Biospark

Legend
  • Posts

    1439
  • Joined

  1. Thanks for your Input Dr.Mike,

    Its nice to know my impressions from playing Sonic match with yours, since I know you also play one. It really does need alot of help as a powerset.

    Truth be told, I love Fortitude, but like you I really dislike the "buff-cycle".
    With yours and Garent's input, I think just changing Clear Mind to a PBAoE buff would make the "buffing" duties ALOT more simple and less distracting during team play.

    So you have convinced me. Clear Mind for the win !

    As far as Pain's healing Aura, this is one of the reasons that I feel empathy could stand to make the RA auras permanent. But due to how strong they are, I think its important to consider "stacking" issues. Also, I don't see an issue where reducing the regen would drastically change how tough encounters play out. As far as I can tell, Regen Aura simply manages to top off anyone who is taking periphery damage, while anyone taking the full brunt of an AV or GM is going to need more healing from me anyway. Additionally, I am not suggesting that the 300% regen is not enhanceable, just not "stackable".
  2. Quote:
    Originally Posted by Garent View Post
    It's definitely not true that the worst solo primaries are the best team primaries. Moving on from that and on to specific suggestions...

    On healing aura: "You can literally take damage in excess of the amount healed DURING the activation time."
    This is how the game works. Preventing damage intelligently is better than trying to heal through it with brute force. If you're taking damage, take measures to stop it from incoming, and THEN heal yourself. Better yet, do both at the same time. The power doesn't root you, so dash behind a wall and heal yourself at the same time.
    Your fortitude change as suggested is actually a gigantic nerf to the set. Only a few people on teams will be taking the brunt of abuse. The empath's biggest strength is being able to specifically buff those people who need it with one of the most powerful buffs in the game instead of spreading it out among everyone.
    Clear mind: Go for a click PBAOE instead of a toggle.

    Forge is fine as it is. If you really want to buff thermal and pain domination, rebalance their resistance debuffs so that they are in line with the drop resistance debuffs in other sets. In order for this to happen, anguishing cry needs to drop to a 60 second recharge, and melt armor needs to be 80 seconds. This gives them a 50% up time without enhancements, the same that tar patch has (and freezing rain sort of has).

    Pain domination is already a pretty survivable set, and a mag 2 stun in anguishing cry would do very little to improve what they have.

    Everything else are things I either emphatically agree with or don't care too much about.
    Thanks for your input Garent. I will have to take your word for it on Pain and Thermal. As I mentioned, my experience with these sets is not at the high end where they get their debuffs, so I simply dont have enough experience to make suggestions on them like I can on Sonic and Empathy (which I have played much more extensively).

    As far as Empathy goes, I agree with your assessment. The cast time on Healing aura is just one of my little peevs with the power. I think it would be better if it were slightly faster casting and would not muck up the game at all.

    Fortitude nerf. Hehe, yeah would never happen, but it is a good example of what would happen if they made it a fast recharging, long duration buff. Something would have to give and +def is the most likely area that would change.

    Clear Mind as a PBAoE click. Sure. This ONE change would make Empathy a better soloer, without changing their team strength. It would actually still accomplish one of my core beliefs of making defenders less busy on teams, so they can shoot more villains. I shoot stuff all the time, but it would be alot more fun if I didnt have to stop as often because someones CM is blinking at me.
  3. I can tell you from personal experience Radiation and Dark are not really good pairings with energy blast. In fact anything that involves toggle debuffs or placed pseudo-pets is going to be "challenging" to do it right.

    With that in mind, I think Forcefields, Traps and Sonic Resonance all synergize well with Energy Blast. My personal favorite is Forcefield-Energy Blast, but you have to realize that is not a combination that is going to "wow" anyone over damage dealing ability.

    Maybe try a few combinations and see what feels like your playstyle
  4. Quote:
    Originally Posted by Emberly View Post
    Just want to point out that Dispersion Bubble doesn't protect against sleep. Otherwise some interesting ideas, although I don't necessarily think changes are needed.
    Hmmm, I could have sworn that it did, but will take your word on that and check in-game on my FF toon later. I will edit out that change as well. Sonic Dispersion doesnt need to be better than the FF equivalent, just similar.
  5. Defender Powerset Parity has been a personal concern of mine since I first began playing COH back in May 2004. After spending the last year on my main Defender (Biospark) and countless others before and after him, I am still very much of the belief that Defender powersets have the worst Parity of any group of powersets in the game. Say what you want about whether that is a concern that needs to be addressed, it is not a false claim.

    Additionally, it is a commonly held belief that certain powersets which are poor soloists are the best team players and vice versa. This claim, for the most part, is true, but it is also my belief that Defender team contributions are much more balanced from a powerset parity standpoint.

    So that just leaves us with the pitiful balance in the solo game. Let's explore this a little.

    WHAT IS THE SOLO BASELINE

    Powers available while solo

    Dark Miasma -------- 9 of 9
    Traps -------------- 9 of 9
    Trick Arrow --------- 9 of 9
    Storm Summoning -- 8 of 9

    Radiation ----------- 7 of 9
    Kinetics ------------ 7 of 9
    Forcefields --------- 7 of 9
    Cold Domination ---- 6 of 9

    Sonic Resonance ---- 4 of 9
    Pain Domination ----- 4 of 9
    Empathy ------------ 3 of 9
    Thermal ------------- 3 of 9

    Notice how I seperated these into three groups. It is my belief that the balance point for Defender soloing is around 7 of 9 powers. Powersets that have 7 or more of their powers usable while solo, will most likely provide as much or close to the same benefit solo as they will teamed, with the reality that they can get a little extra power while teamed. This seems like a good median for these sets.

    Those sets which operate well below the median are the "red-headed step-children" of the Defender powersets. As it would figure, these particular powersets are pretty "sub-par" as solo-ists when compared to other defender choices. Some will have you believe that they are some of the best choices for teaming as a means of balancing this sub-par ability while solo. Take another look. I see Kinetics much further up the list. Forcefields too. Seems like you can still use most of your powers solo AND be a top-requested team choice without un-balancing the game. So what happened to these powersets ? Can they be given greater parity without breaking the game ? My answer would be yes, and I will give some ideas for how this could be approached. I welcome discussion on how greater parity can be achieved for solo defenders from the community as well. I am only one player's worth of experience and can only comment on my own experiences in the game.

    For what it's worth, the time and energy invested in my Empathy character, has (I feel) been largely wasted. That same effort, if applied to nearly any other powerset at or above the median point, would have yielded a character that I would enjoy more and still be able to provide great team support. This thread could be my last one on this subject. My unhappiness with the way in which my Empath has developed has made me question whether I am better off trading him in for a new choice which will allow better solo performance as well as my preferred team-support role.

    So without wasting more time, here are some ideas to discuss. I will touch on smaller adjustments which could improve parity as well as major adjustments. In every case, please remember these are just ideas. Which, although I would love to see implemented, are not expected. Heck, even if just ONE major change like these was made, it would go a long, long way to making the basement dwellers more solo-capable.


    BUILDING A BETTER SONIC
    Issues: Very little self-protection, Major effect of the set can only be brought to bear while teamed. Unusually long recharge on a signature power.

    Small Changes
    Sonic Siphon: reduce cast time to between 1.67 and 1.87 (This will help it fit more smoothly into an attack cycle) Also add a -dmg debuff of 25% to bring it on par with similar powers like Siphon Power (Kinetics)
    Sonic Dispersion: Increase resistance amount from 15% to 20%(Defender version) to further balance against Dispersion Bubble (Forcefields)
    Edited: Add Sleep protection (based on Feedback in this thread)
    Clarity: Add a Psionic resistance buff to the power on par with the resistance in Sonic Barrier and Sonic Haven.

    Big Changes
    Disruption Field : Change this from targeted Ally to targeted Enemy. Many Powersets have anchor debuffs, so there is no reason why Sonic cannot use its MAIN effect while solo.
    Sonic Repulsion : Change this from targeted Ally to Self-centered Toggle like Repulsion Field (Forcefields) or Repel (Kinetics) It was an interesting idea, but not one which actually works very well. In fact all these types of powers should be re-evaluated. From my studies, these types of powers, if enhanced well, can simulate resistance with an effect around 50% (best performance), but the cost is extraordinary. I would (at the very least) remove the per-target endurance cost and call it a day.
    Liquefy : Reduce the recharge. 10% base uptime !!! Come on ! Make it long enough to avoid double stacking but short enough that it can be up every fight if you invest over 200% recharge in the power. My instinct says this should fall between 120sec and 180sec. Any more than that and its not going to be available every fight on a mature build.


    BUILDING A BETTER EMPATH
    Issues: only 3 powers usable while solo, 2 of which have only a 60% up-time at 200% recharge. This is a very good team support arsenal, with unusually strong buffs. This, combined with an apparent "pacifistic" design make it the WORST soloer of all these Powersets.

    Small Changes
    Healing Aura : Casting time of 2.03sec can seem like an eternity when solo, especially when you have no "tiered" protection from pool powers or IO bonuses. You can literally take damage in excess of the amount healed DURING the activation time. Reducing the cast time on this power and others like it to 1.67 to 1.87sec can help. This is a minor fix, but one that would help considerably.
    Absorb Pain : I really like how Share Pain (Pain Domination) has a BUFF and a DEBUFF associated with it. Empathy could stand for something along this line, but being a pacifist, the buff should probably be something like +recharge (30%). This would make all empaths re-think taking this power.

    Big Changes
    Clear Mind : Change to a PBAoE Toggle which protects the Empath and all nearby team-mates. Yeah I am trashing the "cottage rule" here. If an empath is meant to be a "heal-oriented" powerset and only gets barest minimum of self-useful powers, then this one change would make the most sense in staying with a "pacifist" theme, while vastly improving their ability to solo. Plus it reduces the amount of click buffing that is needed while on a team.
    Fortitude : Due to feedback in this thread, I am not recommending a change to this power. Changing Clear Mind above makes a "solo parity" improvement that also accomplishes a reduction in team "buff-cycling". My previous suggestion on Fortitude actually made no improvement to "solo gameplay". Hence the retraction. Thanks folks
    Recovery Aura and Regen Aura : These two powers, once upon a time, could be made not only perma, but had small windows of over-lap. Prior to ED they had their Recharge lengthened considerably. But after ED, they did not get re-adjusted. I recommend that we make these able to be made perma, but NOT stackable. Currently, if you have 200% recharge in them, you will have 90secs of buff followed by 60sec of no-benefit. This is very much a Dr.Jekhyl and Mr. Hyde scenario. Lets make the recharge 240sec but lower the effect to be equal to the average of the current effects. This would be 120% recovery and 300% Regeneration. This still places a great deal of importance on recharge for an empath, but removes the Jekhyl and Hyde effect as well as preventing abuse from STACKING these effects.


    Pain Domination and Thermal are two powersets that I have considerably less experience with, so I hesitate to make alot of suggestions for them, but here are a couple ideas which would seem worthy of consideration.

    PAIN
    This powerset has one more power usable while solo than Empathy, but has some similarity as well. Which means that Mezz effects will be a serious concern for this powerset while solo.

    Anguishing Cry : Add a Mag 2 Stun to this debuff. One of the best counters to mezz effects is having your very own mezz. Stuns would stack well with many blast sets and also one ancillary power in particular (Oppressive Gloom).


    THERMAL
    This powerset blends Empathy and Sonic and seems to have the same weaknesses which would plague Empathy and Pain. Typically Fire is about additional damage, so something which shores up the powerset solo in the mid-game and provides additional damage would be thematic. It also suffers more than any other powerset regarding when powers are available solo. They get a heal at level 1 and then the next powers usable solo are levels 35 and 38. It seems that Thermal (Cold Dom as well) could stand for a little shuffling of power order at the very least.

    Forge : Change this to a PBAoE toggle that provides its benefit to the defender and all nearby teammates. In addition, add resistance (not Protection) to Hold/Disorient/Sleep and Immobilize similar to Accelerate Metabolism. If you really wanted this power to be unique, give the ACC buff but make the added damage occur as added fire damage to every attack for everyone being buffed. Or it could have a damage aura effect, so that the defender could still deal some damage while they are actively using buffs and heals on their teammates.


    The changes suggested would have the most dramatic effect on Sonic, which would go up to 6 of 9 usable powers while solo, while the other powersets at the bottom of the scale would all sit comfortably at 4 powers. These 4 powers would all improve the solo prowess of their powerset without making their team contributions increase to unreasonable proportions. Edited based on feedback

    let's hear some more ideas on ways to reach greater parity. Also if you have ideas on some of the other powersets that live above the median, feel free to talk about those as well. I know that I have alot of ideas for Kinetics (a set that I have used considerably over the years).
  6. Quote:
    Originally Posted by Sir Talomose View Post
    Okay, it's between an AoE-orientated scrapper(we'll go with ?/Shield as suggested in multiple posts) and a Mind/Fire dominator(mainly because of exampled feats).

    Scrapper is going to bring some nice damage to the table, viable primaries being: BS, Elec, and Fiery. First two would help with the KD they have. Elec has an extra mini-nuke to alternate with Shield's. Lastly, Fiery will eke out some extra damage with DoT.

    Only drawbacks I'd see would be the smashing and lethal damage, but they're by no means great hindrances.

    Mind/Fire will give an extra layer of CC and at least some decent damage from Fiery Assault. I imagine Confuse and Mass Confusion will be that much more effective with the debuffs from /Rad as well. There's also some synergy with Telekinesis, which I know receives mixed views, but would help in gathering mobs into the /Rad toggles.

    The drawback remaining would be being without someone or something to hold aggro while PA is down. Again, shouldn't be a huge issue with the additional forms of control.

    Anything I'm missing? Feel free to break the stalemate.
    I think a scrapper would not synergize as well with Illusion personally. With the knockback, the scrapper will feel like the pets are always in the way. It could be a somewhat frustrating experience for any melee oriented character. The Dom seems like a better fit synergistically due to having alot more "Hard" controls, which will fit nicely with Illusion's lack of hard controls. However, one combo that I think would be absolutely crazy fun would be Ill/RAD teamed with a Mind/Storm. You get the added hard controls, more debuffs to stack with the Rad debuffs, more pets to stack with Illusion's pets and the "sit back at range" style of these two controllers while you watch the carnage of the pets would be pretty hilarious. Storm also gives more positional control on "Hard" targets. Oh, and you can stack fear and confuse beyond good.
  7. Biospark

    Inherent Fitness

    It's like the man who loves Cherry Pie, but cannot stand eating with a spoon.
    One day he goes to a diner where the special of the day is Cherry Pie, and when they deliver it to his table they hand him a fork.
  8. Biospark

    Life Drain

    Quote:
    Originally Posted by Garent View Post
    Electric blast has voltaic sentinel, which is basically a third blast that you can't choose the target of. Dark blast certainly doesn't NEED a buff, but considering the precedent set by dark melee and the fact that this wouldn't overpower it by any means, I think it's a safe bet.
    I think both Electric and Dark suffer from the same issue regarding single target damage. They only have a tier 1 and tier 2, but no proper tier 3 blast. Dark gets Life Drain and Electric gets Voltaic. Having played both sets, I would love to see something like this done.

    I dont think that life drain would get bumped up to a full tier 3 blast, but I dont see why its damage could not be as good as Gloom. Same goes for Electric, but I would like to see Tesla Cage brought up to at least CB level, if not as high as LB.

    The reason these two sets probably got hosed on ST attack chains is because of their AoE and Utility, but I cannot personally see the balance trade-off as correct. Both sets seem "unnecessarily" weak on ST damage.
  9. Biospark

    Inherent Fitness

    Quote:
    Originally Posted by Ultimo_ View Post
    I have tremendous respect for Arcanaville's abilities and knowledge. However, she isn't the Oracle of Delphi, and I'm still allowed to disagree. She thinks the Hero system couldn't be adapted to a video game (if I understood correctly). I think it could. It would take a lot of work, to be sure, but I don't see it necessarily being impossible.

    Nothing is impossible It just takes someone committed to the adaptation process that understands what will work in a computer environment.

    Even the best attempts would require modifications to the system, but players would be very sympathetic of that process as long as the end result was fun and "empathically" similar to the game it was based off. This is where that "other" Hero MMO screwed up. The "canonical" background was not enough. Players were expecting more of the actual game to show thru. This was less about the inability to re-produce the PNP game close enough to impress the target audience, and more about not trying to do it at all, presumably because the final results would have been unrecognizable OR "broken".

    One of these Days ULTIMO_ , we will see someone actually pull-off a "skill-based" MMO.
    The biggest hurdle to this has always been "time-to-market". Games, and MMOs in particular, are about making money. So the longer they stay in developement, the farther away they are from "profit". It's my biggest hope that some independantly wealthy enthusiast will one day release this kind of game. One where they spend "years" testing the skills-trees to form a truely balanced system. But as long as mainstream game developers continue to "Rush" their product to market without complete testing, we may never see it.

    "Failure breeds contempt", as they say. Future developers are smart. They look to other's successes and failures when designing their newest offerings.
    That other game has created a "set-back" to future attempts IMHO.
  10. Quote:
    Originally Posted by Aura_Familia View Post
    The NO CONVERSIONS things bascially killed this idea or me. In addition this would basically INCREASE the numbers and types of currency in game already. There are waayyyy too many already.

    /unsigned for those reasons alone.
    No worries Aura

    But I am not sure how this increases currency types, since I am not saying to add more

    Currently we have

    AE Tickets
    Reward Merits
    A-Merits (Hero/Villain)
    Vanguard Merits

    What I propose is using the same 4 mediums, but make each of them specialized in what you can direct-buy with them. So;

    AE Tickets can direct buy non-rare recipes and salvage
    Rewards Merits buy Rare recipes and salvage
    A-Merits buy Purple recipes
    Vanguard (presumably PvP earned only) would buy PvP recipes

    No conversions just means that you have to participate in a particular aspect of the game to get those currencies, not trade them in. I certainly don't think we need more currency types.
  11. Biospark

    Inherent Fitness

    It's possible that they had just too many things on their plate (Graphical Updates, Powersets, Incarnates, Tip Missions, Market Merger, etc...) and Inherent Fitness was put on the hold shelf early on when they knew it would delay release even further.

    Just a guess though.
  12. Biospark

    Inherent Fitness

    Quote:
    Originally Posted by Skyster View Post
    So we'll get all 4 abilities at level 2? Now we're gettin somewhere. Now if we just knew if the abilities come with default slots, like they do now, or if they'll be "blank", like ninja run, for those who don't want 'em.

    I can understand if someone says, "But newcomers will be missing out on part of the CoH experience." I remember stone/stone tankers at low levels. I was playing in '04, when the game had been out a couple weeks, just didn't join the forums til about a year later. But really, the overpriced little TO's don't do that much, and low lvl tankers / scrappers, etc, will still easily go thru that blue bar.

    I just wish we had a type of "backwards respec", where it starts at 50 or whatever lvl you are, and you click back, to get down to the level you wish to change. That way you don't end up with a million enhancements everywhere. A "Backspec".

    Also I wish there was some kind of "non-aggro" status on your character while respeccing.
    They WILL have the default slot at level 2, just like Sprint, Rest and Brawl. And you can add slots to them just as you could before starting at level 3. They have not mentioned that the values will remain the same, but I strongly suspect that they will be the same level of recovery/regen (25%/40%)
  13. Quote:
    Originally Posted by Morgan78 View Post
    All I want, is for Defenders and Corruptors to have a little bit more damage output. I know a lot of you may not agree with me, but the damage out put on these two archetypes just seem to be to low. I don't expect them to be blasters. I am aware they are ment for teams. I just think that ever archetype in some way shape or form wants to feel powerful and not just be in a class/archetype.

    Thats my two cents

    Still love the game, always dream change
    The most recent defender change actually took me by surprise, because it was so generalized. But I am certain that it had more to do with Going Rogue and balancing out perception for newer players coming into the game. We definitely did not want the overwhelming majority of players who would consider Defender/Corruptor for their AT of choice leaning mostly towards corruptors because they solo better and still provide very good team-support. Defenders and Corruptors now provide pretty similar damage solo, but on a team, their roles are slightly different. Defenders provide greater buffs/debuffs with greater efficiency, while Corruptors provide thier buffs/debuffs while contributing considerably more damage (in general).

    More damage is probably not in the works. My hope is that we will one day see Powerset-by-Powerset review of defender primaries and they will address the wide range of performance variations between the powersets. It's just a glimmer of a hope, but never say die, right ?
  14. This has been a very interesting thread to follow, and I have to say that my entire opinion on rewards has been changed because of it. At least in regards to "Direct-Purchase" style rewards and conversions.

    Prior to this, I wanted to see more direct-buy options and more conversions and MORE specifically for the AE tickets, because I feel they (AE random rolls) stink from a non-farming standpoint. AE (for me) is about getting my hands on salvage whenever the market fluctuates to retarded prices for things like Iron. Other than salvage, I feel my time is better spent on regular content, which is WAI according to most commonly held opinions.

    My current opinion is that "random" rewards should be a "by-product" of simply participating in various game activities and can remain the same as they currently are. Direct-Purchase OTH should be focused/limited to specific in-game activities that make sense for the level of the reward. Here is a sample of how it "could have" been done.

    PVP Recipes : Direct purchase ONLY thru the use of special PvP merits gained from actually participating in PvP activities. They can still drop randomly while participating in PvP.

    PURPLE Recipes : Direct purchase ONLY thru purple Merits gained thru specific events like the STF, where each player is awarded 1 Merit upon successful completion of the event. There may need to be a cooldown period for each event, but not necessarily for the "A-merit" itself. These recipes can still drop randomly from level 50+ enemies in the PvE content, but completion of "Tip" arcs would result in regular reward merits for all 4 alignments.

    RARE Recipes and Salvage : Direct purchase with Reward Merits which are gained thru completion of regular story arcs, morality arcs, and even regular missions. I believe this is fair for all four alignments to recieve an equivalent reward, and further it doesn't lock neutrals out of the "A-Merit" direct purchase system, because they could participate in End-Game TFs to get them just as Heroes and Villains would. These (Rare recipes and Salvage) would still drop randomly at the completion of any door mission or off any critter of Boss level or higher.

    NON-RARE Recipes and Salvage : Direct Purchase thru AE tickets. These can drop randomly off any critter in the PvE game.

    And finally, NO CONVERSIONS of any kind. No conversion of PvP merits to A-Merits, or vice versa. No conversion of Tickets to Reward Merits, Reward Merits to A-Merits, etc... etc... etc...


    Keep in mind, this is simply my opinion, so be gentle on the flames.
    I do not seriously expect or advocate this kind of change in-game. I simply have a newly formed belief regarding how rewards "should" be earned using a direct-buy method.
  15. Dark Melee / Shield would have been more like the feeling you are used to then.

    Siphon Life and Dark Consumption would fill that gap.
    But then again, your AoE abilities would not be anything like Fire Melee.
    At least not until you get an AoE from the epic pool and Shield Charge at 35 (of course).
  16. If you are right, and I am not saying whether I believe so or not, here are a few things in that upcoming game that I have seen and would really like to see in our game;

    1) customizable stances, including animalistic options. These should not be endurance intensive like Ninja-run, they should be like the "fly-pose" settings and allow you to further customize how your character animates.

    2) Pole-arm/Staff. I have seen so many games using this flashy kind of combat and I WANTS IT !

    3) More back slot options, like a gun, bow, quiver, or sheathed weapon. Make it so that your weapon handle only shows on your back when you are not wielding it.

    4) Travel revamp would be Sooooo awesome. Let us take a travel power at level one, then revamp the power pools around this change. I really like the idea of your choice of movement having some kind of in-combat benefit. Combat Jumping is what we have, but not sure how that will stack up against the other game as far as a "cool" factor.

    5) Interactive environments. Some of the groundwork has been laid on this one, but I suspect that our game engine will simply not be able to provide as much control as a newly built game that is doing this as part of it's initial presentation. However... We have been surprised before with what the coders can make this old engine do. So, I would not be opposed at all with more car-throwing, dumpster-kicking, shooting out the lights, or throwing a bad guy through a wall or off a building for extra damage in the future.
  17. I had to read thru your post twice Stormy to figure out where your thread was aimed, but think that I understand it now.

    It really comes down to whether it would make sense to change some game mechanics, cast times, or buff durations. Also whether those changes would "break" the AT.

    For instance, in my Empathy "solo quest", one of my conclusions was that Clear Mind being changed to a PBAoE buff like Acc Metabolism would pretty much make a huge improvement to the powerset.

    1) It would grant self-protection to Empathy which is distinctly lacking in the set (only 3 powers usable to protect yourself). It would align Empathy more with Sonic and FF, which are also "buff-oriented" sets that can protect themselves from status effects.

    2) It would reduce significantly the amount of "buffing time" on a team, because CM along with Fort are used "pre-emptively". I have been told that the developers have said this is not how these types of powers were intended to function, but that doesn't change how they are used by players. I am often on "squishy-heavy" teams (5 or more out of 8) and re-casting CM takes up alot of cycle time.

    Compare Forcefields versus Kinetics and you can see some of what I am referring too. Forcefields has 3 powers that form the core of its team protection, 1 of which is a toggle and the other 2 last 4 MINUTES. This allows a FF defender alot more active (offensive) approach to teaming. My last Kineticist OTH, barely got a shot in during most fights and it was usually limited to AoEs AFTER Fulcrum was used. Between ID, SB, Transfusion, FS, and siphons, I could spend an entire team event re-casting powers that seemed like I JUST cast them 10 seconds ago.

    How would this all be changed without breaking the game???? I dont know for sure. Most of my past Ideas have been shot down in flames, so I hesitate to suggest things on the defender front these days. But I think the biggest areas to put a magnifying glass on would be A) disparities in defender "self-protection" between primaries. and B) disparities in cycle-times spent using primary powers versus secondary powers.

    Then go from there on a case-by-case basis.
  18. Biospark

    Inherent Fitness

    Quote:
    Originally Posted by Arcanaville View Post
    Not really. All PnP systems are pretty broken numerically. The thing is, that's not really a bad knock on them. It's only a problem if they become unworkable, and Champions wasn't unworkable. What you want from a good PnP system is flexibility and reasonableness. The GM has to exercise good judgment beyond that. My only gripe with HERO is how it's often held up as an example of how "it should be" like by CoH players in the past or CO players past and present (it was my biggest gripe in CO beta that people who thought the HERO system could form the basis for that game's mechanics were basically retarded). PnP systems are never, ever, EVER good models for computer MMO combat or mechanical systems. Show me an MMO that implements a PnP system, and I guarantee you that either the MMO sucks, or the PnP game it's based on sucks, or possibly both. The requirements for both are almost incompatible.
    Yep. In fact, the more you attempt to equip a Pen-and-Paper game with a more accurate mathematical system which accounts for better resolution of events, the more complex the system gets, to the point that the game becomes very "un-fun", due to "chart-look-ups" for every event. Players lose focus on the "imaginary" because they get lost in the numbers. I know this because some friends and I in high school set out to create a better system and get it published. Everything went very well until we began "testing" the system with some of our RPG friends. Massive failure due to an "overly-complex" melee system.

    For me, the advent of computer RPGs was everything we had wished for, because the computer becomes the "slave" to the details. IT gets to look up the charts and determine the results for us. Now if we can just get the computer to create/generate interactive dialog for npcs based on in-game actions. It would be very interesting to be able to walk into a bar, have a casual conversation with a computer controlled character and get a "tip" for a mission. I am not talking "chat bubbles" here.
  19. Biospark

    Bit of curiosity

    Quote:
    Originally Posted by William_Valence View Post
    1. Do you believe there is an issue with the respective effectiveness’ of resistance vs. that of defense?
    2. Do you believe there is an issue with the lack of effective hard limit on the amount of available defense for each AT?
    3. Do you believe that there is an issue with the lack of inherent protection to secondary effects within the damage resistance mechanic?
    4. Do you believe there is and issue with the amount of available resistance bonuses that can be stacked vs. the amount of available defense bonuses?
    5. Do you believe it would be worthwhile to stack resistance bonuses instead of defense bonuses, if the amount of available bonuses were currently comparable?
    6. Do you believe that a change should be made to make the efficiency of resistance and defense more comparable?
    7. Do you believe that if a change were made, that defense should be brought more toward resistance or vice versa?
    8. Am I completely nuts, and resistance is actually more effective than defense?
    9. Do you have any ideas regarding how changes could be made to close any gap that might exist in performance?
    10. Did I miss anything that should be addressed relating to the topic?

    That’s about it; I look forward to hearing what people think.

    GL all and have fun
    1. I think it depends on the AT. My melee characters would say no, but my squishies would say yes, because resistance will not prevent a Hold, Sleep, Stun etc...

    2. Definitely not. In fact, the game already imposes limits (of sorts) by the fact that different ATs get different amounts of defense from pool powers. You may argue that these powers are only a fraction of the TOTAL defense that an IOed character can gain, but they are, in fact, the foundation that their defense is built upon, so it is very significant in the lower level game(pre-30s). And then there is the massive amount of "defense-debuffing" present in the game throughout all levels of play.

    3. Not Really. I believe that the IO system should be expanded to allow for the ability to stack resistance AND status protection to more comparable levels. I have said before that if my Empath had the choice to pursue meaningful status protection with IO bonuses rather than defense, I would do so instantly.

    4. Yes, I absolutely think that there is a huge disparity in how IO set bonuses are balanced. Defense is more effective (on a percent point basis) than either resistance or status resistance AND its easier to get meaningful amounts of.

    5. Again, it would depend on your AT. My squishies would seriously have to consider pursuing status resistance, while my melee characters would have to look at this on a case-by-case basis. My instinct says that the resistance would still be less valuable than the defense for a melee based toon, UNLESS you were playing Shields or Super Reflexes.

    6. Yes, absolutely. And while their at it, lets see a purple Healing Set too.

    7. I think Defense is fine as is. With the heavy amount of defense de-buffing in the game, I would not want to see any reduction in available stacking defense UNLESS it came hand-in-hand with a reduction in the amount of defense debuffing being thrown around by critters. I would like to see the IO set numbers for resistance increased, OR made more available to stack. Same goes for Status resistance.

    8. Resistance is more reliable. It is a steady amount of protection that is not easily "debuffed". But I certainly don't think it is overall "better" than defense, and that is based on playing many different toons for comparison (Shields, Willpower, Reflexes, Invuln).

    9. Yes, as I alluded to in previous questions, it would be nice to see more IO set bonuses which grant resistance so that characters can actually "cap" resistance if they focus on it. Currently there are only a few powersets that can actually hit their caps, and only in particular damage types. And they were obviously designed to do so (S/L for Invuln, Fire for Fire, Cold for Ice, Energy for Electric). I would also like to see the way status resistance works to be similar to DDR with a cap at 95%, so that If I pursue 100% resistance to Hold (for example) a hold will last only 5% of its duration, which is practical immunity, for all intents and purposes.

    10. Nothing that comes to mind. Good thread Idea by the way. Looking forward to seeing other responses
  20. Biospark

    Inherent Fitness

    Quote:
    Originally Posted by Skyster View Post
    As far as I know, they still haven't said exactly how this will be implemented, so there's no need to argue about it.

    It sounds nice, but I just hope it's not another situation where they hand us a lemon, and then we're expected to make lemonade. It could so easily be a universal nerf. We just don't know yet.

    Hopefully it will help new toons feel more "super", (since this is a super hero game), and less like an 80 year old granmaw. I remember back in '04 when a lot of people found out you had to get to 14 just to fly, they just quit. Or were rooted every time you attack and therefore can't "run-n-gun". They went out and got clobbered by some Hellion slammers and said "screw this." It doesn't feel very super for a good chunk of the gameplay. If the devs can find a way for us to feel more super at low levels, without being OP, I say go for it. It might help new players want to stay.
    Actually, I have seen a couple places where they have described exactly how it will work.
    From a Q&A session I believe (sorry that I cannot link it for you).

    What they have not revealed (as far as I know) is WHY this is being done. Most people (myself included) have speculated that it is being done to assist newer players in getting into and staying in the game after their initial experience. The first 20 levels can be quite a turn-off depending on how quickly you learn the ropes and which AT/Combination you choose.
  21. Biospark

    Inherent Fitness

    Quote:
    Originally Posted by Jetpack View Post
    My first "main" character at release was a Science Invuln. tank.

    All of that untyped Vahz damage hurt like heck.

    I still don't know how I got him to 10 without quitting.
    How is this one for you. My first Scrapper (my 2nd toon created) was Martial Arts / Super Reflexes. My RL brother decided to roll his own scrapper, but because I chose MA he decided that he would do something else, but really liked how /Dark sounded. So he rolled a Dark/Dark instead. If he had been a little less picky, he would have been playing a Martial Arts / Dark Armor scrapper. Needless to say, we were both trying to figure out how everyone else was having so much fun with their /Regen scrappers while we were getting pounded into the pavement.

    My first controller : Earth/Storm
    My first defender : FF/Rad

    Yeah, let's just say I somehow can find the "gimpiest" solo-er in any new MMO. It happens every time in fact.
  22. Quote:
    Originally Posted by Fiery-Enforcer View Post
    Fire/kin corr.
    That was the one that I almost said, but wanted to provide a more expansive look for the OP.


    Fire/Kin plus Fire/Shield ::Shiver:: they would probably be racing each other to see who could decimate a spawn first.
  23. Biospark

    Inherent Fitness

    Personally, I think all argument over the Fitness change is premature (unless you are/were in the beta testing).

    I am going to reserve my final judgement until after I19 has gone live and I get the chance to level some new alts that are just sitting around waiting for this opportunity.

    The best thing anyone can do, including you ULTIMO_ , is to make a new toon and level them up after the issue goes live. Make sure you choose something that you are fairly sure of how their performance would have been prior to the change and then see how it goes. Because, as I have said before, making fitness inherent is only half of the change you are going to experience levelling to 20. And its not even the most significant half IMHO.

    For any new players that come along and join the game after I19, I am most decidedly a "touch" envious. Because I can still remember my first characters back in 2004. always penny-less, running out of endurance every fight, sometimes during the fight. Rest was on what, a 5 min timer. They were gaining slots and powers but without the ability to put anything in the slots. I was still using DOs at level 22 because I couldnt afford SOs. Yeah, I remember the "good ole days" still. We have come a long ways and I will probably have an explosion of alts after I19 because the game will be that much better suited for lowbies than ever before.
  24. My personal favorite way to Duo with a scrapper is with a defender. A corruptor would probably be just as fun and powerful to pair with.

    Scrappers will gain the most survival by pairing with someone that fills in the void in their defense. Shields, by this logic, will want resistance and healing.

    Kinetics and Thermal both fill this role well. Although both sets are not as self-supportive if you ever plan on soloing. Rad and Dark also would work by simulating resist with debuffs.

    If you choose any defender, you pretty much cannot go wrong, but sets which focus on +def like Forcefields or Cold Dom might work very well at the lower levels because you would feed into the strength of Shields, but certainly could seem redundant at the end-game.

    Kinetics or Thermal if you like buffing, Rad or Dark if you like De-buffing would be my vote.
  25. The OP's suggestion would allow too much extra potential for min-max builds and powersets which are already top performers.

    With that being said, I sure would like to have this option on just ONE power level. That level being 49.
    Let us choose either a power at 49 OR 3 slots and that would be a good change for many of my characters.