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How does this apply to Sets without snipes getting pushed down the ladder of relative performance?
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Some of the Ranged Blast sets were penalized for having snipes displace alternate attacks, such as Electric and Energy. They aren't pushing anyone down the ladder of anything. They are just getting what they should have had from the start, if that. Complaining that the other sets are automatically disadvantaged for not having snipes is like saying that a bug fix hurts sets that didn't have the bug in the first place.
Some things were good (damage-wise) and are getting better: Fire Blast, for example. But that's not universal, or even the majority.
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And while Bitter Ice Blast has great DPA, the sets with snipes get that and another hard hitting attack from their own t3 blast.
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Energy Blast DPA (arcanatime factored):
Power Bolt: 0.84 DS/sec
Power Blast: 0.89 DS/sec
Power Burst: 0.94 DS/sec
And Ice landed the grand prize in the crashing nuke sweepstakes: a crashless rain that deals over 6.75 DS and recharges in 170 seconds. Nova and most standard PBAoE nukes deal 4.0 DS and recharge in 145 seconds: Blizzard does 44% more damage over time. Even Inferno only deals 16% more damage over time than Blizzard, and its a PBAoE and doesn't have the damage mitigation of Blizzard.
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Minion milling is great for purple hunting etc. But when i play for fun, Bosses are on, and Boss kill speed is important to me.
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That's what I do with my AoE fetish.
Unless they're going to move to cookie-cutter AT design where everybody gets the same stuff in a different package disparities like this will always exist.
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Some of the Ranged Blast sets were penalized for having snipes displace alternate attacks, such as Electric and Energy. They aren't pushing anyone down the ladder of anything. They are just getting what they should have had from the start, if that. Complaining that the other sets are automatically disadvantaged for not having snipes is like saying that a bug fix hurts sets that didn't have the bug in the first place.
Some things were good (damage-wise) and are getting better: Fire Blast, for example. But that's not universal, or even the majority. |
And for Blasters, "fun" has been something that's been sorely lacking for too many years.
Also what Arca said.
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Like Power Burst, for example, a power I don't take now and won't be taking in I24, because its very tiny DPA increase over Power Blast doesn't make up for its much higher recharge and the fact it can't be fired while mezzed.
Energy Blast DPA (arcanatime factored): Power Bolt: 0.84 DS/sec Power Blast: 0.89 DS/sec Power Burst: 0.94 DS/sec And Ice landed the grand prize in the crashing nuke sweepstakes: a crashless rain that deals over 6.75 DS and recharges in 170 seconds. Nova and most standard PBAoE nukes deal 4.0 DS and recharge in 145 seconds: Blizzard does 44% more damage over time. Even Inferno only deals 16% more damage over time than Blizzard, and its a PBAoE and doesn't have the damage mitigation of Blizzard. |
If I wanted to solo Xmas or Valentine's Day critters, I pulled the Ice Blaster out of storage. it wasn't a hoot, but it definitely got the job done with minimal face-planting. Bringing snipes up to that level of zappy goodness doesn't diminish Ice's unique role from what I can see.
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Troofs.
If I wanted to solo Xmas or Valentine's Day critters, I pulled the Ice Blaster out of storage. it wasn't a hoot, but it definitely got the job done with minimal face-planting. Bringing snipes up to that level of zappy goodness doesn't diminish Ice's unique role from what I can see. |
Bitter Ice Blast DPA: 1.73 DS/sec.
Ice is getting a 50 foot range 1.73 DS/sec attack increased to 80 feet. Energy is getting a currently 150 foot range 0.61 DS/sec attack increased to 1.74 DS/sec, sometimes. Bitter Ice Blast has that DPA all the time.
Ice always had stronger single target than I think most people gave it credit for. The irony of Defiance 2.0 is that it reduced that advantage. But it didn't nullify it: Ice was always better than Energy and Electric in that regard. The sniper changes probably make Energy about even with Ice, but Electric probably still lags slightly even with the sniper change.
The other irony is that Fire isn't going to improve by as much as some other sets, its "insta" snipe is relatively slow compared to others, and it already had a single target attack with vastly superior DPA:
Blazing Bolt DPA: 1.78 DS/sec
Blaze DPA: 2.29 DS/sec
It certainly will improve, because Blazing Bolt can displace lower DPA attacks like Fire Blast. But just not as much as some other sets, because its average single target DPA with Blaze was much higher than most sets.
The biggest winners with regard to insta-snipe are Assault Rifle and Psi Blast. The biggest loser is Archery. Everyone else with a snipe is in the middle. I see some shuffling around, but I don't see a widening of a performance gap in general. But with that shuffling a power that was not often taken and rarely used outside of alpha strikes and pulling is now far more useful. To me that's a net win. And while I think Dual Pistols might still need work, I don't think Ice and Sonic were lagging Energy, Electric, and Radiation Blast such that the snipe buffs those sets are getting catapult them even farther ahead of those sets. In the case of Electric, its arguable that it needs even more single target damage on top of the snipe buff.
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You know, I can't even recall if I have an Electric Blaster left. Surely there must be one, but I'll bet I haven't played him in 6 or 7 years. I seem to recall they were broken in some way... perhaps whatever leeching they did.
Mostly I make Willpower Brutes and Scrappers these days, because they're the most fun to play.
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Umm after playing with resistance numbers on my brute, I am with Arcanaville now.
This resistance thing may break somewhere. *has just perma capped his DA brute to smashing/lethal
Umm after playing with resistance numbers on my brute, I am with Arcanaville now.
This resistance thing may break somewhere. *has just perma capped his DA brute to smashing/lethal |
Inventions are powerful, and they will, through their power, blur distinctions and advantages. The question is whether they do so to a detrimental degree. If you can do it with Dark, I'm sure you can do it with Fire and Electric as well. As the resistance bonuses start erasing powerset design advantages, as the defense bonuses did with defense sets, I think we're losing something the game worked really hard to gain in the first place: distinct archetype and powerset choices. Not completely to be sure, but significantly.
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Just to make sure I'm clear on what my concern is. I don't think achieving 90% s/l resistance is game-breaking in and of itself. I think in this case the invention system just erased an advantage Invuln was designed to have.
Inventions are powerful, and they will, through their power, blur distinctions and advantages. The question is whether they do so to a detrimental degree. If you can do it with Dark, I'm sure you can do it with Fire and Electric as well. |
But then, on tanks, it is much easier to hit 90%.
I will admit I'm concerned that a Dark Brute can hit 90%. It says things about balance in the game as a whole, but it seems like it could also hurt the balance between tanks and brutes.
Just to make sure I'm clear on what my concern is. I don't think achieving 90% s/l resistance is game-breaking in and of itself. I think in this case the invention system just erased an advantage Invuln was designed to have.
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P.S. Yes, I read all of your post.
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.
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Like Power Burst, for example, a power I don't take now and won't be taking in I24, because its very tiny DPA increase over Power Blast doesn't make up for its much higher recharge and the fact it can't be fired while mezzed.
Energy Blast DPA (arcanatime factored): Power Bolt: 0.84 DS/sec Power Blast: 0.89 DS/sec Power Burst: 0.94 DS/sec And Ice landed the grand prize in the crashing nuke sweepstakes: a crashless rain that deals over 6.75 DS and recharges in 170 seconds. Nova and most standard PBAoE nukes deal 4.0 DS and recharge in 145 seconds: Blizzard does 44% more damage over time. Even Inferno only deals 16% more damage over time than Blizzard, and its a PBAoE and doesn't have the damage mitigation of Blizzard. |
In addition, and Blizzard and Ice Storm were both (finally) adjusted for AT modifiers, so relative to where they are on live right now it's a huge drop in damage for Defenders and Corruptors on those two powers. That's what I meant by Ice not staying where it was - it loses big on AoE damage relative to live and doesn't gain anything by the changes. Corruptors can also (via Kinetics) self-cap damage, so the lower cap on Blizzard shuffles things around a bit as well. It's still a great power - but less so (I never worried about the crash when I dropped Blizzard anyway).
it has gone from unconscionable to downright appalling that we have no way of measuring our characters' wetness.
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Just to make sure I'm clear on what my concern is. I don't think achieving 90% s/l resistance is game-breaking in and of itself. I think in this case the invention system just erased an advantage Invuln was designed to have.
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Invuln does not have a huge advantage in SL, not directly. Invulns "advantage" is how much more powerful Fighting > Tough is for them, and this in turn, of course, makes them so powerful against SL.
It was also an advantage that was not fully inherited by the Brute and Scrapper versions of the set.
At first I thought this would be a bad thing, but now I realize it may be a good thing.
Invuln has kept what I would consider to be damage type holes for every damage type but Smashing and Lethal due to how insanely strong Invuln Tankers can be, once they take Tough. Now that this advantage is not so big (since most other tankers will be able to do similar) we can finally get tanker's weak spots looked at, at least I know I will do my best... as soon as I'm done looking at this huge IO list of changes.
Inventions are powerful, and they will, through their power, blur distinctions and advantages. The question is whether they do so to a detrimental degree. If you can do it with Dark, I'm sure you can do it with Fire and Electric as well. |
As the resistance bonuses start erasing powerset design advantages, as the defense bonuses did with defense sets, I think we're losing something the game worked really hard to gain in the first place: distinct archetype and powerset choices. Not completely to be sure, but significantly. |
Survival sets, though, are all over the place, some with holes to things entire groups the game forces you to fight [if you do story content]. As long as the delivery (HP/Res/Def/Abs/etc), and build paths are different, you will retain distinction.
I don't want homogenization, but I would like some standardization on survivability performance. The IO change may help in that direction.
To be fair, and I have been attempting to argue this for a while:
Invuln does not have a huge advantage in SL, not directly. Invulns "advantage" is how much more powerful Fighting > Tough is for them, and this in turn, of course, makes them so powerful against SL. It was also an advantage that was not fully inherited by the Brute and Scrapper versions of the set. At first I thought this would be a bad thing, but now I realize it may be a good thing. Invuln has kept what I would consider to be damage type holes for every damage type but Smashing and Lethal due to how insanely strong Invuln Tankers can be, once they take Tough. Now that this advantage is not so big (since most other tankers will be able to do similar) we can finally get tanker's weak spots looked at, at least I know I will do my best... as soon as I'm done looking at this huge IO list of changes. And Willpower. *glup* Hmmm, I got to admit I am not sure I agree. We have, for most purposes, a darn well balanced offensive game system. Most offensive sets are, thanks to heavy rebalancing and the work of players like you, been improved to be within a few percentage points of each other in sustained DPS. Survival sets, though, are all over the place, some with holes to things entire groups the game forces you to fight [if you do story content]. As long as the delivery (HP/Res/Def/Abs/etc), and build paths are different, you will retain distinction. I don't want homogenization, but I would like some standardization on survivability performance. The IO change may help in that direction. |
And it looks as though I won't be giving up very much, if anything, for that - the current IO build he has on live gives him 81% S/L resist on beta with Tough toggled off. Throw on the (buffed) Shield Wall proc, and that leaves about 4% S/L resist to chase down. Trivial with the new values. (As a purely side benefit, F/C resists will be somewhere north of 70% on that build, as well.) That's in addition to softcapped S/L/E/N defenses and a goodly bit of global recharge.
Once Mids updates, I'll be looking at other options that may be in the realm of possible. S/L resist capped Shields tanker? S/L resist capped Fire Armor brute? Multi-resist capped Masterminds? The mind boggles.
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And it looks as though I won't be giving up very much, if anything, for that - the current IO build he has on live gives him 81% S/L resist on beta with Tough toggled off. Throw on the (buffed) Shield Wall proc, and that leaves about 4% S/L resist to chase down. Trivial with the new values. (As a purely side benefit, F/C resists will be somewhere north of 70% on that build, as well.) That's in addition to softcapped S/L/E/N defenses and a goodly bit of global recharge.
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So has anyone who does NOT run a char that already has strengths to build on (something not a scrapper, tank, brute, or stalker (or SoA...)) commented on this? And where has the discussion about softcap defense invalidating power choices such as super reflexes gone? If you can invalidate SR, then where is the issue in invalidating another powerset, by having debuffable resist?
You can't say "omg resists are sooooo good" without also saying "omg defense bonuses are sooooo good".
Bring one argument to the table, better bring the other too. Are the bonuses to res in line with the bonuses to def? Answer that question first.
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So has anyone who does NOT run a char that already has strengths to build on (something not a scrapper, tank, brute, or stalker (or SoA...)) commented on this?
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I could see it being worth doing with sets like Time and Traps where softcapping is pretty easy but they're basically in the same boat as melee characters.
That being said Arcanaville made some good points about stacking Resistance on a Blaster with an Absorb sustain in one thread so maybe for them it's worth doing.
Bring one argument to the table, better bring the other too. Are the bonuses to res in line with the bonuses to def? Answer that question first. |
Additionally the availability of Resistance buffs in IOs is different from Defense bonuses which is really going to impact it. A good example is the purple sets, with this change there are several purple sets that offer 6% F/C/T/P Resistance and 10% Recharge. I can't think of any defense based set that is offering a combo like that and several characters could easily stack 5 of these sets without impacting their overall build much (Dominators and Fortunata Widows being prime examples). There are a number of other sets that offer two or even three resistance bonuses which is much rarer for Defense bonuses.
To be fair, and I have been attempting to argue this for a while:
Invuln does not have a huge advantage in SL, not directly. Invulns "advantage" is how much more powerful Fighting > Tough is for them, and this in turn, of course, makes them so powerful against SL. It was also an advantage that was not fully inherited by the Brute and Scrapper versions of the set. |
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My gut instinct is that they are. The average mitigation they provide is lower than defense bonuses but there are a lot of tradeoffs between Defense and Resistance in real game situations which make the resistance bonuses more appealing. In particular NPCs get defense debuffs handed out like candy while resistance debuffs are less common (although they tend to be nastier when they do turn up). Secondly in a team situation Defense Buffs are a lot more common than resistance buffs so a team is more likely to make up for a lack of defense than a lack of resistance.
Additionally the availability of Resistance buffs in IOs is different from Defense bonuses which is really going to impact it. A good example is the purple sets, with this change there are several purple sets that offer 6% F/C/T/P Resistance and 10% Recharge. I can't think of any defense based set that is offering a combo like that and several characters could easily stack 5 of these sets without impacting their overall build much (Dominators and Fortunata Widows being prime examples). |
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