Hybrid I am disappoint
In the testing I have done with tier 4 melee and tier 4 assault, I've found it to be pretty powerful. Melee has saved the hide on my Elm/SR stalker when I got in too deep. Without it I would have been toast, this is absolutely true.
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But then even if it was an awesome 'oh dear' button because of the unusual duration/recharge it doesn't let you actively take advantage of it being there because you can't go looking for higher levels of challenge without accepting that you will need to wait 2 minutes without fighting whenever the power drops*.
Assault I think is 'ok' because it works just like Build Up - though I would expect better, if Destiny gave damage we would all be damage capped the second we clicked it (Even brutes!).
Control I can see as being quite powerful, but aside from the design flaws that give some sets an unfair advantage you are still in a situation where you are unable to increase your difficulty without accepting that you can't do anything while the power is down*.
Support suffers from the same problem if you are using it for solo purposes (Like most people who take the Leadership pool most likely) and the additional problem of needing to be co-ordinated in raids in a game that hasn't previously needed any co-ordination.
*And if you don't need to take those 2 minute breaks then the power isn't doing all that much.
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That could still happen. This is the initial Hybrid branch ideas. Every slot has received additions over time.
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I don't see any single target judgement powers appearing, or perma but weaker lore pets, or toggle destinies, so I don't see hybrid giving toggle options either. Or at least without the devs admitting a mistake and that being the most face-saving way of conceding the point.
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But then even if it was an awesome 'oh dear' button because of the unusual duration/recharge it doesn't let you actively take advantage of it being there because you can't go looking for higher levels of challenge without accepting that you will need to wait 2 minutes without fighting whenever the power drops*.
*And if you don't need to take those 2 minute breaks then the power isn't doing all that much. |
And enemies don't deal damage in a steady and unvarying stream. Sometimes I'm in little or no danger, other times Anti-Matter gets loose on Keyes and decides to shoot at me for a while with attacks that deal 4 digits and massively debuff defense, to name a single example. I don't need to be able to survive that forever, just until the danger subsides. Death usually results from running out of panic buttons, so having an extra panic button directly and significantly increases my ability to avoid death.
No, but the comment JayboH quoted wasn't talking about toggles, it was just talking about what roles future Hybrid powers might cover.
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Honestly, this kind of objection makes no sense to me. Survival is ABOUT managing defensive abilities. I mean, yeah, you have some level or another of baseline survivability, but I generally don't die to things that slightly exceed that. I mostly die to things far above my baseline, and then only after I run out of ways to save myself. Archmage, Destiny, t9 defensive powers, inspirations, etc etc. One with the Shield has less uptime than Melee Hybrid, provides less benefit, and has a bit of a crash, and it's still an excellent and valuable defensive power.
And enemies don't deal damage in a steady and unvarying stream. Sometimes I'm in little or no danger, other times Anti-Matter gets loose on Keyes and decides to shoot at me for a while with attacks that deal 4 digits and massively debuff defense, to name a single example. I don't need to be able to survive that forever, just until the danger subsides. Death usually results from running out of panic buttons, so having an extra panic button directly and significantly increases my ability to avoid death. |
If AM gets loose and goes after you no Hybrid power is going to keep you alive, you have to rely on someone else saving you, or having a more powerful panic button, or several panic buttons.
Even then if you know AM is about to get loose and pop your Hybrid power and it saves your life, how do you know if you should toggle it off or keep it on? Either way leaves you vulnerable to AM getting loose a second time before Hybrid is back up.
And that is a very rare situation, most situations have you in a team taking on large groups of mobs and aside from the alpha the damage tends to be very steady and stays the same more or less as you run through the mission. The only time it changes is if you get hit be a debuff that normally misses.
If Hybrid was predictable and reliable then you could deliberately aim to take on challenges that you know now you cannot face. This includes being perma or just having it recharge so it is there when you want it.
Having several panic buttons and adding Hybrid as an extra one is not a playstyle that I see very many people using or talking about.
Edit: Just re-read and saw you mention OWtS, the joint most skipped power in the /Shield set ...
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And that is a very rare situation, most situations have you in a team taking on large groups of mobs and aside from the alpha the damage tends to be very steady and stays the same more or less as you run through the mission. The only time it changes is if you get hit be a debuff that normally misses.
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So, maybe it's a playstyle thing, I dunno. And I have no argument against someone who simply prefers to not keep track of another button. It's claims of "part-time survivability is useless" that are so wildly contrary to my own experience that, at least to me, they seem nonsensical.
OwtS is frequently skipped because /SD can operate quite well without it, so it's first on the chopping block in a tight build, but I usually haven't seen even the people skipping it justifying that by saying it's not a good power.
I guess we have very different in-game experiences with this. IMX, danger even within a single mission tends to fluctuate dramatically. The ITF Cyst mission is a cakewalk, except when one of the explosions lucks through my defense and suddenly I'm on the ropes and cannot afford to soak more hits. I waltz through Carnie missions until two spawns overlap at a corner and three Master Illusionists plus their decoys can overcome my mez protection. The Lambda warehouse is laughable except when Drain Psyche hits and I'm gasping for breath with six bosses bearing down. Any old mission with a team is a snoozefest, until I zig where the rest of the team zags and it's just me against a sea of 54 Malta. And moreover, even though these situations are relatively infrequent, they are the only times I'm actually in danger, so I don't need a survival boost the rest of the time.
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What I don't put very well is that while there are times you need that extra layer of survivability they aren't often enough to make an incarnate power that you have to work hard to get worthwhile (I want to use my incarnate powers a lot since I have to work for them), and the missions where I feel that power would be of great use throw up those situations outside of the 2/2 timer so I am stuck while the power is down.
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While it seems I normally agree with ya, PrincessD, in this case, I just don't see it, and have to agree with Hope. Damage tends to come in spikes, and having an excellent burst of survivability is a phenomenal tool. People chase the Archmage/Demonic accolades for a reason. That burst of survivability is even better if it's crashless.
That said, on Hybrid as a whole, I think it's very much on par with the other Incarnate slots. I think the reason it may seem underwhelming is that it's our sixth one available. I mean, a well IOed incarnate only has so many holes to plug. If the incarnate abilities keep getting stronger, that's a huge problem if they are allowed to be used in regular lvl 50 content (well, maybe that genie may well already be out of the bottle, but ramping up in power isn't really a good thing regardless). If they don't get stronger, well, how much better than running on +4/x8 at breakneck full speed can you really get?
I think that if Hybrid came earlier, and say, Destiny came 6th, then we'd have folks complaining about Destiny being underwhelming. At least that's my take on the value of Hybrid.
So, given that...
Yeah, I can afford, as things now stand, to not obsess over getting Hybrid. I don't enjoy the iTrials overmuch, and when I do, I don't want to run one over and over. So I'll just do DA stuff, and the other 1/2 dozen iTrials and get the other 5 slots on my scads of incarnates and not worry about Hybrid until there are 2 or 3 other trials (or a solo path, even) that give Advanced Psychic Incarnate XP. So, Hybrid, isn't worth it to me because it doesn't fill a need that wasn't filled elsewhere, and is forcing me through a bottleneck I don't want (and don't need) to navigate. It *is* worthwhile, equally so to the others, but since I can't choose to get it earlier on some alts, and since it's the most limited path, and will always be last in sequence obtained among the slots we now have, I'm more than willing to just shelve it for now,and concentrate on getting the other 5 slots filled on a bunch of my other 50s that aren't all fully incarnated.
Obviously, if you're more hardcore a completionist than I, or are less alty than I, or if you enjoy the iTrials more than I, your mileage will vary a great deal, and that's OK.. To each their own...
While it seems I normally agree with ya, PrincessD, in this case, I just don't see it, and have to agree with Hope. Damage tends to come in spikes, and having an excellent burst of survivability is a phenomenal tool. People chase the Archmage/Demonic accolades for a reason. That burst of survivability is even better if it's crashless.
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Tools to handle damage spikes are good things to have, but Hybrid simply doesn't work as one because A: It is too weak and B: It isn't up regularly enough to be used as the preventative measure that it is.
Accolade powers are fluff really and so I can understand the long recharge, but incarnate powers are key powers and should be a little more usable than at the moment. You cannot get as much use out of Hybrid as you can say Destiny because even though Destiny wears down to a fairly low buff, the very presence of that low buff allows you to do things you couldn't otherwise do, and that is ignoring the wonderful 'oh dear' button a newly cast Destiny provides.
I don't thing Hybrid should be as powerful as Destiny (Which was stupidly designed imho) but it should give the same ability to go up that next level when thinking about what you can take on. Even putting it on a once-per-spawn timer would allow it to be used as an alpha breaker, or as an after battle recovery tool (With some changes).
In the end I feel like Hybrid hasn't really increased the power level of any of my characters, merely smoothed out some not really deep potholes in the road and is thus entirely missable, and incarnate powers should not be missable.
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I think your point is well made. I just don't agree. I think it's a big enough boost to help in those critical situations, and lasts long enough to get you through them usually, and is up pretty often, often enough that is should be available a lot of the time in those situations.
But, I'll go ahead and kick the foundation out from my position by admitting that I'm only looking at the numbers and comparing it to other powers I'm familiar with. I've not actually used Hybrid, so I could be way off base. But the numbers don't look horrible next to Archmage or some of the tier 9 powers (or even some of the APP/PPP powers).
I may change my mind when I get to play with this toy, however.
But, again, it may come down to play style.
Edit: Of course, it's impact may also be affected by the build it's used on, too.. I could be picturing it's use on one type of build, and your test samples could be on a very different type of build..
I should know not to try to change your mind lol
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Fair play
I should know not to try to change your mind lol |
And, that said, it's certainly no picnic trying to change your mind, either.
Hey now!! I'm not unreasonable. Or at least I certainly try not to be. You are always able to make me consider things I might not have before. Some things are just more subjective (and thus dependent on styles of play) than others.
And, that said, it's certainly no picnic trying to change your mind, either. |
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Lol I wasn't calling you unreasonable, I just mean you know your mind well, which is good. Sometimes it is good to 'argue' with someone who can explain why they think what they do, I don't often let people get away with not agreeing with me
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Fair enough. I'm compelled to agree with you yet again.. I particularly enjoy hearing your explanations of how you think while you are disagreeing.. They are always well explained.
I love when the interweb isn't an argument forum, but instead is a decent avenue of respectful discussion...
Get a room, you two! ;P
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Have any of them completely changed mechanics though?
I don't see any single target judgement powers appearing, or perma but weaker lore pets, or toggle destinies, so I don't see hybrid giving toggle options either. Or at least without the devs admitting a mistake and that being the most face-saving way of conceding the point. |
My new Youtube Channel with CoH info
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British by act of union, English by grace of God, Northern by pure good fortune!
My new Youtube Channel with CoH info
You might know me as FlintEastwood now on Freedom
What was promised was a toggle that always buffed your character. What we got was destiny 2.0 with some different buffs and arguably a lot weaker (being single target). Anyone feel the sameway?
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No not really. First as DarkGob points out until it hits live anything on Beta or just being "talked" about is subject to change depending on what the testing reveals. Second I'd hardly call it Destiny 2.0. Yes Melee and Assault are single target toggles... they are designed for melee characters or anyone else that wants more defense or damage. Support provides added resistance, damage, accuracy, etc to anyone with your 50 ft radius and can stack up to 4 times.. So if your close enough you can get boosts from several team mates. Control .. is CONTROL its all about holds/immobs and again has a wide arc .. not one single target.
So far my characters either have support or melee, a couple have both, and I have tested them. Once turned on the power lasts for 2 minutes and then has a two minute cool down before being activated again which is a lot less recovery time than Destiny. Ok so it's not on constantly but it can be activated and assist you during just about any AV battle. Today alone my SW/WP stalker used it successfully against Tyrant (twice)[magisterium trial], Maelstorm [tpn trial], and several times througout the Underground trial including in the final chamber and against the lichen heale WarWalker. Unlike some Destiny powers the effects do not degrade over time so for the entire 2 minutes you get exactly the same benefits as you did the second you toggled on... In the case of Melee it actually increases depending on how many mobs you have around you.
Four options does seem a little skimpy at the moment but who knows they may have added Hybrid powers planned for future release just like they have done with Alpha, Lore, Destiny, etc, etc. Am I disappointed? Nope So when does the next one come out?
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I'm not terribly disappointed with the slot, I mean a boost is a boost, but frankly I do kinda feel like this should have been an earlier slot for it's general strength and usage. It's cool, but it's still definitely outshone by previous powers, which I kind of think is going to be the biggest problem going down the line. We all expect the powers to be bigger, badder, more flashy and SPECTACULAAAAAAAAR. When they may have given us some of the biggest and flashiest (also easiest to design) powers from the get go.
Well for hybrid saying it was changed in beta based on player feedback is not false but almost everyone suggested a lower endurance cost instead of high one to equalise the builds. It was devs decisions to make it halfbaked first but becuase of huge criticism they decided to add passive boost which somewhat diminshed but not eliminated negative feedback.
I guess after that point devs decided to see what will happen in live rather than make another change to hybrid since i23 launch getting close. So we got ourself halfbaked incarnate power while devs decided to put what everyone expecting as hybrid in the form of amplifiers in the beta paragon market.
Frankly speaking I won't bother with hybrid other than my main which already opened and slotted with a T4, I will just wait for amplifiers and hope that they can be purchased by reward tokens and hope genesis won't be a failure like hybrid (fat chance)
On a comparision assault tree's are worse than muscularate alpha's by a long shot and assault maybe the best choice unless you have pets. Melee is too situational and in anycase you need it you can use rebirth or barrier destiny and get much better result, control is too restricting and support is meh unless you have pets and only using them and it is still situational and having leadership pool is much better choice.
Hybrid is a major disappointment.
Hybrid fails it's purpose. It does not hybridize.
A Liger is a hybrid. It is part lion, part tiger.
It is not a lion for 12 hours a day and then a tiger for the other 12. That wouldn't make it a hybrid.
Beyond that, it generally rewards one more for doubling down on an existing strength rather than actually hybridizing.
Further disappointing and infuriating is that the devs dismissed and ignored the feedback they asked for and got. The majority of people who voiced an opinion were against it being essentially a click with downtime. Few, if any, actively wanted it to be a click rather than a toggle, they just didn't want excessive end requirement. The rest simply did not care either way. Any resulting "compromise" made was not for the players' sake, but for the devs own. Considering the power is supposed to be for the players and not them, I think the players desires should have taken precedence. I don't really care what the devs want because ultimately the power is supposed to be there for us to chase and if "being OP" is suddenly a concern, they shouldn't have started the damn Incarnate system in the first place, because that is the very premise of it.
Not to mention that the "cloggles" are buggy and have several issues that still haven't been resolved, Live or in the latest beta patch.
Two weeks after earning it now, I've clicked Hybrid maybe twice. It's not worth the effort and taking advantage of it is just a hassle. It doesn't add to or improve my play experience because managing yet another click is the last thing I wanted/needed.
I think Hybrid ended up as garbage and should go to the trash pile.
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Personally, I'm finding it fantastic, when it's up. When it's not up, obviously it does nothing for me, which isn't exciting at all. I'm not a fan of it working like that, but then, given the mileage I'm getting out of picking the right one of my characters, I guess I'm not surprised.
Really, the only hybridizing Hybrids, at least IMO, are Melee and Control. Assault doesn't really hybridize anyone, as everyone is capable of doing damage, and Support isn't that much more hybridizing than taking Leadership. (Obviously it's more powerful in general.) Mostly, I've been sticking Melee on my melees and Control on my already control-centric characters.
That said, I might grab Control Radial on at least one melee who has some trouble with runners and for whom I don't feel Melee Radial is the right fit.
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'm actually getting Melee hybrid for a few of my Defenders who often play in melee (Kin and Rad in particular). So in that sense I am getting some hybridization out of Hybrid.
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I actually think a Hybrid that turned you into a Healer, but only part-time, would be sort of neat, for example.
My new Youtube Channel with CoH info
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