Medicine pool
Not really, I play all characters. Blasters are why worse off than scrappers in that front, Doms as well, since neither of them have defence skills.
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And Doms... well, mez or otherwise disable the biggest threat first tends to be my philosophy, so I can't say I've missed having Aid Self. I don't miss defense on either AT - but again, play style. I see people here say they "can't play" without being softcapped to XYZ, and had someone complain during a nem invasion (actually *stand back and do nothing* which kind of ticked me off) because they lost their Incarnate powers on the team ("All my good powers are gone" was their direct quote.)
So it *sounds* (and yes, I'll admit to assumption here) that you feel it's far more vital for survivability than I do - like I said, I can't think of a single time I've wished I've had Aid Self on a blaster or dom.) But again, that's purely approach to play, IE, opinion, and other than saying "I don't agree" and leaving it there there's not much to argue (besides perhaps seeing what's being done differently.)
Stop telling people how to play. If they don't want to use it, I'm not going to force them. |
..except for soloers. |
So you're nitpicking. |
"Nitpicking" is something wholly different.
Depending on what character I'm on. If I'm on a scrapper or stalker, not really. I'm contributing by ending the fight earlier. |
Or ask for one. Or wait for a AT with actual support skills to heal/de mez them. |
You also need to do things you don't need to do while play your AT. Such as tracking buffs/debuffs on your teammates instead of tanking or beat stuff up. If the skills aren't on your bar or your bar's full you need to go look for it, and stim takes up 13 end unenchanced. There's lots of reasons what people don't want to use them. |
Bar's full? You can have up to 10.
END? Your call. *shrug*
At the end of all this, I can't help but wonder how being able to help a teammate - even if just on occasion - is a bad thing to where someone would not want to do it, ever, and call a power that would let them do so, that doesn't need extra slotting (does need an Interrupt reduction, but you don't have to add slots, after all) "wasted." Heck, even for the mythical 100% diehard never-team-ever soloist, Aid Other would help in those rescue/hostage missions with NPCs that can be killed.
In this case you're telling people how to play, instead of letting them choose themselves, in my opinion game,especially something like CoX shouldn't do something like that.
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I think fighting is border line overpowered. You're really getting tough, weave and +3def IO out of fighting, since tough is basically the only power +3 def can go into for a lot of ATs. Boxing/kick I think ACTUALLY balances the pool (but not really, because of how good the set bonuses are for them) |
Well yeah, thats what I'm trying to change. I want heal self, I just don't want aid other and stimulant. Is it that hard to imagine people want self-healing especially soloers, and not the other powers? |
I'm for it. Infact I'm surprised this didn't get changed with the tank fiascos. In any case, a power made skippable doesn't have any effect on people who like them, they can still choose that power if they want |
All that said, if the Devs do decide to make your suggested change, it's not that big a deal, in my opinion. I doubt it'll have a major impact either way. I bet it won't even vastly improve your gaming experience.
*reads first page*
See what I'm talking about? The way the pools are are to deter elitist min/maxers who think everything should benefit them for no cost or sacrifice.
Frankly, I'd sooner suggest changing Stimulant into something like Stim-Field, a Targeted AoE mez protection/resistance that has a long interrupt period. Basically, if you have an ally, you can give your teammate(s) and yourself some temporary protection before a tough fight. Does it help a Scrapper? Who cares...something like that would actually do the *whole game* some good.
*reads first page*
See what I'm talking about? The way the pools are are to deter elitist min/maxers who think everything should benefit them for no cost or sacrifice. Frankly, I'd sooner suggest changing Stimulant into something like Stim-Field, a Targeted AoE mez protection/resistance that has a long interrupt period. Basically, if you have an ally, you can give your teammate(s) and yourself some temporary protection before a tough fight. Does it help a Scrapper? Who cares...something like that would actually do the *whole game* some good. |
I'd agree to something like that too.
I took stimulant/heal other on my sr scrapper and ice tanker (alternate builds) to aid squishies when they are in a bind, i.e. mezzed or low health to keep them in the battle to support me when needed. Although I would LIKE Aid Self right away the other powers have their uses.
TBH I really wish the vet reward to skip prerequisites carried over to the med, leadership and especially the friggin fighting pool... |
If a pool needs real help, I'd say fix Presence first. |
I don't suffer from altitis, I enjoy every minute of it.
Thank you Devs & Community people for a great game.
So sad to be ending ):
Dz131 I have no idea why people are giving you so much grief. Some people don't want free cake in case it makes them fat.
In general though, having a self effecting power of any kind hidden behind powers that only effect others is a bad idea, because people who want each type of power often have different mindsets. T1 should have one of stim/aid other plus aid self, and the other of stim/aid other should be swapped to T2.
No real change for anyone who want to help the team, but a great benefit to those looking for a heal.
British by act of union, English by grace of God, Northern by pure good fortune!
Dz131 I have no idea why people are giving you so much grief. Some people don't want free cake in case it makes them fat.
In general though, having a self effecting power of any kind hidden behind powers that only effect others is a bad idea, because people who want each type of power often have different mindsets. T1 should have one of stim/aid other plus aid self, and the other of stim/aid other should be swapped to T2. No real change for anyone who want to help the team, but a great benefit to those looking for a heal. |
Well, I don't want cake for free, even though I'd not eat it, because someone ALWAYS pays for the cake, and if it's 'free' than that usually means, paid for via taxes.
OK, not trying to make this a topic about the fiscal policies of governments..
And for the record, I, at least, am not trying to give anyone any grief, just stating that I'd disagree with his suggested change to the game.
And having some powers of one type hidden behind others of another is part of the structure of this game. I think it encourages, at least a little bit, builds that are more rounded.
It's not like there is no precedence. I like the strategy of buffs/debuffs over pure DPS. That said, if I play a lot of the buff/debuff ATs I'm forced to pick powers that don't directly help me. It encourages me to build a build that can contribute in more ways than one in both solo and team play. I like that the game is structured this way. I'm not saying it's *better* this way. I'm not advocating for them to go further into making this more prevalent, but nor do I want it reduced. It's just my preference. Just as the OP has a different preference. Neither is better, or right, and neither is a 'bad idea'.
Now, if this game forced teaming so much that one couldn't solo at all effectively, then that would be a bad idea. But it doesn't. This game is VERY solo friendly. With the addition of the DA Incarnate stuff, it's even more friendly. And access to Aid Self without having the prerequisite isn't going to make or break a decent solo build. If it breaks a build, it's a bad build. Therefore, I don't see a compelling argument to take away from some of the games structure that encourages multifunctional designed builds and subtly encourages team play.
And I say this from a position of a person that solos about 70% of the time. To me, if the soloist need any change, it'd be more things like the SSAs and more solo TFs. The story arcs are well and good, but the rewards from them pale in comparison to the TF rewards, and the TFs really do force ya to team. Or force ya to not have access to some content if you're playing at non-peak hours. But, even changes of this sort I'd be pretty leery of even though I'd be an obvious beneficiary; I'm not sure I want the unintended consequences.
And for the record, I, at least, am not trying to give anyone any grief, just stating that I'd disagree with his suggested change to the game.
And having some powers of one type hidden behind others of another is part of the structure of this game. I think it encourages, at least a little bit, builds that are more rounded. |
Tough/Weave being locked behind attacks are the other one I disagree with, I don't have any objection to say Weave locked behind Tough, because both increase survivability, but there is nothing that says people who want survivability want an extra attack as well, just like there is nothing to say people who want to buff others want a self heal or people who want a self heal want to buff others.
For the record I have one toon with Aid Self (Who doesn't use whichever of the others I picked) and one who has the other 3 powers but not aid self, which pretty much says it all.
It smacks of 'hide the good behind the bad so the good doesn't seem so good', yet for aid self in particular it isn't even that great.
I won't say "And the devs can do this easily" but it sure sounds like something that is as easy as changing some numbers in a database to me, with maybe a little UI work to cut and paste the powers in different orders. It is more worthwhile than a lot of other things I see the dev team doing.
[I agree stopping with the cake thing is a good idea because that one could have derailed this thread seriously lol!]
Edit: I should also say that I thought locking travel powers behind their pre-requisits was a good idea because it was thematic, but really love the gameplay benefits of not having to do so.
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Did they buff Aid Self at the same time? Honestly it is a pretty poor power even in a defense set, I dropped it on my Elec/Shield because I found the only time I needed a heal were the times when damage was constantly getting through. I wouldn't take it even at T1 on most toons.
I would love to have seen this testing because I can't think for one minute how it messes with balance that much. Most min/maxers already have it, and everyone else doesn't have the capped defence needed to take proper advantage. I also assume this test was a while ago before they buffed Energy Aura? |
For level 50+ content, no, it doesn't affect balance much. however getting it at level 4 (along with Tough) made significant changes to how defensive sets balanced in the 4-30 range. Also, making those powers cost one power pick instead of two changed them from being powers many people took to powers EVERYONE took. The only way to fix that would be to have a lot more decent pool powers to compete with them.
I really should do something about this signature.
I think it was about the same time as the fixed energy aura. It was at the same time as they made travel powers available at level 4 and increase travel powerr pools from 4 to 5.No, the power wasn't buffed.
For level 50+ content, no, it doesn't affect balance much. however getting it at level 4 (along with Tough) made significant changes to how defensive sets balanced in the 4-30 range. Also, making those powers cost one power pick instead of two changed them from being powers many people took to powers EVERYONE took. The only way to fix that would be to have a lot more decent pool powers to compete with them. |
If you aren't softcapped you can't use it that well so low level characters shouldn't be able to use it too effectively either.
Also even at T1 it competes with Combat Jumping, Hasten, Boxing (Sadly a needed pick mostly), Hover (Wouldn't blast without it) and Maneuvers/Tactics which are all good powers so it still wouldn't be a shoe in.
It probably would make the Presence pool feel a bit left out, but that is a good pool for MM's so has a place (Since they were designed as tanks and then not given taunts ...).
British by act of union, English by grace of God, Northern by pure good fortune!
I agree on the power structure, but in this particular case it actually makes little sense to hide a self affecting power behind powers that only effect others because the type of people who want one are unlikely to want the other.
Tough/Weave being locked behind attacks are the other one I disagree with, I don't have any objection to say Weave locked behind Tough, because both increase survivability, but there is nothing that says people who want survivability want an extra attack as well, just like there is nothing to say people who want to buff others want a self heal or people who want a self heal want to buff others. For the record I have one toon with Aid Self (Who doesn't use whichever of the others I picked) and one who has the other 3 powers but not aid self, which pretty much says it all. It smacks of 'hide the good behind the bad so the good doesn't seem so good', yet for aid self in particular it isn't even that great. I won't say "And the devs can do this easily" but it sure sounds like something that is as easy as changing some numbers in a database to me, with maybe a little UI work to cut and paste the powers in different orders. It is more worthwhile than a lot of other things I see the dev team doing. [I agree stopping with the cake thing is a good idea because that one could have derailed this thread seriously lol!] Edit: I should also say that I thought locking travel powers behind their pre-requisits was a good idea because it was thematic, but really love the gameplay benefits of not having to do so. |
I mostly agree with ya across the board. I just don't agree on Medicine. I like the subtle urge to make a melee specialist more rounded as a team player, as I've said before, and always enjoy the surprise of seeing a tank, scrap, etc healing or mez-breaking a team-mate. I think changing medicine would decrease this, with no huge upside, so I'd prefer not to change. As I said, though, I know it all comes to personal preference.
The Fighting Pool I think is a much better case. Having Boxing doesn't increase your character at all in any way, if you aren't going to use it. Unlike Aid Other, you won't ever find yourself in a situation where you suddenly see a great use for Boxing during gameplay, whereas folks that take Aid O just because thy had to might see the need and use it in any tough fight while teamed (or right after the fight).
Again, though, it's all personal preference. And I find Aid Self of so little value (even less than Aid Other) that is most likely colouring my perception. I fail to feel locking a really bad power behind a mediocre power a big deal. Which is why I don't feel your 'hide the good behind the bad' applies in this situation. But, as I don't find the medicine pool all that valuable with the interrupts, I am not going to lose much sleep over it if they do change it.
I agree with ya though, if they decide to do the change, I don't think it should be too tough a change to execute. I won't swear to it, as I don't have enough information, but I'd be sorta surprised if it wa a tough change to make.
And on the travels I completely agree with ya, too. I had no problems with them locked as they were. And I'm also quite happy with the results of the change.
I mostly agree with ya across the board. I just don't agree on Medicine. I like the subtle urge to make a melee specialist more rounded as a team player, as I've said before, and always enjoy the surprise of seeing a tank, scrap, etc healing or mez-breaking a team-mate. I think changing medicine would decrease this, with no huge upside, so I'd prefer not to change. As I said, though, I know it all comes to personal preference.
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British by act of union, English by grace of God, Northern by pure good fortune!
This sums up my opinions on Medicine totally. Which is exactly why I think Aid Other has more value than Aid Self. If I'm getting pounded enough to need Aid, I probably can't get it to fire. But, if I'm def capped, or even close to it, my support squishy might very well not be. And might be getting rocked even when I'm not. I might quite plausibly be able to fire off an Aid Other, which could give me time to then kill off whatever is threatening said squishy.
And yeah, the Presence Pool would feel left out. Er, more left out... I have taken Presence only once that I can recall on a non-MM. To have a pool that pretty much only ever appeals to 1 AT is problematic.
I just can't see that happening in the real game though. I don't think it is worth it even on a defence capped toon most of the time, and a lot of the min/max scrappers in particular dropped it and tried to get more regen instead because it takes so long to use. Good regen coming from Melee Hybrid might cause even more people to drop it (I know I plan on using Hybrid as a heal if it stays the same).
If you aren't softcapped you can't use it that well so low level characters shouldn't be able to use it too effectively either. Also even at T1 it competes with Combat Jumping, Hasten, Boxing (Sadly a needed pick mostly), Hover (Wouldn't blast without it) and Maneuvers/Tactics which are all good powers so it still wouldn't be a shoe in. It probably would make the Presence pool feel a bit left out, but that is a good pool for MM's so has a place (Since they were designed as tanks and then not given taunts ...). |
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If it were up to me I'd personally make the first three powers of EVERY pool selectable as the first choice and add a 5th power... a pretty tempting one in some cases, to the pools that don't have a 5th.
In medicine's case I'd probably add a self stim power that works like a break free with a recharge time. I think something like that would be very popular among the non status protection having crowd and to get that cherry still necessitates picking up a second power in the set
In Fighting's case I'd probably add a passive with minor +end discount +defense debuff resistance +status resistance. Not a huge boon at the top of the tree but it's already such a great pool that it doesn't need something uber at the end. With that said even a minor passive like I suggest would be tempting since it allows those without any debuff resistance to get a little, an end discount can be welcome by many especially those running many toggles, and status resistance, while often shrugged at, is still something that increases survivability. As I said MINOR passive so not big numbers but I bet it would still be a popular choice.
In Presence's case (besides making the fears less expensive and have a bit longer base duration and shorter recharge times) I'd add a 5th tier passive that improves the mag on the fear powers to 3 and grants minor (say 2 to 3) taunt and fear protection.
For Concealment, probably a passive that give minor value boosts to perception, stealth radius, to-hit buffs and to-hit debuff resistance. Not an overly huge power but so much of concealment is useful and having a method to improve the stealth radius can be useful against specific mob types like snipers so it has some temptation value. It also adds another debuff resistance method for those without to acquire. From a thematic point of view its more of an "opposite of concealment" power but I look at it from the point of "if you're already this invested in concealment you should logically be good at countering it".
But that's just me.
Jem - Ill/Rad Controller Lv 50+3 Nic - Mind/Psi Dominator Lv 50+3 Lady Liberation - Invuln/SS Tanker Lv 50+1 Invicitx - Demon/Pain Mastermind Lv 50+1 Celeste - Emp/Arch Defender Lv 50+1 Nightsilver - DB/WP Scrapper Lv 34 Dusk Howl - StJ/Regen Brute Lv 32 Kyriani - Time/Energy Defender Lv 41Psifire - FF/Psi Defender Lv 50
Star Lighter - LB/LA Peacebringer Lv 30
I tend to use Aid Self a lot. Aid other less so, but it is a power I take often, usually to get aid self.
My Mace/Shield Tank has it, as well as my FF defender, my energy blaster and my StJ/SR Scrapper. I usually take it on toons that dont have a self heal, to get me out of scrapes and tight spots. My game style is very hit and run, so im often dodging in and out of combat enough to get a heal off before flying back in again.
My tank mostly uses Aid Other because it works theamatically (Hes a Natural Riot Cop, that uses a lot of tricks like sleep gas, Aid Other and Revolver).
I find it very satisfying to help toons that get hurt and retreat from the fight, getting help from someone that they wouldnt expect and helping the healer of the team out a little.
Rockshock (Druid Tanker), Medicat (Combat Medic), Dwarf From the North (Ice Mage), Rocket Gal (Energy Blaster), Graveborn (Undead Mastermind), Streeker (Punching Speedster), Op. Sidewinder (Recluse's pet Spider)
In my other post I almost mentioned making the T3 or T4 into a taunt aura, but then I realised it would be another power my scrapper wants locked behind a power she doesn't!
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LOL! I hear ya there. I know a few of my scrappers that would want a taunt aura power.
I just can't see that happening in the real game though. I don't think it is worth it even on a defence capped toon most of the time
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If you are doing incarnate content you probably have plenty of heals anyway and won't have any advantage, but at low levels the survivability is massively ahead of anything else.
I really should do something about this signature.
These all seem like good ideas. Might take some work to find the ideal numbers (high enough to be tempting and worth the power pick, but not overpowered or unbalancing) but I think that in concept they are all quite nice.
If it were up to me I'd personally make the first three powers of EVERY pool selectable as the first choice and add a 5th power... a pretty tempting one in some cases, to the pools that don't have a 5th.
In medicine's case I'd probably add a self stim power that works like a break free with a recharge time. I think something like that would be very popular among the non status protection having crowd and to get that cherry still necessitates picking up a second power in the set In Fighting's case I'd probably add a passive with minor +end discount +defense debuff resistance +status resistance. Not a huge boon at the top of the tree but it's already such a great pool that it doesn't need something uber at the end. With that said even a minor passive like I suggest would be tempting since it allows those without any debuff resistance to get a little, an end discount can be welcome by many especially those running many toggles, and status resistance, while often shrugged at, is still something that increases survivability. As I said MINOR passive so not big numbers but I bet it would still be a popular choice. In Presence's case (besides making the fears less expensive and have a bit longer base duration and shorter recharge times) I'd add a 5th tier passive that improves the mag on the fear powers to 3 and grants minor (say 2 to 3) taunt and fear protection. For Concealment, probably a passive that give minor value boosts to perception, stealth radius, to-hit buffs and to-hit debuff resistance. Not an overly huge power but so much of concealment is useful and having a method to improve the stealth radius can be useful against specific mob types like snipers so it has some temptation value. It also adds another debuff resistance method for those without to acquire. From a thematic point of view its more of an "opposite of concealment" power but I look at it from the point of "if you're already this invested in concealment you should logically be good at countering it". But that's just me. |
Depends what you are using it with. One of the intentional balancing weaknesses of SR is lack of access to a self heal. However (and I tried this myself) it's pretty easy to get near the def cap on an SR tank even at low levels, especially if you also have a Parry type ability.
If you are doing incarnate content you probably have plenty of heals anyway and won't have any advantage, but at low levels the survivability is massively ahead of anything else. |
I think SR needs a heal regardless though, debuff resistance isn't really enough to push it ahead of Energy now imho.
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I always forget that tanks have higher base numbers when I start talking about low level survivability. So yeah Aid Self would be good for them.
I think SR needs a heal regardless though, debuff resistance isn't really enough to push it ahead of Energy now imho. |
So, if SR could use any sorta of change, I'd say make the t9 Dull Pain/Regen Boost/Healy sorta thing. No crasah maybe, or minimal one, and fastish recharge. It could also mirror Shield, and be a Resistance boost, too and that would be equally viable and useful.
But, this option still wouldn't put the healish power in the range of those that need it most. I don't think Id want to trade any of the t1-8s for a heal, though, however.
Some power sets just have rough patches they need to get through before they shine. I mean, how many trollers sets have to slog along till they get their pets. Quite a few it seems. I'm quite OK with SR being a late bloomer. I also tend to enjoy the variety of having not all power sets have to have a heal. Different paths to survivability. Regen uses lots of heal and healish clicks and works. WP, has none, and is widely regarded as a great set. So too, Shield. No heal, but quite enjoyed, and quite a strong set. SR is ridiculous at higher levels, shrugging off scads of enemies even those armed with massive debuffs that would kill most every other set. SRs only real Achilles' heel is massive +tohit or +acc enemies. And really, every set should have an Achilles heel. Sure, SR gets later to the party than some sets, but so what. I don't have any problem with sets progressing at different paces to some degree. It is my usual experience that the late bloomers are very much worth the wait.
Edit: To add an addendum.... Even if SR desperately needed a self heal, and even if everyone agred this was the case, I'd say just change SR, don't change the medicine pool as a means of fixing SR. That said, I always love discussing SR, but won't do so here further, as that's more properly a whole new thread.
Second Edit: Forgot to address your second line. I think SR is already ahead of Energy. And yes, while the higher DDR is part of the reason, the biggie is positional, rather than typed defenses. No real psy or toxic hole is a big advantage, especially as psi enemies are quite prevalent. But, I certainly don't think SR is ahead by much. Just a tiny margin. Again, though, as I respectfully disagree, my position is, too, just an opinion. Both sets are a total blast, though. Through and through fun..
I really should do something about this signature.
Do you not understand what an "edge case" is? Do you understand it was said to counter your "Everyone wants to stay alive?"