea was a lark to begin with.
Never surrender! Never give up!
Help keep Paragon City alive with the unofficial City of Heroes Tabletop Role Playing Game!
I've played a Storm Defender since the headstart (I only note that so you know I didn't start playing her last week - establishing context, if you will) and I can honestly say that while I once wished for more for O2 Boost, I got used to the way it works, and in teams I only use it as a spot heal or to free someone from the occasional mez when someone better-equipped can't get to it.
I've adapted to being unable to use it on myself, and I leave the real buffing and healing of others to the sets designed for it. That isn't to say I've not been invited to some teams *solely* for that power, because it's definitely happened. It's just to point out that I've never personally felt O2B was particularly lacking. Okay that's not true: once upon a time I did, but now I don't. I definitely wish it healed for more but it gets the job done and given its other utility, I can't really complain. Storm is nicely aggressive as a primarily debuff-aspected set and that helps offset the heal's deficiencies when people will work with me.
Then again, I've never done any iTrials or the like so take my comments with a grain or a pound, as you will. =)
I have no comments on the poison-healy thing as I have never used it.
- Ashley
[Rocker Girl (Earth/Earth Dom); Sweet Venom (Plant/Time Ctrl)]
Again, if a set needs this kind of boost, it's not Storm. And I'd suggest that it be Poison, since it's heal is worse than O2 Boost, and Corruptors/Controllers/Masterminds need to take it.
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Well my suggestion is specifically about O2 boost. Saying "X needs more than" is not especially relevant. Of course you're welcome to disagree with me but that's not what you've done at this point, you've said "it's not as bad as..."
So other sets may have worse heals. Then put a suggestion up for them yourself.
I'm simply saying that when other sets that do have heals and buffs that are far more effective. As many of the buffs are now designed to fit a league, O2 boost is shown to be lacking. It's practically impossible to use it on every member of a league because it's duration's so low.
Effectively, as it stands it's probably worth taking to level 50 and then respeccing out of once you've got to the Incarnate stuff - and as a team buff it does have some value so it seems a shame.
We're not talking anything game changing here - just a bit of a tweak and some love for a power that offers something for many team-mates, especially squishies.
Thelonious Monk
I was playing my /storm troller the other night on an iTrial and I realised that now many buffs are league wide, O2 boost is left in the shade.
It's never been a fantastic power, but it's always had a bit of use for only a couple of slots. Perhaps the best way to think of it is a small buff with a bit of a heal, but when in a league, it's impossible to get halfway through a full 3 team league of 24 before you have to do it all again. That rather makes it redundant and gives it very limited use on iTrials.
There are several possible fixes:
- make it league wide as other buffs are
- increase duration of effect so that buffs don't wear out before they can be reapplied
- radically increase the heal so that it becomes a heal with a secondary effect
- make it a PBAoE with shorter cast time
Personally I favour the first option, a la Speed Boost etc - it's not like O2 Boost is ever going to unbalance the game but it is useful in its own way. That said the Powers that Be may think different but it would definitely benefit from a bit of help.Thelonious Monk