A game mechanic I've always wondered about
Funny enough, this decision was made long before even I worked on City of Heroes.
I was told that this was done this way so that powers that targeted allies/other players could easily exclude yourself as a potential target. This was done to promote more "team play" as many of the original designers had a distaste for tankmages and/or 3rd Ed D&D Clerics (can buff/heal/do everything by themselves).
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Well Posi, any chance of it being change a little? Like 50% of the Buff will work on you while 100% on Allies/Other Players?
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Funny enough, this decision was made long before even I worked on City of Heroes.
I was told that this was done this way so that powers that targeted allies/other players could easily exclude yourself as a potential target. This was done to promote more "team play" as many of the original designers had a distaste for tankmages and/or 3rd Ed D&D Clerics (can buff/heal/do everything by themselves). |
The reason I asked is, one of Hawk's big points with Nature Affinity was that he "ensured almost all of the powers could be used while solo." That got me to thinking about just how many buff-set powers are locked out of being used on their users.
A further question would be, what would the likelihood of this design implementation being revoked come out to? I figure, conceptually, that a Thermal Defender should have the ability to use their own shields to protect themselves. The same goes for Empathy: why can't you grant yourself Fortitude, or heal yourself in an emergency? Understandably, powers like Absorb Pain would still be others-only due to the -healing. It doesn't make sense to me that so many buffs are behind lock and key to the person who makes use of them.
My guides:Dark Melee/Dark Armor/Soul Mastery, Illusion Control/Kinetics/Primal Forces Mastery, Electric Armor
"Dark Armor is a complete waste as a tanking set."
This was done to promote more "team play" as many of the original designers had a distaste for tankmages and/or 3rd Ed D&D Clerics (can buff/heal/do everything by themselves).
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Are there any mechanics that would let a buff from something like... Ice Shield affect the caster, but at a much lower power? So in the case of Ice Shield, it would do, un-enhanced, 15% Def Melee/Smash/Lethal for allies, and I dunno... 5% for the caster?
And if there were, would the devs consider it?
Ehhh I'm on the fence with this one. If there is anything this game needs to keep promoting, it is teaming with other players. Brutes are the tankmages in this game as it is, at least, that's how it seems much of the time. I think there should be a strong need for a defender on a team, as an example.
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You might know me as FlintEastwood now on Freedom
Ehhh I'm on the fence with this one. If there is anything this game needs to keep promoting, it is teaming with other players. Brutes are the tankmages in this game as it is, at least, that's how it seems much of the time. I think there should be a strong need for a defender on a team, as an example.
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EDIT: In an RP setting, this lockout gets especially hilarious. For some reason the /Poison Corruptor can't figure out how to hit himself in the face with Alkaloid. :P
My guides:Dark Melee/Dark Armor/Soul Mastery, Illusion Control/Kinetics/Primal Forces Mastery, Electric Armor
"Dark Armor is a complete waste as a tanking set."
Ehhh I'm on the fence with this one. If there is anything this game needs to keep promoting, it is teaming with other players. Brutes are the tankmages in this game as it is, at least, that's how it seems much of the time. I think there should be a strong need for a defender on a team, as an example.
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To build on the whole "no tankmage" point of view, I have a hard time viewing Defenders/Corruptors as tankmages even if they were allowed to buff themselves. We technically already have tankmage-like power combinations in Controllers (Dark/Rad, anyone?) and a literal take on that notion in Crab Spiders.
My guides:Dark Melee/Dark Armor/Soul Mastery, Illusion Control/Kinetics/Primal Forces Mastery, Electric Armor
"Dark Armor is a complete waste as a tanking set."
If classes with a support primary or secondary focused on buffing others could use their buffs on themselves, to a limited degree... might that not encourage more people to play them as their powers would be usable even if there was no team, rather than people thinking "I might not get a team, so I'll not roll x or y"?
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My new Youtube Channel with CoH info
You might know me as FlintEastwood now on Freedom
I have a defender that can be viewed as a "tankmage". They already exist in the game. I really like the idea of buffs giving a reduced amount to the caster or being able to target yourself.
To build on the whole "no tankmage" point of view, I have a hard time viewing Defenders/Corruptors as tankmages even if they were allowed to buff themselves. We technically already have tankmage-like power combinations in Controllers (Dark/Rad, anyone?) and a literal take on that notion in Crab Spiders.
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(which is awesome, by the way)
My new Youtube Channel with CoH info
You might know me as FlintEastwood now on Freedom
Wouldn't it encourage more soloing, the opposite of what we said we need?
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I think allowing support AT's to buff themselves would make the ATs much more attractive to players than they are now. Hell, five out of eight powers in Empathy can't be used on the caster, which means if you're going to solo, you might as well forget about rolling that set unless you're a Controller.
My guides:Dark Melee/Dark Armor/Soul Mastery, Illusion Control/Kinetics/Primal Forces Mastery, Electric Armor
"Dark Armor is a complete waste as a tanking set."
-snip- If there is anything this game needs to keep promoting, it is teaming with other players. -snip- I think there should be a strong need for a defender on a team, as an example.
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My new Youtube Channel with CoH info
You might know me as FlintEastwood now on Freedom
Wouldn't it encourage more soloing, the opposite of what we said we need?
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In my experience people who aren't interested in teaming either don't roll support characters at all, limit themselves to those support characters that solo well or just accept slow soloing. I've never heard of someone who said "I hate teaming but I really, really want to play an Empath so I rolled one and always team with him while hating every second of it".
Also anecdotally when it comes to teaming I see a lot more strong solo characters than I do strong support characters especially at high level and Incarnate content. To me this indicates that a lot of people are rolling characters based in a large part on solo performance and then teaming with them.
The fact is in a game where a single character can solo content intended for a team of eight there's no real "need" to team at all. Most people who do so either do it for the specific rewards of, more likely, because they enjoy teaming.
I don't think so. I think some people will solo which you can't change, but others will be more inclined to play the ATs and on teams as they still work good with teams. Also teaming IMO is still the best way to level unless you are being farmed/PLd.
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Not really. People solo because they like to solo. People team because they like to team.
In my experience people who aren't interested in teaming either don't roll support characters at all, limit themselves to those support characters that solo well or just accept slow soloing. I've never heard of someone who said "I hate teaming but I really, really want to play an Empath so I rolled one and always team with him while hating every second of it". Also anecdotally when it comes to teaming I see a lot more strong solo characters than I do strong support characters especially at high level and Incarnate content. To me this indicates that a lot of people are rolling characters based in a large part on solo performance and then teaming with them. The fact is in a game where a single character can solo content intended for a team of eight there's no real "need" to team at all. Most people who do so either do it for the specific rewards of, more likely, because they enjoy teaming. |
My new Youtube Channel with CoH info
You might know me as FlintEastwood now on Freedom
Wouldn't it encourage more soloing, the opposite of what we said we need?
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I don't often play support-heavy powersets because I like having the option to solo as well as to team. So instead of defenders I roll corruptors, masterminds and controllers who have the damage and tools to enable me to play them solo, and pick secondaries that can assist in those goals.
If those support-oriented powersets had a little something to give the caster for if they happen to be solo, I'd be more likely to roll them, which means there'd be more characters of mine that could help support teams.
My point is that by not avoiding team-support at the sake of solo-buffing powersets I'd be more likely to have a character I'd look for teams for, because I'd be thinking "If it's slow to get a team going I can still at least do some stuff by myself without lacking a lot of tools compared to other characters."
My guides:Dark Melee/Dark Armor/Soul Mastery, Illusion Control/Kinetics/Primal Forces Mastery, Electric Armor
"Dark Armor is a complete waste as a tanking set."
It's a tricky balance, no doubt. I'd think we would see more forcefield and sonic resonance defenders for sure, if this was ever changed. Forcefield would be able to softcap themselves with just SOs and sonic would be resistance capped with epic armors, probably - I'm thinking defenders when I discuss this topic by the way.
My new Youtube Channel with CoH info
You might know me as FlintEastwood now on Freedom
At the very least, could we consider looking at allowing something more from the Empathy powerset to help the user? My SO and I often duo as our Defenders, but it's becoming a bit troublesome as I have to constantly watch her health bar, seeing as Heal Bunny can't do much for self-preservation with set designed almost exclusively around healing.
Soloing seems very difficult for her, which seems a bit harsh of a penalty for someone wanting to be able to heal others well.
TL;DR- It seems a little odd that the game's premiere healing powerset can't keep itself alive.
It's a tricky balance, no doubt. I'd think we would see more forcefield and sonic resonance defenders for sure, if this was ever changed. Forcefield would be able to softcap themselves with just SOs and sonic would be resistance capped with epic armors, probably - I'm thinking defenders when I discuss this topic by the way.
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My guides:Dark Melee/Dark Armor/Soul Mastery, Illusion Control/Kinetics/Primal Forces Mastery, Electric Armor
"Dark Armor is a complete waste as a tanking set."
Yeah there is only one for sonic resonance.
My new Youtube Channel with CoH info
You might know me as FlintEastwood now on Freedom
My guides:Dark Melee/Dark Armor/Soul Mastery, Illusion Control/Kinetics/Primal Forces Mastery, Electric Armor
"Dark Armor is a complete waste as a tanking set."
"Cannot target yourself."
Why is this?
My guides:Dark Melee/Dark Armor/Soul Mastery, Illusion Control/Kinetics/Primal Forces Mastery, Electric Armor
"Dark Armor is a complete waste as a tanking set."