Biospark

Legend
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  1. Quote:
    Originally Posted by Olepi View Post
    I think Defenders underperform in several ways:

    FUN (Fireworks theory) -- studies have been done on why people like fireworks; the brain actually gets overloaded with stimulus, there is an electrical storm in the brain, and people like it. Fireball is a great fireworks power. Defenders typically have a lot more hidden powers: no real flash that causes the storm. Controllers and blasters do much more graphic action, I think, and that makes them more attractive. Beef up Defender's graphics effects. Make healing zazz, make the debuffing obvious. When a controller holds a full spawn, or a blaster throws a Fireball, people go ahhhhh!, but what does a Defender do that makes people go ahhhh?

    FUN (action) -- another really fun thing is to hit stuff, the more boom the better. Tankers and scrappers have a lot of direct action on the enemy. Blasters, especially blappers, also get to mash on enemies. There is a lot of dangerous action with the enemy. Defenders typically are not blapping or meleeing, and so don't get to have as much direct action on the enemy, or if they do, it is not graphically obvious.

    FUN (numbers) -- I will maintain that Controllers have better "numbers" than Defenders. For example, my 50 ill/emp has all the emp powers, and he is almost as good as an emp Defender. But he is also another complete toon, so he is really about 1.8 characters. Very powerful. A Defender is about 1.55 characters: full marks for support, but weak on the rest. The controller can play as two whole toons, the Defender as 1.5. I would lower the controller's secondary effectiveness (maybe to 65-70%), so that Defenders are noticeably better. I mean noticeably. (And also noticeably better than Corrupters.)

    FUN (roleplaying) -- ok, so what if one type of character is less played? Why does that matter? More people want to be fighter pilots, and fewer want to be ground mechanics. So what? Is there a shortage? The real problem here is that Defenders and Controllers overlap so much, that the roles are blurred. But why should the Devs care?

    So my suggested fixes are:
    - add some really cool graphics effects to Defender powers, let the people go ahhhh! over some powers. Example: Rad casts RI, all the team sees is a glow. Change to Rad throws a giant RI ball that explodes, causing the glow. Team goes ahhhh!, Rad ball! Controllers don't get the same graphics; they throw a little ball ....
    - adjust the Defender powers so that Defenders do really noticeably better with them. Noticeably. The Big Rad Ball does much better than the little one. Put debuff numbers above the mobs, perhaps similar to Scourge. People love big numbers, put the debuff numbers up and the team can see that Defenders far outstrip the rest.
    - make the Defender's Blaster powers the same scale as Controller Defender powers. This makes the Defender into almost two toons, like my Controller example. I would vote against this however; if we put in better graphics and more differentiation, we would be ok.

    The perception problem can be solved with better graphics; the "numbers" problem can be solved with a boost to Defender effectiveness; and the role playing problem cannot be fixed.

    BP
    Although I see what it is you are trying to suggest, Defenders dont seem to be lacking in the "Fun" factor for me. Actually, I kinda feel their GFX are pretty awesome. Have you ever witnessed a "Stormie" in full-out Chaos-Mode. Its a Beautiful Thing

    What I have found as a definitely "Un-Fun" factor is defenders huge weakness to status effects, especially "Sleep". Some of my worst experiences have been at the hands of "Mezzers" and I am not talking only about solo. Imagine a Tank "Really" needing me to land that Heal Other or Absorb Pain, but I am in a corner sleeping. I guess Defenders are Narcoleptics (I hope thats the word). Hehe

    As far as Numbers go, I dont really get into that as much as some. However I DO subscribe to the thought that if you have lower DPS, then it stands to reason that you can deal that in greater safety. Think Tanker vs. Scrapper.
    When you think about Blasters, Defenders and Controllers, this appears to be in balance for MOST powersets. Blasters have less survivability, so therefore Deal much more damage. I think that some re-evaluation of "Survival" is a good thing, but if it causes another "Defense Nerf", maybe "FUN" would be the ultimate victim.
  2. Quote:
    Originally Posted by Arondell View Post
    This would also require a fundamental remaking of how the small shields function since you can't target yourself and getting that much defense for yourself for a paltry 7.8 endurance every 4 minutes would be very broken balance wise. Most defenses on that level are toggles.

    Sounds like a lot of work for something I'm fairly sure the devs wouldn't agree with.
    I cannot point directly to a thread that verifies this, but from what I understand, changing these powers to hit the Defender personally would not be that difficult.
    They would just have to turn the power into a PBAoE like Accelerate Metabolism and be done with it.

    The idea of Hitting a shield buff 1 time every 4 minutes instead of 7 would be great.
    Or rather 2 Clicks instead of 14. Unfortunately, I am sure that you are correct, and even if the Devs did agree on it, something else would get changed.

    Per your example, the endurance cost of approx 8, would probably be more like 26.
    The duration might be reduced and the recast would be in the minute(s) instead of seconds.
    So now you have slotting considerations different than the current power.
  3. Quote:
    Originally Posted by Linea_Alba View Post
    Sands and similar vet powers have their own special tables that emulate what the devs considered "standard Training, DO, SO Slotting". This means that in some cases Sands may have a higher to-hit than your own attack powers, and in other cases a lower to-hit. Which will depend on how closely your slotting mirrors what the devs considered "standard" at that time. I can confirm the last-chance-to-hit percentages through around level 20 when I stopped using my vet powers, were nominally similar, as were damage. My personal slotting tended to be a few % higher on the last-chance-to-hit, but a bit lower on the damage, but nominally equivalent. Circa i9 If I recall correctly.
    Hmm, interesting info Linea_Alba

    I usually play alot by "feel", so I dont get as much into the numbers as some.
    Perhaps my feeling that it started to under-perform was more related to my other powers during that level phase (22-28). Once Stamina kicks in and you start slotting level 25 SOs or IOs, the faster activating damage powers REALLY start to shine, since you can almost fire them off non-stop by then. The longer Animation of "Sands" could seem to slow down your DPS and feel like its under-performing.
  4. Quote:
    Originally Posted by DrMike2000 View Post
    Last bit of advice - save a yellow pill (or make one) for the end boss to take him down quicker with the old Sands.
    Thanks Dr.Mike,

    Yeah Inspirations are VEERY Important. You always need to know which ones are more useful for your particular character AND always have the right ones for the final encounter.

    I ALWAYS stop by a contact/store if my tray is low on any particular INSPY that I know I need for the Mission MOB type.

    In an earlier post I indicated that I had 3 deaths getting to 16th level.
    2 of those deaths would have been avoided by grabbing just 1 break free on my way to the mission, but I was lazy and in a hurry I guess. I guarantee you that I bought the correct INSPIES on my way back from the Hospital.
  5. Quote:
    Originally Posted by mintmiki View Post
    for me it was more like:
    lvl 1-6 1000 deaths 10-20 hours played
    lvl 7-12 2000 deaths 20-40 hours played
    lvl 13-16 5000 deaths 1 month of play

    Starting out on the game exclusively on a low population server, I ended up having to solo my emp/archer quite a bit after I lvled out of the Faultline arc. I would still be playing my toon to 50 if I hadn't done an informal lvling pact with a regen katana scrapper. When soloing, I had to snipe almost all of my targets from afar and could never solo anything higher than heroic difficulty.

    It was my first toon on my first MMO, so everything was painfully slow. However, I loved every second of it and every other toon I've built was cake because of it.
    Sounds Very Familiar

    My first character in CoH (May '04) was a FF/RAD

    After getting into my First SG, I played EMP/RAD and MIND/EMP untill the team disbanded.

    Then I decided that I would make one of each AT and rolled my first Scrapper as a MA/SR.

    Lets just say, I wasn't so great at choosing good combinations in the beginning.
  6. Quote:
    Originally Posted by Rodion View Post
    If you slot IO sets that grant accuracy (like Thunderstrike, which is generally available pretty cheaply) your accuracy with the vet powers can be improved.

    I've got an Empathy/Psi and a Storm/Electric. I tried really hard to make Short Circuit work with my defender, but it just didn't cut it. By itself it almost drains them dry. But most PvE mobs only have a couple of attacks that take little endurance, so SC doesn't do much to mitigate damage. To make it really have the desired effect I had to get SC and Power Sink from Electricity Mastery. But a defender can't kill the mobs fast enough for it to really matter.

    It works a lot better with my electric/electric blaster: I drain them and then put them down before they can recharge. Still, the three holds I have on my blaster are much more useful than Short Circuit. PvE enemies just don't suffer like players do from lack of End.
    Thanks Rodion Some good thoughts here.

    I overlooked the global +ACC in regards to Sands of Mu. My highest Defender never had the Influence to get into IOs much, in fact not sure if they were even in the game at that point. It wasnt until my blaster hit the epics that I was rolling (sorta) in influence.
    He has been riding the IO train since his late 20s and they can sure help plug some holes in a weakness. Something I am counting on with Biospark
  7. Quote:
    Originally Posted by StratoNexus View Post
    Defenders do not need to be super soloists in my book. I just need to feel like I can occasionally solo in between teams, maybe just to catch up on a story arc or to polish off an arc I am near outleveling or just to get the last bubble and half to the next level after everyone else went to bed. The game, as is, exists at that point for me, but I have started to believe I have an unusual outlook.
    BINGO ! I could not have said this Better StratoNexus

    Teaming always has been, and always will be a better way to play, achieve and enjoy any of these types of games.
    But for many reasons, solo-ing should be an option.

    For me, its odd hours. Others have their reasons as well.
  8. Thanks Folks,

    I really appreciate the build advice.
    Lots of you are saying to use the snipe, so I will definitely have to incorporate that into the build.

    As far as Sands of Mu is concerned, I like that power and I could take it, but as many have pointed out you cannot really increase its effectiveness, so it really starts to lose its luster around 22-26. My Highest level Defender (WarMage, lvl28 Dark/NRG) used Sands of Mu quite alot. But I respecced around 24, went with hover-blasting as a defense and took SoM off my bar.
  9. Quote:
    Originally Posted by m3lon View Post
    Honestly, instead of spending $15/month on the game, you can just go buy a knife. Clearly you hate yourself, and though this quest is among the better ways to prove it, suicide is the traditional alternative.
    I dont know why I am responding to this. You obviously are not interested in offering real advice on how to play this character of mine, so please find another thread.

    As far as suggesting I buy a knife? Or that I hate myself ?

    Wow, thanks ! Respect much ?
  10. Quote:
    Originally Posted by Seraphael View Post
    I don't exactly know what you expect to prove with this experiment, Biospark. We all know it will take much longer to solo that build than any other set combo in the entire game.

    Anyway, do you use veteran powers? If you do, you shouldn't as the majority of the player base (I guess) don't have access to these attacks. Defenders benefit from these more than any other AT as the damage is the same regardless of the AT.

    Personally I'd rather had my tonsils removed by a rusty spoon than soloing an Empath/Electricity Defender to 50. I tip my hat to you for your obvious self loathing, sir.
    No, I am not using any Veteran powers, and not using the Architect Stories either.
    As far as self-loathing goes, If the Veteran's are right, this will be an enlightening and surprisingly fun journey.
  11. Quote:
    Originally Posted by StratoNexus View Post
    It should get hard in the late 20s, that is where I usually experience "trouble". Of course, I never built a defender just to solo, so I always had some short slotting in attacks until the late 30s. Building specifically to solo, you may have an easier time.

    I strongly recommend Zapp at level 22 or 24. I am not fond of snipes, but in solo play, and especially for a defender, they can be very valuable.
    Thanks StratoNexus,

    I have been debating about that.
    My Blasters have tried both with and without snipe and never seen a great deal of difference with it.
    Currently Powercell does not have it and he has gone through levels 30-45 with no issues.
    He is a Hover-blaster though.

    Biospark is going to try using SS+Celerity and stay grounded, but I will probably try the Snipe and respec out if it doesnt seem to fit.
  12. Quote:
    Originally Posted by SkeetSkeet View Post
    So after you spend an absurd number of hours "proving" that it takes an absurd number of hours to solo emp/electric to 50, what will you have "proved" that isn't already patently obvious going into it?

    Well here is the thing. If it DOES take an absurd number of hours, then it will just prove that my original assessment is correct.

    However, if it DOES NOT take considerably more time than other characters I have played, then that will prove the Veterans in this community correct in their assertion that Defender powersets are balanced.

    Will this take longer than some other Powerset combinations ? Probably.
    But how much longer is part of the point. And how much face-planting will occur ?

    This journey is rather a matter of proving to myself what is true and what is opinion.
    The only reason I started this thread was is in hopes that Veterans will show me some insight on this powerset combination.

    For what its worth, the journey is still just getting started, but is going well.

    Here are my tallies;

    Level 1-6 No Deaths, 1-2 hours played
    Level 7-12 2 Deaths (Lost, CoT) 5-6 hours
    Level 13-16 1 Death (Vahz) 3-4 hours

    So level 16 in less than 12 hours with 3 deaths to Mob types that give every character at these levels trouble (Rectors, Ruin Mage, Zombie Packs). Sounds like the VETS are right so far.
  13. Quote:
    Originally Posted by jwbullfrog View Post
    One of my better soloists is Emp/Archery. The fighting style is very "hit and run" but it seems to work well. Add in Recovery aura and Regeneration aura later on in the set and you get a fair ability to stand and fight.


    I support this project.
    StratoNexus has hinted to me that this Combination would be a good one for an Empathy run as well. But I am commited to Electric Blasts.
    Level 15 now and really needing to get Stamina (Just like every character I have played).

    Thanks for your support
  14. Quote:
    Originally Posted by Amy_Amp View Post
    The biggest not talked about mitigation aspect of /elec is the shock animation your targets go through after you hit them. It's not a lot, but if you keep tossing out blasts you can slow down incoming damage. There are times when end drain becomes a very underrated mitigation tool because it can be a control aspect that gets kind of forgotten about. My Kin/elec absolutely owns the end drain EB in the LGTF, and that thing can put a world of hurt on a team. IIRC, the Cimerorans were given some resist against controls. End drain wasn't one of them.
    I hear you Amy. About a year ago I tried out some Blapper combinations using Energy and Electric. So I started 4 seperate Blasters; NRG/ELEC, NRG/NRG, ELEC/ELEC and ELEC/NRG. I love both blast sets, but I was surprised how good one of the combinations was. It was so much better at Blapping, I was shocked. The test was who could get to 14th the fastest, and the Winner was ELEC/ENERGY.

    Taking the powers apart, I noticed one other factor that may be underestimated with Electric Blasts and thats the Animation times. Electric Blasts are faster than Energy Blasts.


    Quote:
    Originally Posted by fembot View Post
    And to Biospark, good luck on your quest. I hope you make it.
    Thanks Fembot
  15. Quote:
    Originally Posted by Reverend View Post
    Just because it is POSSIBLE to solo, doesn't mean it makes any sense to, or that it is balanced with other archetypes.
    Perhaps not But I have been adamant in my belief that certain Defender Primaries are very gimp solo and these Powersets can and should be given some help without over-powering them for team play.

    This quest is personal and is meant to put myself at peace with what the community has been telling me. Once there, I can better look back on what has transpired and come here with a better, informed opinion of the powerset and perhaps the AT in general.
  16. Quote:
    Originally Posted by Miladys_Knight View Post
    Good luck.

    You are in for a long and painfully slow leveling experience.

    (and it's a pain that no power in empathy can cure)

    Thanks Miladys_Knight,

    I fully expect this to hurt, hehe no pun intended.
    However, nothing worth doing is ever easy.
  17. Quote:
    Originally Posted by Hobo_Healer View Post
    Best of luck. My Emp/Dark was mostly solo, my Emp/Rad was half and half.

    Not sure I could do it with Elec. Had an Rad/Elec at one time and Elec just felt really lacking.

    Thanks Hobo,

    Yeah Electric has that reputation, from what I can gather.
    Personally, I have always liked how it looks, but it really lacks a decent third ST attack.
    I also like the versatility of Ball Lightning.
  18. Thanks Dr.Mike,

    Great words of wisdom. I was actually leaning toward Psychic Pool anyway.
    I figure if Sapping actually has success for this combination of powers, an AoE sleep could be a great setup power for Short Circuit.

    And yes, I definitely had Tesla Cage + Dominate on my Radar.

    I will let you know how this goes. I expect to be 13th with level 15 IOs tonight.
    And my build is very much like yours, but I took AS at 6th to have 3 ST attacks and Swift at 8th. But the rest are the same all the way to 20th.
  19. Quote:
    Originally Posted by Balanced View Post
    Make no mistake, empaths can solo. It's not quick, but it's entirely possible. You don't even have to sacrifice your team support capability to do it, though you might as well, since you're going to play solo-only. Unsurprisingly, I prefer balanced defenders.
    You seem to be reading my mind. My planned build should be well developed by the late 20s just needing slots and IO sets, so It looks like this will be a time when I can pick up team powers like Heal Other, Clear Mind and Fortitude.

    With my Dual_build I can flip it around and take the same powers but just move the teaming ones earlier in the build.

    My first dilemna will be whether to Take Tough/Weave, since I am planning on making a sapper build.

    Second build decision will come in epics. I love the look of Psychic Pool, but Energy (PBU) or Electric seems more synergistic with a Sapper strategy.
  20. Hello Folks,
    Many of you know me as a player that feels very strongly about improving balance between the various Defender primary sets, with particular interest in how this will even-out the solo-ing experience.
    Also (you probably can guess) that I have met with great resistance to my ideas from Veteran defenders. I feel that it is necessary to reach peace with this, since many of the Veterans (whose opinions I respect) have played their Heroes more hours than I have and reached higher levels than I have been willing to reach.


    I have decided to embark on a Quest;

    I will SOLO a defender from level 1-50 (not using AE farms), and

    I will prove what the veteran Defenders have been telling me is, in fact, True.
    That Defenders are fine as is.

    I will suspend ALL of my current beliefs (based on playing this AT many times, but to a maximum level of 28) and not make any further judgements until I have reached level 50 (regardless of how many times I face-plant)

    Further, I am going to do this with (possibly) the worst combinations of Powersets I can choose.

    So..

    I have deleted Biospark, my Level 24 RAD/ELECTRIC and recreated him as Empathy-Electric.

    Luckily for me, I love each of these powersets, so this character will be one I can get behind and enjoy.


    WISH ME LUCK !


    P.S. I have plotted out my build and also a good portion of the IO sets that I will be trying to slot, but any advice would be appreciated. Afterall, I WANT this experiment to succeed.
  21. Quote:
    Originally Posted by SpittingTrashcan View Post
    I would argue that Defenders' superior multipliers applied to support powers would present a strong argument for their being the original intended superior support AT. It's easy to see in hindsight how things actually shook out, but then we have the benefit of hindsight that the original developers most definitely did not. How long did it take, after all, for people to realize just how important DPA is?

    DPE normalization is something I could most definitely get behind. It'd have to take into account more than just the straight AT damage mod, though, or ATs with an inherent that increases damage (I am looking particularly at Brutes, Controllers, and Masterminds!) would get a wholly unwarranted buff.
    I agree as well.

    One thing that seems rather conceptual to me is that Blasters and Scrappers (being what they are) needed to have high DPA while Tankers and Defenders should be very sound on DPE. Scrappers and Blasters would need to build endurance savings into their builds (too avoid getting tired), while Tankers and Defenders (who thematically should not get tired) would have to work Damage into their builds. This would just feel right to me.

    Notice I left out Controllers, Their original design seems to have had horrible numbers in both areas. As far as Themes go, I have already stated my opinion that we should have started with only 4 ATs.
  22. Quote:
    Originally Posted by EmperorSteele View Post
    Or you could combine... Go FF/Sonic. I have one and it's pretty nifty. Since FF/* has a few KB powers (that your team would thank you to skip), it opens up some room in your build for attacks and pool powers.

    Just an idea.
    I agree with this. FF/Sonic is probably a better combo in place of the 2 you submitted.
  23. Quote:
    Originally Posted by CoyoteShaman View Post
    Are you suggesting giving them a pets secondary where the pets would do some de/buffs instead of damage?

    ICK ! No, Please No.

    In the early days I went to controller-land to get my support fix and deliberately (before Containment) chose a non-pet Controller (Mind-Empathy).

    With minor exceptions like Masterminds, Storms, Voltaic Sentinel, pets are Sooooo.... non-comic for me.

    So if they count my Vote, Just say NO TO PETS !

    Hehe
  24. Quote:
    Originally Posted by Silver_Tooth View Post
    I'm with StratoNexus on this one. As nice as it would be to have status protection in some form or another, it's not a hard weakness to overcome. I usually carry a few emergency break frees and some purple insps for such situations.

    Besides, if everyone has status protection then what's the point of giving NPCs mez powers at all? Or giving defenders powers to prevent/break mezzes?

    Edit: Strato's link just needs Benny Hill music going on in the backround. Everything's funnier when played in fast forward with that music.
    Yeah, I can see the slippery slope that you are hinting at. Personally, I think they may have given Blasters TOO Good of an Inherent.
    Course Controllers are right up there as well.

    Gonna have to learn to deal with the fact that Defenders (and to some degree Tankers) got the short straws. Oh Well

    So, if there are any Devs out there listening. Give my Empathy set some Love. Make Clear Mind a PBAoE and double the base heal on Healing Aura. I can IO and Power Pool all my other woes.