Absorb...should other sets get it?


Adeon Hawkwood

 

Posted

Not quite a fully formed topic in my head..but just some ideas..

In i24, Blaster secs are getting absorb powers (leaving aside I still dont think they should) which sounds interesting, especially if its alters/changes existing powers. Now I am NOT saying Melee ATs need/want/deserve a 'buff'..but...

Should this mechanic be added, down the track, to other melee armour sets? Oh, and likewise, to some support sets?

Looking at BioArmour as a rough example, the set has 2 (I think, Im just going from mids, forgive me if I get anything wrong) absorb powers, the medium rech heal/regen/ab, and the long rech tier 9. Seems to be the general consenus is that the set does pretty good. I get that it is basically a trial run for the Absorb mechanic, so in a similar way to sual blades combo system, compared to StJ combos, I would assume they would get the mechanic 'not quite' right, and improve it in later instances.

So..I was thinking..would bio do ok with no absorb? Speaking as someone who has NOT played the set (always a great situation to speak on a topic..lol) I think it would. The tier 9 as a SoW clone, the Absorb medium power just being a heal/regen..and the set it still decent. Given that...and how blaster sets are getting it..again..do other sets deserve it?

I am not going to go into huge detailed reasons why the melee sets do or do not need it. Technically, nothing 'needs' it. To go on a tangent..the specs for Rad Armour that were listed, seem to me almost a copy of Elec, just with absorb thrown in. So..why not for current sets?

Theme-wise too (I dont just want it too seem like I am saying..omg new mechanic? give me more powwwer) I think a few sets could use it. When Burn of FA got buffed awhile back, I had a huge argument with people on Freedom, because I dared to suggest the set needed a lil more than just that. Take Consume for example..wouldnt that just be a perfect power to add some absorb? As you burn away your enemies matter, and add it too your own?
Other examples..what about Regen, and Reconstruction? You are healing your body, and actually strengthening it briefly, thickening skin, muscles etc, giving a bit of Absorb.
Elec Armour could also get it from power sink (much inferior to energy auras sink now it gives +def) as you convert energy into absorb.

Obviously the above sets are all resistance (I think res sets lag behind a bit in performance..another topic though) but you could easily make a case for some def sets getting it. What about Stone Armour and granite giving absorb, instead of just being, as it is now, a 'slap huge def and res into an otherwise average set, and call it good.'

Also, quite a few Support sets could use it. I Know Healing Ios are now heal/absorb, but I am assume it does NOT just magically add absorb to stuff? Anyway..things like ForceField, could totally use it, partly helping with teh issue of FF being def..and def..and..more def. Even sonic, which has the same issue, but with res (which isnt as good).

Other sets too..Therm and Cauterise..wounds sealing up, scar tissue adding absorb? How about..Emp and Absorb Pain (which a lot of people hate..silly emps). You take thier 'pain' and it damages you, but also renders you resistant to pain for awhile, providing absorb. So you still cant heal yourself, but you take less damage, IF you do get hit. Cant believe I am going to suggest improving Kinetics..but...one of the siphon powers (maybe siphon power, since its rendered basically useless by FS) getting a small Absorb as you drain power. Pain Dom could totally benefit from it as it seems to be one of teh least used (and wanted/needed?) sets..with very little mitigation too. Also small (crappy) ST heals like O2 boost and Alkaloid could use it.

As I said..just ideas I had. And I am really not just trying to get everything buffed. I am a big supporter of making the older sets shiny again as well as keeping up with new mechanics.


 

Posted

Oh that iss a good one. I didnt think of Ice. But yeah, totally would fit, be like a self frostworks, but with Absorb.


 

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I'd be fine with it as long as you find a way to bring blasters on par with other ATs.

Others are already getting everything blasters are getting in I24 and more.

You can't fix an AT by giving everyone else the same advantage!


@MARTy McFly

 

Posted

I don't think most of the armor sets have any particularly compelling reason to get Absorb, certainly not just for the sake of having it. Absorption is just healing that gets used before you're hit instead of after, so if the answer to "should this set get extra healing?" is "no", it probably shouldn't get Absorb, either.
It's an interesting possibility for some other sets that are currently rather lackluster, like Force Field.

(Only one existing Blaster secondary is getting Absorb, btw, and it's getting it instead of the healing/regen effects that every other secondary is getting.)


 

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Quote:
Originally Posted by Hopeling View Post
(Only one existing Blaster secondary is getting Absorb, btw, and it's getting it instead of the healing/regen effects that every other secondary is getting.)
Oh, ok. I was not 100% sure they all were anyway. Didn't mean to claim they all were.

I think blasters were fine as they where Bubbles (another issue, I know) but also agree with you that other blast sets getting teh same stuff (mostly) does not really fix Blasters.


 

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I think regen getting some absorb sounds fantastic. Would def make it a bit better for tank use. Pretty sure my scrapper version would love it.


 

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Force Fields could certainly do with an extra layer of mitigation.

There's nothing quite like devoting your entire primary to shielding your team, and having that completely undone by a single DE emanator or CoT quicksand in the 30s.
Adding some absorb to the shields would be thematic, and provide an extra buff against these situations. It also gives the set something to offer players who are soft-capped to defence on their own.

Some residual absorb from PFF would be an interesting addition too.


 

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What's the difference between absorb and dull pain?


 

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I agree Mike. As I said..I am 'trying' to avoid it being a 'new shiny, we all want it' type thing. But..it IS a new shiny. And seemingly an important of if some/more/all of the idea of Bioarmour..is based around absorb (likewise with Nature, to a degree).

In other words..for a support/melee set we have..Resist..Defence..Heal and Regen. These things are the framework. Absorb adds a 5th layer. Obviously not every set has or needs, or even should have all 4. So again, no reason ALL sets should get the 5th.

But like Mike just says..Regen with Absorb? makes sense as a theme, and would help. Regen has no def, very minimal res, so why not give it the 5th layer?

I know, I know..regen has Mog. But you have to think at a base performance for sets. Take fire armour..sure, soft cap it, Io it, pair it with ss and soul, and its wtfawesome. Take it, on its OWN, no IOs, no fighting (I think fighting should HELP a set out, not be an almost compulsory pick) and it is pretty squishy. Consume having some absorb..to a set with no def or regen? Why not? Extra layer.

Again though..I have NO practical experience with absorb from Test. So if people can chime in and say things like 'Oh no, some absorb here would be simply to good and require the set to be nerfed in other ways' that is very helpful. Like I said..it is an idea, more from a theme point than to make us all super dooper.


 

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In general there are three sets I would add Absorb to: Force Field, Cold Domination and a few of the Cold/Ice Epic Pools (for some ATs).

For Force Field the set could really use a buff and Absorb seems a thematic way to buff it. The concern I have is where to add it? Adding it to Deflection Shield and/or Insulation Shield has major balance implications. A pulsing absorb in Dispersion Bubble would work well mechanically but people already use Dispersion Bubble so while it's a off to the set it's not really how I'd choose to buff it. What I probably would do is use the new tech we've seen in a few places allowing a power to work differently on allies and enemies and add an Absorb shield to Detention Field when it's used on an Ally.

For Cold Domination I'd change Frostwork to be about 50/50 MaxHP and Absorb. Frostwork suffers from being a bit to good, in a lot of cases it takes an ally to their HP cap and a lot of its power is wasted. Changing it partly to an absorb helps that.

Finally Blasters, Masterminds and Dominators all have Hoarfrost available in their Epic Pools. However due to their HP caps Domiantors and Blasters (especially Blasters) tend to hit the HP cap when using it. As such I'd probably decrease the Max HP the power provides and convert part of it into an Absorb shield to make it more useful to them. Masterminds I think are fine as is so I'd prefer to leave their version unchanged since for them it would be a bit of a nerf.


 

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Quote:
Originally Posted by Adeon Hawkwood View Post
In general there are three sets I would add Absorb to: Force Field, Cold Domination and a few of the Cold/Ice Epic Pools (for some ATs).

For Force Field the set could really use a buff and Absorb seems a thematic way to buff it. The concern I have is where to add it? Adding it to Deflection Shield and/or Insulation Shield has major balance implications. A pulsing absorb in Dispersion Bubble would work well mechanically but people already use Dispersion Bubble so while it's a off to the set it's not really how I'd choose to buff it. What I probably would do is use the new tech we've seen in a few places allowing a power to work differently on allies and enemies and add an Absorb shield to Detention Field when it's used on an Ally.

For Cold Domination I'd change Frostwork to be about 50/50 MaxHP and Absorb. Frostwork suffers from being a bit to good, in a lot of cases it takes an ally to their HP cap and a lot of its power is wasted. Changing it partly to an absorb helps that.

Finally Blasters, Masterminds and Dominators all have Hoarfrost available in their Epic Pools. However due to their HP caps Domiantors and Blasters (especially Blasters) tend to hit the HP cap when using it. As such I'd probably decrease the Max HP the power provides and convert part of it into an Absorb shield to make it more useful to them. Masterminds I think are fine as is so I'd prefer to leave their version unchanged since for them it would be a bit of a nerf.
Thats a neat idea..I was thinking..'what, he wants to make cold BETTER'...but yeah, you are right about Frostworks being wasted on a lot of ATs.

For FF..what about having it in Force Bubble? That power is pretty much useless/not needed/annoying is 99% of content. Make it say..a 60sec Bubble duration, giving X absorb to people in the bubble?


 

Posted

I think that the ally shields (Deflection and Insulation) are the perfect place to add some Absorb, and don't add any balance issues.

These powers should make a team pretty much indestructible, and already do much of the time. The player's given up solo peformance by taking a buff set, and given up offensive multipliers by taking Force Field. The defence should be rock solid.

The only time they don't work currently is because Defence, especially without DDR, is the most easily circumvented layer of defence in the game. Adding Absorb would fix that. In the absence of Defence debuffs or To Hit bonuses, the absorb wouldn't change much because the team are already protected to the hilt, and no-one's dying.


 

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Quote:
Originally Posted by RevolverMike View Post
I think regen getting some absorb sounds fantastic. Would def make it a bit better for tank use. Pretty sure my scrapper version would love it.
I don't think regeneration should get absorb, instead it should get some of its regen converted to healing over time (Which would essentially make that portion immune to -regen debuffs). I believe there is a way to make that HOT scale with max hp too so no potential is lost.


 

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That is also an interesting idea Ult.

Giving FF absorb in force bub (as my example) would actually help the solo bubbler..which as you say Dr..is one of its main issues.


 

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I'd be wary of adding personal protection for the bubbler into Force Bubble, D. It has the ability to draw a lot of aggro on to the user due to its large radius touching groups before the rest of the team.

If the FF-er isn't soft-capped to range, and the Absorb isn't too large, this could in some circumstances end up shortening your lifespan and dropping the keystone to the team.

Force Bubble currently has it uses, so we can't remove the large radius repel effect.


However, adding some Absorb to Repulsion Field could work. It has a tiny radius, and is generally used to either protect yourself of start juggling something dangerous in melee range.


 

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It really really is..limited use. VERY. I have seen it used well in the Eden trial, to keep mobs away from the wall..and about..oh, less that FIVE other situations. Less than 5..in my time playing! It is a relic.


 

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It seems like it would be somewhat thematically appropriate for /Regen. Looking at it as you heal so fast that part of the damage effectively didn't even happen.

I would be very wary of giving /Regen too MUCH Absorb, but putting a little bit in there could be a nice addition.

I would put it in Instant Healing.

You wouldn't have it all the time, but you wouldn't really NEED it all the time. Most Regen players I know save Instant Healing for when they are REALLY in trouble. Adding something to IH that reduces the damage taken would be very helpful when Regen starts getting its butt handed to it.


Quote:
Originally Posted by Dechs Kaison
See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately.

 

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Quote:
Originally Posted by _Klaw_ View Post
What's the difference between absorb and dull pain?
Dull Pain becomes your current hit point bar. You regenerate your hit points based on a percentage of the total number.

Absorb is a new bar that overlaps your current one. Absorb takes the damage first and once destroyed is gone. You can not regenerate Absorb hit points. They can be recast but not regenerated.

In other words:
Dull pain - Someone slaps you - you choose to block out the pain.

Absorb - Someone slaps you - but you have a piece of cardboard taped to your shoulder. The cardboard falls off after taking the blow.


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Posted

Quote:
Originally Posted by Rejolt View Post
Dull Pain becomes your current hit point bar. You regenerate your hit points based on a percentage of the total number.

Absorb is a new bar that overlaps your current one. Absorb takes the damage first and once destroyed is gone. You can not regenerate Absorb hit points. They can be recast but not regenerated.

In other words:
Dull pain - Someone slaps you - you choose to block out the pain.

Absorb - Someone slaps you - but you have a piece of cardboard taped to your shoulder. The cardboard falls off after taking the blow.
Pretty much ^This. However, in terms of mechanics, Absorb is just like Dull Pain, except that it can STACK with Dull Pain.

So, let's say you have a character with Dull Pain, and you can have it up perma. So you're sitting pretty close to, or at, your respective HP cap. You have a Cold Domination character on your team, and he hits you with Frostwork. You barely notice the difference, because you were already close to the HP cap as it was (if you were at the cap, you gain no benefit at all).

Now, you get someone to give you +absorb. So you're sitting at the HP cap, and you STILL get the benefit of more effective health. So you can gain more HP than the cap would otherwise allow.



Also, if I were to give Absorb to Regen, I'd put it in Integration. I would make it a fairly low level of Absorb, but I'd make it work like Blaster's new Chilling Embrace, where it reapplies every few seconds, allowing Regens to basically shrug off a few minor attacks every once in a while.


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

 

Posted

Okay, specifically I think the following main sets could use absorb:

Ice Armor/Cold Mastery/Ice Mastery/Chill Mastery: Probably have the +MaxHP on Hoarfrost be fully or partially converted into Absorb, doesn't change its slotting much if at all.

Stone Armor/Stone Mastery: Do the same with Earth's Embrace.

Cold Domination: Frostwork, same as above.

Force Field: I think this should become FF's new thing. Reduce the defense buffs by a fair amount and add AoT (Absorb over Time) to most of the defensive powers. And for Pete's sake, make Detention field a dang normal hold. If having unimpeded AoT would be too much, set a cap.


Open Archetype Suggestion thread!, Kirsten's Epic Weapon Pools, Feudal Japan, Etc., Alignment specific Rularuu iTrials!
If Masterminds didn't suck, they'd be the most powerful AT in the game.

 

Posted

Please don't change Hoarfrost. I like being almost at the HP cap all the time.


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

 

Posted

Quote:
Originally Posted by Dr Harmony View Post
I think that the ally shields (Deflection and Insulation) are the perfect place to add some Absorb, and don't add any balance issues.
Are you kidding? It would be a balance nightmare. Deflection Shield and Insulation Shield are league-wide buffs on a really short recharge timer, have about half the end cost of an AoE heal and have a larger radius.

Given sufficient endurance management a FFer could basically alternate the two powers indefinitely with no break. Compare that to standard AoE heals like Healing Aura which have an 8 second recharge and only one per set.

This would mean that the entire league has a constantly refreshing Absorb Shield which would be a lot more powerful than an Empath or such trying to use their AoE heal. If the devs really wanted to add a league-wide Absorb to FF Dispersion Bubble would be the place to put it since at least then they can better control it's strength and pulse rate.

Quote:
Originally Posted by Aett_Thorn View Post
Please don't change Hoarfrost. I like being almost at the HP cap all the time.
It depends on the AT. For Blasters Hoarfrost takes them almost to the HP Cap unslotted. For them changing would allow them to be at the HP cap and have a nice bit of absorb (the downside is it might be a bit to good when paired with Ice Manipulation due to how Absorb powers stack).


 

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Quote:
Originally Posted by Kirsten View Post
Like I said, a cap could probably be set. Or it might just be flagged not to stack.
Unfortunately setting it not to stack doesn't really solve the core issue which is that either the shield is hideously overpowered or you create a situation where a FFer has to spend basically all of their time spamming shields.

Think about how Absorb works from a practical viewpoint, it is a shield on your HP saying that you have to take X amount of damage before your HP gets damaged. Now from a balance point of view what matters is absorb is the size of the shield and how often it is being reapplied.

It's also important to understand the actual mechanics of Absorb. Absorb is actually two different mechanics applied in parallel. First the power applies a Max Absorb buff which increases the maximum amount of Absorb your character can have (this is 0 by default). Second the power increases your current Absorb which basically functions like a heal only to your absorb points instead of your hit points. Now the Maximum Absorb portion of the power has a duration and is associated with the caster while the Current Absorb portion is not (similarly to how Frostwork is a lingering buff increasing your MaxHP but Healing Aura doesn't remain in your buff bar once the healing portion is done). All Absorb powers provide equal amounts of current Absorb and MaxAbsorb and while this isn't strictly speaking a requirement it would require some odd synergies to make a useful power that provides one without the other.

Now assume that both Deflection Shield and Insulation Shield have an Absorb feature added. What time frame do you balance it around? The shields last 4 minutes which would be the obvious time frame to balance around but a Force Fielder alternating the two powers could be adding a new Absorb shield to a character every two seconds if that was all they focused on. So this no becomes the problem. If you gave the powers a decent sized Absorb buff then having an FFer spam them would make a target nearly invincible. If, on the other hand, you base it around the assumption that the FFer is spamming them then you setup a situation where an FFer is almost forced to spam them to really use the absorb.

Remember, you can make the MaxAbsorb not stack but you can't stop the FFer from spamming powers to refill the absorb shield as it gets used up.

EDIT: Ok, I did think of one possible option which would to be to add it to both shields with a low MaxAbsorb but then make the actual absorb an Absorb over Time on a 2-second pulse duration where the absorb granted each pulse equals the same as the non-stackable MaxAbsorb. That being said I would be concerned about the impact of pairing FF with a set that has a long-duration MaxAbsorb buff such as Nature Affinity since it allows the FF pulsing Absorb to refill the long duration MaxAbsorb. Additionally FF is already a set that gets by on three powers. If the set were to be buffed I'd prefer to see one of the less useful powers buffed rather than adding more functionality to the few good powers int he set.