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Quote:Hmm, sounds oddly familiar with whats happening in the other gameThe appropriate forum for the original post would have been Suggestions & Ideas, a few further down the list.
As for the idea itself, I could imagine it being made to work... if it'd been part of the design of the game from day one. As is, it would take far too much effort to chop up the existing system and reassemble it into this, and massive post-launch changes (especially five years into a game) have a distinct tendency to upset far more players than they please. It would be like going into the wacky unpredictable unbalanced days immediately post-beta all over again, where anything and everything could be subject to rebalancing at a moment's notice, and I for one would unsubscribe without hesitation. There's a reason I didn't start playing the game the first time around until it had already drawn past that awkward phase. -
Quote:Hehe, I have nothing against the other game as well.So, you'd be a TankMage that's better and more suited to being a TankMage than is already possible with some of the combinations in the game... and this will require re-visiting the game-content and re-balancing of many sub-systems. Hmm.
How about we let the Other Game be the Other Game and develop CoX in directions that fit CoX better? Just as an added remark, I have nothing against the Other Game, I'm actually a Lifetime there, and for all my support for cross-pollination between the two games, some things have to remain individual and different between the two if they are both to competently compete for my time and money.
But I do feel that people tend to run off and try the new thing when it arises, so it becomes important to adapt to that OR...
As far as TankMage goes, dont take offense, but that term is over-used in any discussion of game balance or changes to a game. I would rather hear you say that you dont like the idea or, even better that it would be too difficult to balance.
Overall, I agree with your message and ideas, but I would kinda like to see something like this come about, either in this game or hmmm... COx part 2 -
Not Really, It would just be opened up more.
Afterall, If you Chose Invulnerability as your primary, you would get an inherent HP boost, and the Tanker Inherent and Tanker Epics pools. You WOULD BE a Tanker basically.
But... you would have ALOT more Secondaries to choose from; Melee Sets (ALL of them)
Ranged Sets (ALL) and Control sets(Probably the safest choice, but LOWEST actual damage). -
Hello Folks,
In the wake of Another Game like City of Heroes hitting the scene,
I began to think of how proliferation is moving CoH/CoV in the direction of more options
for power combinations and had an idea I thought I would share.
I apologize if this has already been presented by someone, and of course, I also
realize how large of an undertaking it would be for Coding (possibly).
Anyway, what if instead of proliferation, all powersets were opened up, but with
some built in rules. Each character would pick a primary and a secondary powerset,
just as we do now, but depending on what primary you choose, certain choices are
then removed from the list of secondaries. The strength of your powers would be
based on whether its a primary or a secondary set, and Inherents could be triggered
off the primary, but modified to be more generic.
For Example
Primary Choices (Hero-side) would be Self-Defense(Inv,Regen,SR etc...),
Blast Sets, Melee Sets, Control Sets, Team-Defense(Defender primaries).
These same choices would all be available as secondaries depending on what primary you chose.
Primary Choice ------> Available Secondary
Self-Defense ----> Melee Sets, Control, Ranged Sets
Melee Sets ------> Self-Defense, Control, Team Defense
Ranged Sets -----> Self-Defense, Control, Team-Defense
Control Sets ------> Team-Defense, Melee Sets, Ranged Sets
Team-Defense -----> Melee Sets, Control, Ranged Sets
You will notice that every primary choice is missing 1 combination.
This allows a pool of choices still for Epic powersets.
For example: Team-Defense for Self-Defense Primary (Tankers)
Melee for Ranged and vice versa, Self-Defense for Control and Team-Defenders.
Another thing that would happen with your primary choice would be an adjustment
to your hit points. This would mainly effect Tankers (Self_defense Primaries),
but each choice could get a small tweak for game balance.
Finally, the Inherents.
Self_defenders and Team Defenders would each get a seperate Inherent (Gauntlet and Vigilance)
but perhaps with some improvement over current implementation so that there is a solo benefit.
Melee, Ranged and Control primary would get Critical Hits (Chance for x2 Damage, not guaranteed for control primary)
Perhaps the Damage of control powers would need a tweak to bring them in line with
damage dealing powersets like melee or ranged
Primaries would operate at 100% effectiveness, Secondaries would be at 75% effectiveness AND damage.
I welcome any input, especially regarding the allowed combinations.
Also remember, I am thinking about how other games coming into the market will impact the popularity and
population of CoH/CoV. -
Quote:I was very excited about Ice being brought over to Defenders myself. Prior, I though Storm/Electric was a great concept character (Still Is), but Storm/Ice seems like so much more fun to me. I hope you run with that one, I am sure it would be a blast.I give you props on the Empathy soloing. I've honestly have also gotten sick of the "Defenders can't solo" mentality possessed by so many here that I've began to start my altisis on different solo Defender ideas. The only one that is currently sticking to me is Storm/Ice, but that's because I love Storm (all my different versions) and my TA/Ice Defender. So I decided I'd stick them together and see what I can do.
Additionally, I dont think there are many folks actually saying that Defenders cannot solo. Any that would, are just not trying hard enough. What I have said in the past is that the different defender primaries vary significantly in their ability to solo. And even though it may be true that "someone" has to be the worst at soloing, I think some kind of review has to be done on defender primaries in order to achieve more "even" survivability across the spectrum of play (especially Solo).
I am sure that I will be back here in a month or so with my "Solo" experience completed and have a more complete understanding of "empathy" and what may (or may not) be needed to help the powerset out. Other powersets that I have expressed a need for review are Forcefields and Sonic Resonance. And there are sets which I have never even played like Cold and Trick Arrow which I remain completely neutral on. -
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Just a quick progress update for anyone that may be interested
Level 32, 9 Deaths, 60 Hours played (does not include time spent at Wentworths or The IO crafting table. Just active missions plus travel to and from contacts)
Deaths were surprisingly low after Tesla Cage, Hmmmm.....
Level 1-6 ----> No Deaths
Level 7-12 ----> 2 Deaths (Lost Rector, CoT Ruin Mage)
Level 13-18 ----> 1 Death (Vahzlok Abomination pack)
Level 19-24 ----> 4 Deaths (Tsoo Tag-team of Sorcerer+Ink man Mezzer, Elite Bosses (x2), Warrior (Hewer))
Level 25-30 ----> 2 Deaths (Warriors AGAIN! Dang they hit hard, stun, KB, Ouch!)
Level 31-32 ----> 0 Deaths
Additionally the last two deaths occured prior to level 27, so no deaths in the last 5 levels.
I set Biospark up with an initial allowance of 7million Inf, and he has not needed anything else.
Thru budgeting and selling, I have almost a dozen set bonuses already and have 20million in my pocket.
I know its not much, but considering his largest sales were in the 1-2million range, I feel pretty lucky. -
Ok the first thing I would say is that there are some inaccuracies in your post.
I am sure it is an accident, but you mentioned that you played Fire/Dark Controll on the Villain side. Controllers are only Hero-side, and last I checked Dark Miasma has not been proliferated. If it ever does, I will be rolling an Illusion/Dark controller faster than you can say "Cheese"
As far as finding the right defender for you, I can offer you a couple things to think about.
Radiation, Dark, Empathy and Kinetics can all "self-heal"
Kinetics and Dark both require a "to-hit" check on a villain and Kinetics requires you to be pretty much in melee range to benefit from the heal personally.
So, from the stand point of solo-ability and healing, I would steer you towards Radiation to get an idea of what a Defender is all about.
On the blast side, its really a matter of personal choice. For me there are Blast sets I just "Love" because of the Graphics, like Energy and Electric and others that really bother me for some reason or another, like Sonic, Psychic and Radiation blast.
So, what I am trying to say is I cannot tell you which set will appeal to YOU, and all of them are serviceable with a Healing primary.
The best recommendation I can offer is try a few combinations, take your heal at level 1 and the required blast, then take the second blast at level 2, see what looks like fun and read up on the powers. Oh and read the guides here on the forums, they are very well written and can give you more insight to each combination.
P.S. If all that you are trying to do is to get from 1-50 as fast as possible, and are less interested in actually playing a particular AT, then I think a Scrapper would get you to 50 faster than a Defender. If your looking for the FoTM power-build, I am afraid that I cannot help you there either, since all my characters are hatched with concepts in mind and choose powersets that match the concept (as much as that is possible) -
Quote:I agree to both points UmbralThe question is then how far below Blasters and Scrappers is appropriate. Is it a .9 damage modifier and 1204.8 hit points (2409.8 hp cap)? Personally, I'd find that more than a bit overpowered considering all of the other stuff that Defenders already bring to a team. Is it a .7-.75 damage modifier and 1070.9 hit points (1606.4 hp cap)?
Honestly, I still don't see much point behind an AT wide increase to those attributes as a method to improve soloing ability. It would be much better (re: balanced) to simply ask Castle to review the powersets that are specifically underperforming while solo to provide them with a bit more solo capacity. Then you wouldn't get the problems of Rad/Sonic becoming even more powerful while FF/Elec only becomes a tad bit better. Some sets are perfectly fine where they are (Sonic Blast) and an increase to the Defender damage modifier would simply make them overpowered.
The dmg mod should be around .75, any less and its not really going to be noticed, any more and it could be too much. As far as HPs go, I have stated a 25% increase as the number that I would like to see.
As far as reviewing each Powerset, I ABSOLUTELY agree. The performance range between defender primaries varies quite a bit, so if a review were to be done, I would expect that the low-end sets would stand out significantly enough to get some kind of boost. -
Quote:Earth to Crazy guy,hello there good Man,Woman or Man Woman,Defenders are fine as they are,Defenders are Support Toon,not tankers,blaster and Scrapper,if you play them well then you should not have any trouble.They Debuff,Heal and Buff,they only attack if they have no choice.They aren't blaster so they don't have to have alot of Damage outpot and they aren't Tankers or Scrapper and they take draw less Aggro so they be find with out alot of health.
Well
I am not going to speak for StratoNexus (I will let him do so if he desires), but nothing that he has ever said contradicts your point that there is anything wrong with defenders. He has made his point many times in this and other threads that Defenders are a support character and this is where they are best utilized. But...
Should a Defender be allowed to contribute more damage in a group ?
Will a Damage/HP boost to a level BELOW Blasters and Scrappers really be such a bad thing?
I personally feel that defenders are a great AT out of the box, but suffer some majors ills when they try and solo. Working as intended you say? Work in progress I say.
Anyway, the argument that Defenders are a support toon and dont need anything else keeps being brought here as the reason to NOT improve the AT. If you are in that camp of defender players that does not solo often, and doesnt use any blasting while teamed, then two things would become apparent to you (if they make this proposed change);
A) the Dps/HP boost will have no negative effect on your character or playstyle
B) you may find yourself enjoying the other half of your powerset (Blasting) a little more -
What you describe Ultimo is a good starting point for how a game would be built.
I bet Cryptic did almost exactly something like this when they started out, but diverged far more than that from the center.
As Rigel_Kent suggested, this has a benefit of creating more diverse characters and teams.
As far as "team-dependant", he never suggested that as a balance factor, It was just me extrapolating what would happen if they boosted our primary abilities significantly.
I would be afraid that any upward adjustment in buffs would come hand-in-hand with greater "team-dependance" (which I Definitely do not want), and, like you said, push Defenders even further away from "solo-parity" than they are now. -
Quote:Hello Rigel_Kent,Sorry to drizzle on the shizzle, but I just can't get behind hp and damage buffs alone as the whole solution.
Maintaining big differences between ATs gives roleplayers more choice and increases the synergistic benefits for teaming. Muddying the ATs all together to medium hp and medium damage does just the opposite.
So I'm convinced at least part of the solution needs to be giving defenders the game-breaking buff/debuff haxx the likes of which make other MMORPG devs (and players) scream in terror, even if it's at the cost of having to keep the low hp or low damage. Sure, controllers, corruptors and masterminds should still be pretty good at buff/debuff with proper slotting, but a team should literally hear the glass-crashing goodness of game balance going out the window the second a defender gets anywhere near the battle. In comic book terms, as well as controllers freeze the bad guys, defenders make it like the bad guys aren't even there. That'd be my vision for the AT. Defenders are close to that point, but not quite -- just a little bit more ought to do it.
I cannot fault your logic regarding game balance from an AT/Class based perspective. The traditional approach has been to create that "niche" for each class/AT choice that a player can choose. I, however, hold onto my hopes that the game can do this while also giving each AT/Combination its ability to feel "Super-Hero-ish" while solo.
So, I basically would disagree with pushing a more powerful support role, especially at the cost of being "Team-dependant". Others don't agree with that, which is fine, since we are all entitled to our personal 'vision' of the game. But the whole fact that Defenders have a "specifically" damage-based secondary screams to me that the original design was for us to support AND blast villains out of existence.
It also occurred to me, if the boost to defender's primary abilities was too great, it could tip the scales against the Controller AT to the point that their control's would be unecessary. After-all, why do you need to hold/sleep Villains who pose no credible threat to the team due to the defender(s) present. Its kind of a tricky see-saw.
Actually, because of the "Boon" of containment and how Controllers were already (arguably) sought after over a defender prior to it (containment), for game balance, it would make more sense(to me) to seriously "Nerf" controller numbers on their secondaries to get the result you (and others) are suggesting. Personally, I HATE nerfs, so I say just leave controllers alone, they work well now, but give Defenders a better Inherent AND something to balance their gameplay. -
Yep, StratoNexus, I was not confused by your original post.
Perhaps Sorcerer thought you were detracting from the other thread you referenced.
Oh Well, the important thing is that he seems to agree with you. -
Hello Inferno,
I am currently playing an Empathy Defender as well, and I noticed a couple of things about your proposed build.
Also, I have to ask if you are already down the road with this character and looking for a respec build, or are you just starting out?
Thunderstrike in your single target attacks is awesome, I love that set, but you should consider getting all 6 slots in them.
The 6th piece will give you more Ranged defense.
My Blaster (Energy/Dev) has this set in all three ST attacks and has 37.5% ranged defense (combined with other IOs and powers).
For Weave, I am a big fan of Red Fortune. Its cheap and gives you some nice bonuses, but once again I would go for all 6 pieces.
Being empathy and a defender, I think getting as much +recharge as possible will help you solo. It certainly will not hurt in teams either. So something to consider.
Sadly, the majority of +recharge bonuses are at the 5-piece set bonus, so this can limit how many you can socket.
Finally, I noticed you are planning on running CJ+Stealth+Tough+Weave+Maneuvers.
Perhaps you are not going to run them all at once, but if you did that would kill your endurance (when RA is down), so you may want to consider fewer toggles, or adding more Endurance reduction in them.
My Empathy/Elec Defender is level 31 at the moment and I run only CJ+Tough+Weave and will be adding only 1 more toggle (Epic Shield). This setup lets me run without RA in any mission without seriously draining my blue bar. Tough and Weave have only 1 End reducer in them. -
Hehe, Maybe he didnt even read the whole post.
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As far as Theme is concerned AR will be the most synergistic, and I would expect that alot of people will try that combination. One thing to think about though is this; fewer blasters stay with AR/Dev than other combinations (from my experience), so people trying AR with defender level dmg may be even quicker at dropping it.
I dont expect alot of people to stick with AR all the way to 50, so you should not discount it purely by how many start one. -
Thanks Perwira,
I figured it was additive, but wouldnt that have been nice to have Blaster level base damage by adding +35% dmg through IOs.
As it is, the extra damage would still be good.
Expedient Reinforcement looks like an awesome set.
I had not looked at Pet IO sets, since I generally avoid pet-using characters, but it has def, regen, dmg and recharge.
These are all great bonuses for me. -
Quote:Nicely done!
I didn't choose Sparky on my emp/elec build and perhaps I may include him with my first still-pending respecification to speed up some of those long solo 1-on-1 battles just based on what I saw here.
I've been following this thread with immense interest simply because I do plan to respec my 50th level emp to be a bit more effective solo in these types of encounters than she is.
Regarding the comments so about epic powers, I also chose power mastery and it has served well.
So far so good here, Biospark... it's been fun tracking your journey and all the discussion so far.
Hello Again Perwira,
I will probably take Sparky as well, unless I decide to go with Psychic Mastery (leaning away from it at the moment).
But an interesting question came up on a recent WW visit regarding global damage.
Perhaps you (or anyone else) can answer it for me. I decided to socket (2) Lockdown IOs in Tesla cage for 3% global dmg.
It had never occured to me whether this was simply additive OR whether it essentially modified my defender base of 65%
Because IF my base is modified and then my Damage dealing powers multiply off that, 3% becomes closer to 6%.
I have never gone after dmg set bonuses before, just recharge, defense and regen.
So I am curious how it scales ? -
Quote:My experience with soloing empathy is that the game-changing power is Regeneration Aura. You're not unkillable while it's up, but you're a lot harder to kill.
The most important thing I'd do for a solo build is therefore to increase the recharge for Regen Aura. That typically for me means set bonuses and recharge slotting in RA.
As the mezzers get more frequent, you're going to need some defense up your sleeves. That, and using your own mezzes to eliminate mezzing threats, are your best defenses to being mezzed, so ranged defense would be the next set bonus I'd try for.
My emps solo less quickly than my blasters, but I'm perfectly happy soloing them. (The really fun thing to do is to duo empaths, though... Perma-AB Perma-fort is awesome.)
I have to agree with you Dr_Bot, I picked up Regen Aura at 26 and added 2 slots to it at 27.
Its very handy for soloing,
My IO focus (at this point) is global recharge. I would like to have both RAs up as soon as possible.
Its rather unfortunate that for a set like empathy ( with only 3 usable self powers) that they (Devs) didnt allow these to be made perma (with effort).
As far as defense goes, I am going with the same plan that worked on my blaster with one small difference. Powercell (Energy/Devices) Has Hover+Tough+Weave+Charged Armor (at level 45). This is (2) resist shields and (2) Defense Shields (Hover gives defense, but is cheap and is a good place for Zephyr IOs)
Biospark is going with SS+Celerity and will use CJ+Tough+Weave+(Epic Armor)
This will also yield (2) each of defense and resist sets. Using CJ will help alot since its practically endurance free. -
Thanks Laughing Man
I appreciate the build advice.
Seems I am on the right track for IOs, cause every single set you named, I have looked at, and considered seriously. You are right about the recharge, I am expecting that I will be 70% global (at best) when I hit 50. The last 20% will be difficult AND expensive.
I am almost 28 right now, so will be picking up Tesla Cage (YaY!) and already have a random drop from Basilisk's gaze set to throw into it (triple, iirc). -
Thanks Guys,
Great feedback.
I overlooked the DoT nature of Short Circuit/Ball Lightning in regards to Mass Hypnosis.
That means I will seriously have to consider Power or Electric mastery now. -
Quote:Yeah Weave is pretty decent.
The real reason for Tough being in the build is that I wanted Weave. That, and it's thematic (the character is supposed to be wearing body armor, so Tough fits the concept...).
As for IOs, I can't even afford SOs, fancy IOs are totally out of the question. I already bankrupted myself getting L35 generic IOs in all my critical powers.
Here is one more thing to think about, Maneuvers + Combat Jumping = 6% Def to all and Immobilize protection.
Weave is only 5% base defense and you have to take one more power to get it (Boxing/Kick).
I built a FF/Nrg Defender awhile back using Dr.Mike's guide and I skipped Maneuvers.
If you think about it, Hover gives 2.5% Def to yourself at half the Endurance cost.
Do you really need more Def for your team?
I ran Hover+Dispersion and took Aid Self since he was a Tech origin.
PFF + Aid Self > Tough by a long shot.
I did try Hover+Dispersion+Tough+Weave though and its nice, but I put 3 end reducers in Dispersion and 2 each in Tough and Weave, and it still seemed like I was being drained by them. This was the reason I respecced and switched to Aid Other/Aid Self instead of Tough/Weave.
As far as Influence goes, I hear you. I could not even start looking at the good stuff till I got my first character into the 40s. -
Quote:Just something I did with my Emp/Elec defender for giggles. I think with a dual build made for solo play and range defense it could be done without inspires.
Emp/Electric/Power vs. Ghost Widow
Nicely Done StratoNexus
what is your opinion on the epic choices for Emp/Electric. My initial thought was to go Psychic (for the controller in me I guess), but Electric or Power would be more thematic.
Which choice would lend itself better to solo-ing ? Which for Teaming ?
just trying to pick your brain (sorta speak) -
Quote:Hello Ultimo,Just to touch on the endurance issue...
I run with four toggles (HALF as many as my Scrapper) - Tough, Weave, Dispersion Bubble and Manuevers. I'd LIKE to run Assault, too, but the endurance cost is prohibitive. As it is, I run out of endurance in EVERY fight, with EVERY minion (white conn).
I don't know which dev it is that thinks this is fun, but he and I have VERY different views on the subject.
Sorry to hear about the endurance issues your having on this character.
One thing I do know about FF's Dispersion and Sonic's Dispersion bubbles is that they are pretty expensive.
They are not quite as bad as running two toggles, but darn close.
Having played both Sonic and Force Field, I would say you would be better off with either
Combat Jumping + Dispersion + Maneuvers (Post SO) or, if you are a flyer
Hover + Dispersion + Maneuvers.
Then take your Epic shield when it opens up. Or Assault if you get enough IO sets slotted.
I personally like tough and weave too, but with the Dispersion bubble being so costly, I would focus on just +Def and IOs in order to get tiered mitigation. All the trouble to work Tough into a FF build seems like a great deal of endurance trouble. -
Quote:An AOE heal has nothing to do with most toggles, it uses a lot of end, of course.
It's not a primary / secondary issue.
Toggles are often held responsible for end usage while attacks use way more (ok maybe not toggles like mind TK, but most).
That is true. However, the point I was making is that with defenders, people point to toggles and their attacks (which we can all agree are endurance in-efficient) as the culprits for their endo problems. But you cannot forget about the primary powers with regards to endurance either. I run 3 Toggles on Biospark and on my Blaster. They happen to be the same toggles (Hover, Tough, and Weave). Yet my Defender has much more issues with Endurance than my blaster.
This is caused by a combination of factors.
A) My defender requires more endurance to do "X" amount of damage, so uses more endurance on the same mob as my blaster would.
B) Because the fight drags out a little longer than a blaster fight, It requires more endurance through use of his primary powers to mitigate dmg (Heal, for example)
C) Defenders MUST use their primary powers AND their secondaries to overcome a challenge.
This is simply not true of both Blasters and Controllers, who can succeed quite well by using ONLY their primary powers. Their secondaries are like a grab-bag of goodies they can look into and pick and choose what they like the most.
Anyway, I totally agree that toggles are not the "Bad-guy" in every situation. They are just 1 of several things combining to make Defenders less endurance efficient than other ATs.