Issue 24: Offenders Assemble!


Adeon Hawkwood

 

Posted

There are three (with a 4th possible) powersets that need looking into.

SONIC : IMO the worst Defender primary to solo with. Does OK on a team, but needs more versatility and less gimmick. My votes :

Sonic Siphon : Should do more. Every other power of similar nature debuffs 2 things. Or, in the case of Kinetics, does a debuff and a caster buff. How about if this power lowered the targets' resistance AND damage.

Sonic Dispersion : Needs to protect against sleep and needs the Resistance value increased.

Clarity : Needs to add Psionic Resistance to the target

Liquefy : Needs the recharge reduced


EMPATHY : Un-doubtably a serviceable powerset, but is a good example of what "not to do" when designing a powerset. Only 3 powers usable while solo. They are good powers, but just not in a very active way (solo).

Healing Aura : As the "Healer" set, this power could use an increase in effect. Setting above other sets like Radiation which have a "less-heal focused" concept. A 30% increase is my thought.

Either one of the following changes, but not both ;

A) Change Fortitude to a PBAoE buff that effects the caster, while reducing the effects by 25% and increasing the recharge to 180-210 sec.

B) Reduce the recharge on Both Auras so that they are perma with around 200% total recharge. Make these non-stacking from the same caster (if they aren't already)


FORCEFIELDS : This set if very functional solo and on teams, but doesnt stand the test of time. It needs more tricks to appeal to teams and something to help solo.

My favorite choice is to add some kind of debuff into some of the powers, but nothing that would step on other powersets. Also, make Repulsion Bomb better. Look at changing it to knockdown and a higher stun chance. Or more damage even.


The fourth set would be Trick Arrow, possibly, but I don't have enough experience with it to offer anything.


BIOSPARK :: DARKTHORN :: SKYGUARD :: WILDMAGE
HEATSINK :: FASTHAND :: POWERCELL :: RUNESTAFF

 

Posted

Quote:
Originally Posted by Biospark View Post
There are three (with a 4th possible) powersets that need looking into.

SONIC : IMO the worst Defender primary to solo with. Does OK on a team, but needs more versatility and less gimmick. My votes :

Sonic Siphon : Should do more. Every other power of similar nature debuffs 2 things. Or, in the case of Kinetics, does a debuff and a caster buff. How about if this power lowered the targets' resistance AND damage.

Sonic Dispersion : Needs to protect against sleep and needs the Resistance value increased.

Clarity : Needs to add Psionic Resistance to the target

Liquefy : Needs the recharge reduced


EMPATHY : Un-doubtably a serviceable powerset, but is a good example of what "not to do" when designing a powerset. Only 3 powers usable while solo. They are good powers, but just not in a very active way (solo).

Healing Aura : As the "Healer" set, this power could use an increase in effect. Setting above other sets like Radiation which have a "less-heal focused" concept. A 30% increase is my thought.

Either one of the following changes, but not both ;

A) Change Fortitude to a PBAoE buff that effects the caster, while reducing the effects by 25% and increasing the recharge to 180-210 sec.

B) Reduce the recharge on Both Auras so that they are perma with around 200% total recharge. Make these non-stacking from the same caster (if they aren't already)


FORCEFIELDS : This set if very functional solo and on teams, but doesnt stand the test of time. It needs more tricks to appeal to teams and something to help solo.

My favorite choice is to add some kind of debuff into some of the powers, but nothing that would step on other powersets. Also, make Repulsion Bomb better. Look at changing it to knockdown and a higher stun chance. Or more damage even.


The fourth set would be Trick Arrow, possibly, but I don't have enough experience with it to offer anything.
Trick Arrow is QUITE Soloable. The issue (and I see it as a relatively minor one at that) with TA is it does a bit of everything, just not at very high levels. It has every debuff except regen (hello Degenerative Interface) but every other set has higher values. I tend to like the "swiss army knife" feel of it but I can see where others might not like it.

That saids.. I can FINALLY dump Stunning Shot and it's slow as hell animation for a superfast Ranged Shot? Hell YES.




"Well, there's going to be some light music and a short note of apology saying, 'The universe ended last week, we're really sorry, we don't know what you're doing here, didn't you get the message?'"- Steve Moffat

 

Posted

Yes, I apologize for being part of the thread de-rail.

So, here is a quick question. Do villains in game that lower your accuracy actually lower your ACC or your ToHit ?

Next question, which will probably remain unanswered till we can beta-test, is ; Does the Fast-snipe trigger off "current" To-Hit or "Potential / Maximum" To-Hit.

I bet 100 bucks it will be "current" ToHit. And, if that is the case, many of us will be VERY disappointed in the Snipe attacks, especially if you learn this the hard way after respeccing your character to make Snipe "perma".

Lets wait and see.


BIOSPARK :: DARKTHORN :: SKYGUARD :: WILDMAGE
HEATSINK :: FASTHAND :: POWERCELL :: RUNESTAFF

 

Posted

Damn, my Rad/Rad namesake is gonna be loosing his signature green-laser-shooting-eyes that I liked so much... I'm keeping the glowing eye auras, but they won't be as much fun now... Gonna have to respec out of my Dark APP rez (I just respecced into it!) and back to tactics, too... Oh well, at least I'll finally get to enjoy the snipe's cool sound and animation, and CB will have range...

(Just to make sure it doesn't get misunderstood: the reticent moaning tone of the above is mostly a joke. I really will miss that "shooting freaking lasers from my freaking eyes!" feeling, but these changes will be great for a ton of my characters, the old school Rad/Rad offender included. I wonder if with Aim, Tactics, Soul Drain, Kismet and all my def debuffing, including one auto-hit power, I'll be able whack PPs in godmode or something - not that I LET them enter the godmode, in general, but it would be fun if I could...)


Playing CoH with Gestures

 

Posted

Quote:
Originally Posted by Biospark View Post
So, here is a quick question. Do villains in game that lower your accuracy actually lower your ACC or your ToHit ?
As far as I know, there isn't any enemy or power that can debuff accuracy.


 

Posted

Quote:
Originally Posted by Biospark View Post
Next question, which will probably remain unanswered till we can beta-test, is ; Does the Fast-snipe trigger off "current" To-Hit or "Potential / Maximum" To-Hit.

I bet 100 bucks it will be "current" ToHit. And, if that is the case, many of us will be VERY disappointed in the Snipe attacks, especially if you learn this the hard way after respeccing your character to make Snipe "perma".
It is going to be current To Hit, else things like Aim and such wouldn't impact it.

As for perming snipe on Defenders I have two bits of advice. First try and build in some margin for debuffs. It's pretty easy for a Defender to get to 25% To Hit with Tactics and Kismet but having Aim to get you past Debuffs is not a bad idea if you can swing it in your build. Secondly consider using Mace Mastery for your Epic Pool. I realize it's not a good choice for all Defenders but it has Focused Accuracy which in addition to a small To Hit buff gives you a huge benefit for FastSnipe: 55.36% To Hit Debuff Resistance. As far as I'm aware the only powers in the game with To Hit Debuff Resistance are the various versions of Focused Accuracy and Targeting Drone (EDIT: Combat Training: Offensive for VEATs also provides it).


 

Posted

Quote:
Originally Posted by Adeon Hawkwood View Post
It is going to be current To Hit, else things like Aim and such wouldn't impact it.

As for perming snipe on Defenders I have two bits of advice. First try and build in some margin for debuffs. It's pretty easy for a Defender to get to 25% To Hit with Tactics and Kismet but having Aim to get you past Debuffs is not a bad idea if you can swing it in your build. Secondly consider using Mace Mastery for your Epic Pool. I realize it's not a good choice for all Defenders but it has Focused Accuracy which in addition to a small To Hit buff gives you a huge benefit for FastSnipe: 55.36% To Hit Debuff Resistance. As far as I'm aware the only powers in the game with To Hit Debuff Resistance are the various versions of Focused Accuracy and Targeting Drone.
I did not know that about Mace mastery. Will have to experiment with my third build then. Currently that build has Mace mastery, but messing around with it will not effect my current team or solo builds. Thanks Adeon for the tip.


BIOSPARK :: DARKTHORN :: SKYGUARD :: WILDMAGE
HEATSINK :: FASTHAND :: POWERCELL :: RUNESTAFF

 

Posted

Quote:
Originally Posted by Biospark View Post
Sonic Siphon : Should do more. Every other power of similar nature debuffs 2 things. Or, in the case of Kinetics, does a debuff and a caster buff. How about if this power lowered the targets' resistance AND damage.
I've always thought this should be an 8ft radial AoE.

Quote:
Originally Posted by Biospark View Post
Sonic Dispersion : Needs to protect against sleep and needs the Resistance value increased.
nah it needs the sleep achille's heel.

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Clarity : Needs to add Psionic Resistance to the target
would rather them just get rid of it and replace it with something far less redundant.

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Liquefy : Needs the recharge reduced
or toss it some damage which ever.

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Healing Aura : As the "Healer" set, this power could use an increase in effect. Setting above other sets like Radiation which have a "less-heal focused" concept. A 30% increase is my thought.
simple fix would be to add a second heal component that only heals the caster for the same amount as the standard effect. So caster gets double the heal amount as allies.

Quote:
Either one of the following changes, but not both ;

A) Change Fortitude to a PBAoE buff that effects the caster, while reducing the effects by 25% and increasing the recharge to 180-210 sec.

B) Reduce the recharge on Both Auras so that they are perma with around 200% total recharge. Make these non-stacking from the same caster (if they aren't already)
Since we have powers like Swap Ammo that grant more than a single power, why not make selecting Fortitude give the caster a passive that grants half the amount it would an ally.

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FORCEFIELDS : This set if very functional solo and on teams, but doesnt stand the test of time. It needs more tricks to appeal to teams and something to help solo.
FF really just needs a few offensive tools, it's the only set that completely lacks at least one -res, +dmg, -def, +tohit, or extreme raw dmg effect. It would be nice if they just merged Force Bubble and Repulsion Field together into a new power that has a bit more middle ground in it's range, as the former is too big and the latter is too small. It would free up slot for a power that could bring something fresh and more offensive to the set.

Quote:
The fourth set would be Trick Arrow, possibly, but I don't have enough experience with it to offer anything.
Trick Arrow needs a significant number boost and many of it's powers merged into one power such as Flash and PGA into a single power much like Envenom. Main problem with the set is that the debuff numbers are terrible compared to every other debuff set and it take way more powers and animations to get those debuffs active.


 

Posted

On the other hand, the devs' have many years' worth of datamining defender performance. It's entirely possible that the inadequacies that we the players see in individual sets don't translate into actual performance differences from 1 - 50 + incarnates.

Or, at least, the differences show up in specific cases (i.e., the insta-gibs and confuses in the incarnate trials marginalise FF). But if you gave FF *shiver* a heal or massive -regen to compensate for lacklustre performance in the trials, would you bork up FF's SO performance?

FWIW, the devs still seem to be sticking to the party line that the game is balanced around SOs, and FF is absurdly effective in the vanilla game. We assumed that "the game is balanced around SOs" meant "no nerfs," but it's possible that the devs meant "no nerfs AND no buffs."

Edit: it's also possible that the devs don't any particular sets as "underperformers" -- rather, they may view some as "overachievers" and don't wish to embark on a wide-ranging series of nerfs.


 

Posted

Quote:
Originally Posted by BurningChick View Post
On the other hand, the devs' have many years' worth of datamining defender performance. It's entirely possible that the inadequacies that we the players see in individual sets don't translate into actual performance differences from 1 - 50 + incarnates.

Or, at least, the differences show up in specific cases (i.e., the insta-gibs and confuses in the incarnate trials marginalise FF). But if you gave FF *shiver* a heal or massive -regen to compensate for lacklustre performance in the trials, would you bork up FF's SO performance?

FWIW, the devs still seem to be sticking to the party line that the game is balanced around SOs, and FF is absurdly effective in the vanilla game. We assumed that "the game is balanced around SOs" meant "no nerfs," but it's possible that the devs meant "no nerfs AND no buffs."

Edit: it's also possible that the devs don't any particular sets as "underperformers" -- rather, they may view some as "overachievers" and don't wish to embark on a wide-ranging series of nerfs.
Fair enough. All these points are plausable, and since the only thing that I have ever heard "officially" is that the developers are Happy with Defenders, which pretty much spells *doom* for any hopes that they will actually re-visit Defender "parity".

I dont, however, like the thought that Defender parity could EVER be examined with "Incarnate Powers" as part of the equation. In fact, I seem to remember having quite an animated exchange during closed beta when Incarnates first came out about how "they" (meaning Incarnates), would smooth over the imbalances in solo performance for certain less fortunate primaries (like Empathy, Sonic and Forcefields). I still feel today the way I felt then ; It would be absolutely ludicrous and sad if the devs actually considered that as the "patch-work fix" to slap over defender "parity" in regards to solo-ing. Even more-so, I'd consider it cowardice.

The approach appears to be that they attack the "low-hanging" fruit of other ATs with less sweeping or important balance concerns. But actually trying to fix the disparity between "Buffing" and "Debuffing" sets WILL NEVER HAPPEN. Instead, we will just say the problem does not exist and keep churning out "hybridized" new sets like Time Manipulation and hope that the complaints will die away when everyone moves on to the "better designed" sets.

Fat Chance. I have invested alot in my oldest characters, and until I quit CoH and move on to some other game, the issue exists. Is that really how they want it to end ? Who knows ? Am I bitter ? Not really, just annoyed. I still love the game, but would love it more if my personal favorite (Legacy) powersets could get a look see.


BIOSPARK :: DARKTHORN :: SKYGUARD :: WILDMAGE
HEATSINK :: FASTHAND :: POWERCELL :: RUNESTAFF

 

Posted

Quote:
Originally Posted by Zombie Man View Post
Good-bye, Gloom. I won't miss you and your DoT! If I could dump Dark Blast instead of you, I would, but I can't. And leave that Apocalypse Set on the way out the door.

Why, hello there, Moon Beam. So nice to see you again. May I offer you a nice set of Apocalypse I happen to have handy? You try this on while I find a Kismet:ToHit. You can talk to Tactics in the meantime, that's the one wearing a full set of Gaussian.
Have you considered putting that apocalypse in dark blast? The proc from it and another damage proc from the accurate to-hit buff set could shore up it's damage a bit to make it relatively decent. Then use 5 pc sting of the manticore in moonbeam for 7.5% recharge ^_^

Just off hand putting apoc in DB, SotM in MB and the ATO set in LD gives you two medium strength damage blasts and the snipes big damage for a fairly nice attack chain. As a bonus not only will Life Drain heal you but it'll have a chance to proc the ATO pbaoe heal as well! Less stopping to pew pew for Twilight Grasp then!


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

 

Posted

Quote:
Originally Posted by Zul_Vakirol View Post
So nice to know the changes that are meant to help Blasters are helping ATs that don't need any help at all.
Because a snipe coming off of 0.6 (or was it 0.65) modifier completely shatters the feel of the Defender...

And you're not complaining we get nukes? We should call them expanding marshmellows.. because thats how threatening a defender nuke is... (without kinetics of course)


Whining about everything since 2006.

Ammo switching for Dual Pistols was my idea:
http://boards.cityofheroes.com/showthread.php?t=135484

 

Posted

Quote:
Originally Posted by Kyriani View Post
Have you considered putting that apocalypse in dark blast? The proc from it and another damage proc from the accurate to-hit buff set could shore up it's damage a bit to make it relatively decent. Then use 5 pc sting of the manticore in moonbeam for 7.5% recharge ^_^

Just off hand putting apoc in DB, SotM in MB and the ATO set in LD gives you two medium strength damage blasts and the snipes big damage for a fairly nice attack chain. As a bonus not only will Life Drain heal you but it'll have a chance to proc the ATO pbaoe heal as well! Less stopping to pew pew for Twilight Grasp then!
Actually, that's a good idea to move Apocalypse to Dark Blast and Superior Defender's Bastion, which is currently in DB to Moonbeam which will be replacing Gloom. SDBastion has more recharge than Apocalypse.


Speeding Through New DA Repeatables || Spreadsheet o' Enhancements || Zombie Skins: better skins for these forums || Guide to Guides

 

Posted

Quote:
Originally Posted by Zombie Man View Post
Actually, that's a good idea to move Apocalypse to Dark Blast and Superior Defender's Bastion, which is currently in DB to Moonbeam which will be replacing Gloom. SDBastion has more recharge than Apocalypse.
Well I was thinking more of putting sting of the manticore in moonbeam (for 7.5% recharge) and Superior Defender's Bastion into Life Drain which gives you 3 solid hard hitting quick recharging attacks...

Dark Blast will be your lowest but not much lower than Life Drain.

Life Drain will not only heal you but aoe heal those around you due to the ATO proc which may lessen your need to hit Twilight Grasp (so you can keep pew pewing!)

Moonbeam with Sting of the Manticore gets you a hard hitting attack that also provides a global 7.5% recharge.

In this way you spread the love between the three attacks and have a very solid attack chain that provides some significant secondary benefits as well (aoe heal on top of the self heal in life drain, global recharge from moonbeam/lifedrain/dark blast)


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

 

Posted

Quote:
Originally Posted by Kyriani View Post
Life Drain will not only heal you but aoe heal those around you due to the ATO proc which may lessen your need to hit Twilight Grasp (so you can keep pew pewing!)
I did this strategy with dehydrate on beta (dehydrate is very similar to life drain, for those who haven't seen the set) and it's worked well for me.


 

Posted

Quote:
Originally Posted by Kyriani View Post
Moonbeam with Sting of the Manticore gets you a hard hitting attack that also provides a global 7.5% recharge.
I'm already getting 10% Global recharge from Apocalypse and Superior Defender each. Sting has InterruptRedux, which is not needed since I'll easily have perma-insta-snipe.


Click this DataLink to open the build!


Speeding Through New DA Repeatables || Spreadsheet o' Enhancements || Zombie Skins: better skins for these forums || Guide to Guides

 

Posted

Quote:
Originally Posted by Adeon Hawkwood View Post
It has -100% regen which is not that great. It does stop the regeneration of normal enemies but that's rarely a major concern. Against an even level AV it's equivalent to about 14.14 DPS which isn't that useful (for comparison a Beam Rifle Blaster can toss out more -regen using Disintegrate and Single Shot than a Time Defender can with TC and Time Stop).

So yeah adios Time Crawl, don't let the door hit you on the way out.
Is it even up to that level after considering AV debuff resistances?


 

Posted

Quote:
Originally Posted by Cheetatron View Post
Is it even up to that level after considering AV debuff resistances?
Yes. That assumes a level 50 character versus a level 50 AV accounting for AV debuff resistance. I don't know how it would work out in trials, the AVs there will resist it more due to being level 54 (87% resistance instead of 85% plus the purple patch modifier) but conversely they have more HP than a standard level 54 AV which increases the effective DPS.


 

Posted

The trial AVs also have huge resistances. -Regen doesn't care about that.


 

Posted

Quote:
Originally Posted by Zombie Man View Post
I'm already getting 10% Global recharge from Apocalypse and Superior Defender each. Sting has InterruptRedux, which is not needed since I'll easily have perma-insta-snipe.


Click this DataLink to open the build!
Maybe I am not being clear...

You'd be getting

10% from Apocalypse in Dark Blast

PLUS

10% from Superior Defender in Life Drain

PLUS

7.5% from Sting in Moonbeam

And of course whatever else you have for recharge... Basically what I am saying is that nothing else you can put in a single target attack will get you 7.5% recharge. At best you can hope for 6.25% Putting sting in moonbeam will get you more recharge overall because apoc and ATO set will be in other powers. Of course if you don't need the recharge obviously it's not important.


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

 

Posted

Quote:
Originally Posted by Zul_Vakirol View Post
So nice to know the changes that are meant to help Blasters are helping ATs that don't need any help at all.
Ahh THERE it is! I've been waiting to see someone find some way to take offense to the buffs. What the heck took you so long?


"The bird of Hermes is my name. Eating my wings to make me tame." -The Ripley Scroll

Check out my Deviant Art: http://darkauthor81.deviantart.com/

 

Posted

Quote:
Originally Posted by Biospark View Post
FORCEFIELDS : This set if very functional solo and on teams, but doesnt stand the test of time. It needs more tricks to appeal to teams and something to help solo.
I think the trick there would be in FF's most forgotten power. Repulsion Field.

Change it to knockdown rather than knock back. Perhaps increase the radius. Add a -regen debuff. Take out the endurance cost applied for each enemy affected.

Same thing for Sonic Repulsion only, perhaps, do -resistance or -accuracy rather than -regen. Goes better with the set theme.

NO idea what to do about Force Bubble without completely gutting the power. I'd say add a -Damage or -Regen to it but, still, who the hell would use it even then?

Sonic buffs could use +HP and +Regen to bring them up to par with Force Fields.


"The bird of Hermes is my name. Eating my wings to make me tame." -The Ripley Scroll

Check out my Deviant Art: http://darkauthor81.deviantart.com/

 

Posted

Quote:
Originally Posted by Mid_Boss View Post
I think the trick there would be in FF's most forgotten power. Repulsion Field.

Change it to knockdown rather than knock back. Perhaps increase the radius. Add a -regen debuff. Take out the endurance cost applied for each enemy affected.

Same thing for Sonic Repulsion only, perhaps, do -resistance or -accuracy rather than -regen. Goes better with the set theme.

NO idea what to do about Force Bubble without completely gutting the power. I'd say add a -Damage or -Regen to it but, still, who the hell would use it even then?

Sonic buffs could use +HP and +Regen to bring them up to par with Force Fields.
Sonic conceptually has always driven me crazy.
The Devs thought it was conceptually good to add all sorts of crazy stuff into the blast set and yet Sonic Resonance is sorta vanilla. Yes it can cage and debuff and kb, but those are not every mob kinda powers and it leaves the set bland.
I think it would have been interesting to double up some of the effects in sonic blast into resonance, for instance, an aoe stun to go with the single target one in the blast set.


 

Posted

Quote:
Originally Posted by Shadey_NA View Post
Sonic conceptually has always driven me crazy.
The Devs thought it was conceptually good to add all sorts of crazy stuff into the blast set and yet Sonic Resonance is sorta vanilla. Yes it can cage and debuff and kb, but those are not every mob kinda powers and it leaves the set bland.
I think it would have been interesting to double up some of the effects in sonic blast into resonance, for instance, an aoe stun to go with the single target one in the blast set.

Wow, yes, an AOE stun seems very appropriate for Sonic Res. I agree with you totally on the vanilla feel of it. Not saying I don't like the set, but that is a problem with it. Not sure if it's easily fixed, though.


 

Posted

Water has no snipe.


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Hew in drag baby