Biospark

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  1. Biospark

    Self Buffing

    Quote:
    Originally Posted by Quaver View Post
    ^^agree with all of the above, also considering that several (I think 5?) defender primaries get some method of status protection/resistance, this would be another unfair advantage over say, blasters and controllers.

    I think the main issue is not having as many tools when solo; consider Empathy. It excels on a team of course, but then solo you have a grand total of 3 powers from your PRIMARY powerset that you can even activate let alone really benefit from. It sometimes makes you feel a bit.....unheroic.
    And this is exactly why I think more attention should be put on Self-Defense.
    We dont need EVERY ally power changed, just some, and really only for powersets that are underperforming solo (Like Empathy).

    Think about this one idea as an example. Empathy is the MAIN healing set, correct?
    Why then can other sets use a better AOE heal (Like Dark and Kinetics, or the SAME like Rad). To seperate Empathy from the healing pack, shouldnt the AoE heal of Empathy be better than RAD, which has so many other tools which help while solo.

    I say make Healing Aura a 20-25% base heal and give it some other effect that lasts for 8 secs like +regen, +res, +dmg, +rech etc... etc.. etc.. Something that would help a lower level solo empath. Or better yet, give them +res and +res to status effects.

    and thats it. ONE Change. This could do so much for a solo empath, especially the status protection.
  2. Quote:
    Originally Posted by StratoNexus View Post
    I disagree. The history of game changes suggests more damage is the most likely thing to be done.

    Scrappers have no role on teams. More damage in the form of crits.

    Tankers are no fun. Bump their damage mod to 0.8.

    Controllers can't solo in the low levels. More damage in the form of containment (with many counter-balancing changes reducing them in the areas one would have thought they were supposed to shine). More damage, less being a controller! (I might still be occasionally bitter about that, .)

    Scrappers are getting nerfed. Give them more damage! (1.125 melee dam mod)
    Blasters suck now that we changed everyone else (except defenders), more HPs and more damage (Yay, old defiance).

    Doms suck. Increase their damage.

    Blasters still suck. Scrap the old defiance. More damage (1.125 ranged mod) and more damage (+damage for every attack). Let them do more damage while mezzed too (using the low tier blasts is a lot more damage than doing nothing, a very fun mechanic, IMO).

    Stalkers are lame on teams. More damage and more damage in the form of more crits.

    Lets make the animations faster on a lot of powers so a bunch of powersets get more damage per second of activation.

    Doms still suck. More damage all the time, instead of just some of the time.

    The funny thing is, now that everyone does more damage, maybe they should just never have increased the enemy HPs in I3, although this has probably been a fun ride, so maybe it was better this way.
    This just had me giggling when I read it.
    For any new viewers, read it out loud.

  3. Quote:
    Originally Posted by Amy_Amp View Post
    I really don't think the issue is of HP. Here's how I would look at reworking defenders.

    One, a Vigilance overhaul. Defenders get too big of an end discount from Vigilance. Just try to bleed your blue bar when a teammate is dead. And oh, I have no clue what a defender with a bottomless blue bar is suppose to do when one teammate is already dead. It's like having a full gas can, but no vehicle. A defender's primary tends to be end light and even one that is more end heavy, Sonic, probably is already running DF with a certain amount of ease and the team hopefully is already shielded.
    I think most people will agree that Vigilance needs to be changed somehow.
    Even though I am starting to warm up to the +rech idea that some suggest, one thing keeps getting pointed out to me nearly every time I post is that every primary is different, so some things will help each powerset differently. This is why I believe a HP boost would be a better start. It would help every powerset pretty much the same.

    Quote:
    Two, a rethinking of epics. I know this is so not happening, but it's what is needed to be done. Outside of scrappers, who tend to use the Fighting pool as an unofficial epic pool, I think defenders benefit the least from epics.
    I am not sure I can agree with this. My only epic character is a Blaster, so take that for what its worth, but I have watched Psyonico's exploits on Video and it sure reminded me of my Mind/Empathy controller (well not the blasting part). For a set like Empathy, adding controller powers would be quite nice.

    Quote:
    One way to change epics would be to change the armors from resist based, which is horrible for squishies, to def based. Sonic would lose out on stacking, but there could be at least one res based epic armor. Give defender def based epic armors and we start to get hit less so our lower HP doesn't matter as much. We start to get mezzed less(points at Indomitable Will), which is a holy grail wish by the defender player base that defenders could get somehow.
    I can see your point here. But two things I would note. The problems with mezzing start much earlier in the game, hence why I am always saying changes should be made to some of the earliest powers to help out. Also, I think alot of folks(not saying that you are) underestimate stacking the resist of Tough(or Dispersion) with an Epic armor. My Blaster sometimes amazes me with how durable he is in a fire-fight. Once again the reason I am in agreement on the HP increase idea.

    Quote:
    I know I'm going against my Kin nature, but we really don't need melee attacks. Yes, I know it's the attack type that we are missing compared to blasters, but it's not helping compared to the attacks scrappers, tanks, and controllers get. We sure as hell don't need melee attacks that have 3.3 second animations.
    I actually like that there are melee attacks in the epics. In fact, I think having more melee options would nice from standard pools. Or at least, give us some animation options.
    If they would give the standard pools a 5th power including more melee options, then your ideas about taking out the melee attacks would be fine. But... for odd folks like me that want more melee attacks, please no, add more, dont take away my toys

    Quote:
    I know this is thinking outside of the box, but maybe an optional pet in epics might be worthwhile. Adds to damage and mitigates damage away from the defender.
    Sorry for paraphrasing Amy. Lots to read hehe.
    You have some interesting ideas and as far as outside the box, the more ideas that are brought out, the more likely the Devs will look at them and think about them.
    Keep on talking
  4. Quote:
    Originally Posted by Reptlbrain View Post
    I'd sub out all the Ruins, find an extra slot for Power Bolt and Power Blast, and put in Thunderstrikes. This gives you 11.25% ranged def at the expense of 5.6% of AoE.

    You'll have to cannibalize two or four slots, but two of the Zephyrs can be had for 1-3 million (including salvage) with patience, and you can add another 6.26% ranged defense by double-slotting CJ and SJ. I would rather have the Zephyr -kb than the Miracle/Numina myself (comparable prices), and there you could make up the AoE def lost by dropping Ruin.
    On my Energy-Device Blaster this is pretty much what I have done. Not sure how Thunderstrike is on your server, but I found it to be quite affordable and I have a full set in each of my 3 ST Blasts. Also went with 2 Zephyr sets as well. But my character is a flyer.

    Combined with other powers and IOs I have 37% Ranged defense and have not spent more than 2.5 million for any single recipe.
  5. Quote:
    Originally Posted by stratonexus View Post
    too many people fear overpowering the defender at, because of how great they are on teams. Back during i10, i got a lot of heat from some people who thought that even a modicum of extra mitigation would make blasters ridiculously overpowered (heck even 12% range and aoe defense was poo-pooed by some). Then veats came out with tons more mitigation than even the most ridiculous blaster suggestions, while having damage that is similar to pre-i11 blasters, and great team buff, minor debuff and also great synergy. A lot of my illusions were shattered.

    There should be a realization that there is a lot more leeway in these damage numbers and in the balance range of the various ats.

    Did scrappers need their damage mod increased to 1.125? Did they need their animation times sped up? Dominators were already a decently working at mechanically, yet they were changed in such a way as to make their power curve feel smoother. That is really all that this suggestion is for, to make defenders more interesting to more people in more circumstances.

    100% agree with you
  6. Quote:
    Originally Posted by Adult_Swim View Post
    Disclaimer: I haven't played the game in general for a very long time. I recently came back.

    I'm someone who enjoys playing support sometimes. Well I used to...

    I've played a emp in the past (long, long time ago) and recently picked up a kin, but I've realized I don't want to bother with directly healing and buffing teammates anymore.

    Is there a defender combo that wouldn't involve having to do either? I've whittled my list down to these and tried to rank them by my preference (based on zero/very little personal experience or knowledge lol):
    I think the most succinct answer to this question is ... not really.
    Keep in mind that I have not played Trick Arrow or Cold yet, so cannot say anything about them. But for the sets I have played (Emp, Kin, FF, Sonic, Dark, Rad and Storm) every set has some powers which you should be actively using on your team.

    Storm might be the least buff/heal oriented of those sets, but its not a 'beginner' set either. You can easily annoy all your friends and run out of endurance before arresting anything hehe.

    For an interesting read on a unique power combo, check out Luminara's Kinetic Scrapper Guide.
    This is my current project defender (Kin/Dark) and its looking pretty good so far.
  7. Quote:
    Originally Posted by Fulmens View Post
    I was going to say something... then I realized that I don't even NOTICE the time spent forcefielding my teammates. It's like the commute to work that you don't even notice. shift-1, 6,7, shift-2, 6,7 ... I will say you don't have to do anything BUT buff them and it's only around 25% of your gametime.

    I find it incredibly relaxing looking at them get hurt and knowing that I've already done MY job, so that's all their own stupidity... I may be a Bad Defender.

    Adult_Swim,

    Fulmens makes a great point. I know you expressed a desire to not buff, but I have played both Dark and Rad in team and solo settings. For me, Having your Anchors wiped ALL THE TIME is much more frustrating than buffing. I loved my Empath in a team, always something to do. But solo.... well I think you can guess.

    So, from my perspective, if you can deal with your anchors dropping in group (And THEY WILL), Dark and Rad both solo quite well and offer great team benefits. I think RAD is a little more team friendly. And thats because , even though I love Tar Patch, most teams I have been on, its hard to get it into a good rythm and place it well for every fight. Combat is too fluid (read Chaotic), unless you have a great team that knows the value of what you are doing.
  8. Hello StratoNexus,

    This thread you started really surprises me. I did not know you felt so strongly about improving Defenders.

    One thing I would say (just my opinion) is that I would hate to see Defenders get the same treatment Controllers got. When containment was introduced, my main was a Controller, and I was very happy with how the change helped the AT, but I will also admit that I was shocked at the magnitude of the damage. And judging by other folks reactions (Like PK), could be that it was over-done a little.

    I guess what I am saying is, I hope they (Devs) can find some other unique way to help defenders, rather than just more dmg.

    I do like the idea of more HPs. Goes right along with what I have been saying about Defenders being the flip-side of Blasters, much as the Scrappers are the flip-side of Tankers. More HPS Please !! Cheaper endurance costs too while their at it.

    As an aside, how do you think GR is going to effect Defenders ?
  9. Quote:
    Originally Posted by CoyoteShaman View Post
    Let me say right off that one of my first 'toons was an Emp/Elec def and it was great while it lasted. 'Round about level 35 I stopped teaming with my regulars and at about 39 they introduced Croatoa. The Tuatha de Dannon completely destroyed his concept so in frustration I deleted him.

    I've played a few defs since then, but nothing I focused on for any amount of time for various reasons. My personality, however, runs far more towards support than direct action so my favorite ATs are 'Trollers and MMs. That wasn't the case back then. I don't want it to be the case any more.

    I want my love for defenders back.

    I'm hoping folks here can supply me with some answers to a basic question. Why would someone play a Defender instead of a Controller? You all know the argument people have for the other way around.

    Thanks in advance.

    Robin
    Hey Robin,

    I think that I understand where you are coming from. I too started with defenders as my chosen AT because I like support and had this notion I could blast, pick up some melee moves and be an all-around Hybrid Hero. It took far less time for me to lose faith than you. I think my FF/RAD made it to 13th. Then I played an Empath solely in group to about 24.

    After that I went to the world of Controllers. Because, even though they werent (in the begining) any better at soloing than Defenders (actually they were slower, but safer), I got to feel like a support character that could 'go it alone' when teams were not available.
    When they gave us Containment, my Mind/Empath was in his mid 30-s and I thought that everything was good in my little world.

    But I never lost the desire to play a defender, and finally walked away from my Controller at 38, because why. Boredom. Pounding on statues in complete safety only lasts so long as a factor of enjoyment. My Current Highest Hero is an Energy-Devices Blaster who plays in ST fashion and uses Hover, +Def ranged sets, Medicine and +regen IO sets.
    In essence, he is very 'Defendery'. The best part is that blasting foes in the face and knocking them across the room may not be as safe as using a Controller Hold, but its sure as hell more fun

    Thats all I can really offer as the difference that I see. Defenders are more challenging, strategic and viscerally more fun.
  10. Biospark

    Vigilance

    Hello Luminara,

    I understand what your saying. I dont expect this to happen seriously, and I also pointed out that the Devs would probably shuffle around the first 3 powers in our primary to make the first one acceptable to their 'balance' ideas.

    very doubtful that we would get it, just that (to me) it would be nice.

    Also I will have to admit that I have no experience with TA and Cold Dom.
    So, I am sure you are correct in how that inherent would not benefit TA as much as say, Empathy.
  11. Biospark

    Vigilance

    Quote:
    Originally Posted by Quaver View Post
    It's not a bad idea, the second point. Not sure about the scaling endurance reduction though, coming from a Kinetics' point of view. Endurance issues for Empathy/Kinetics/Cold Domination are rarely a problem in the end game. On the other hand what use would shields be if they cost 50% less to use but you literally just applied them and unlucky shots got through..? Yes the shielding sets have other tools, but I think the end reduction isn't as necessary as the *speed* at which you can defend. We can get Conserve Power, Catch a Breaths etc if we need endurance, just like the other ATs. During "times of trouble" as Vigilance is supposed to help out in, we need +recharge, or a boost to buffs/debuffs.

    Literally every single one of the suggestions in this entire thread have at some point been raised in the Defender board though..
    From my own experience, Yeah, I would prefer the second option. Endurance issues are very fixable, and something that every Hero addresses. The only reason why I see endurance as a good generic way to handle this, is that its like the opposite of the damage scalar of blasters. They blast to increase their damage and it stacks over time.
    We use our abilities (whatever powerset you choose) and you gain a stacking savings as your bar lowers.

    I have always said (in my SG) that Blasters and Scrappers are like sprinters, whereas Tankers and Defenders are like Marathon runners. One group kills with speed(dmg), the other can go on-and-on-and-on like the energizer bunny.
  12. Biospark

    Vigilance

    Quote:
    Originally Posted by PhroX View Post
    The problem with that is that, unlike Blasters, Defender Tier 1 powers are anything but standardised. For example, a Dark would be able to use Twilight Grasp, while a Stormy gets Gale....
    Yep, Which is why its more wishful thinking on my part.

    But it is thematic. Your Mezzed Darkie, is ever-vigilant and can pop off a heal under any condition. While a Stormie can send foes flying. An Empath could AoE heal

    IF (and its a BIG If) they did this, they would probably shift around the first powers in some effort to balance which ones would be usable. Poor Forcefield I doubt theyd let you use PFF under this condition. Although ....
  13. Biospark

    Vigilance

    Quote:
    Originally Posted by Quaver View Post
    I would say Tankers' weakness is also endurance, given that most have a fair few toggles and they naturally need to spend more end than scrappers to get the job done, due to lower damage. Have you ever watched a Dark/EM tank slowly go insane from toggle management? :P

    If I may weigh in on this topic, I certainly feel that Defenders need something in regards to their Inherent.

    I see Defenders as the flip-side of Blasters, much as Tankers are the flip-side of Scrappers.
    As such, Blasters and Scrapper inherents are very nice and well suited to their AT.
    Tankers Inherent is thematic, although I am sure Veteran tankers have varied opinions of it.
    At one point (sorry my memory is not so great) Tankers got a slight adjustment to their Endurance costs on their attacks. I dont recall the official stance on why this was done, but I feel that Defenders should have an endurance tweak as well.

    As far as a good Inherent option. I would propose a generic endurance savings based on their endurance bar itself. For example, we could get a endurance cost reduction as we lose endurance 1% savings every 2% used endurance. Theoretically, this would be 50% endurance savings at 0% endurance, but would be less tied to the Powersets, and still be thematic.

    Additionally, Blasters have the ability to use certain abilities while under status effects. I think it would be much more thematic for Defenders to have some ability of this type. Perhaps we could only use our 1st Primary power while under status. This is more wishfull thinking on my part, and may be too powerful, but hey ! I can hope.
  14. Quote:
    Originally Posted by Talen_Lee View Post
    I explained the problem. You are simply not paying attention to them, because to do so would be to approach this situation as anything but an authority. You keep shifting the goalposts back to your original premise, assuming a priori that you can simply assert what you want over and over again as though they are proof. When that fails to convince, you attack the people you disagree with, demonising the position of those around you. You act incredulously, shocked and stunned that anyone would oppose something so reasonable. You are, in essence, not engaged in a discussion - you are simply asserting your opinion over and over again, and it shows because when you're called upon to produce evidence, we hear such things that apparently, Storm and Rad aren't good for soloing.
    I dont think I have shifted my position at all. In fact it has remained unchanged. Please dont make it sound like I have changed my position. Neither of us have moved an inch. I actually have only made comments to individuals that have dismissed my opinion out of hand. There are many people in the community that have made their point without calling me ignorant in the process. Call me a mirror. If you start up with me, expect response in kind.
    As far as Storm and Rad being bad for soloing, you have me mixed up with someone else, I certainly dont put either of those 2 sets on the 'Hard to solo' list. In fact RAD is perhaps the EASIEST set to jump right into and solo like a champ of all Defender sets.

    Quote:
    By definition, individual powersets have differences that determine how the play experience constructs itself. Most of the time, these powerset choices are simple and intuitive, and pull the player towards emphasising their strengths over their weaknesses, in a simple gaming process designed to both assist the player in achieving, and to give him latitude to approach larger challenges, those things he is not given to achieve so easily. This is very basic and a common practice, part of making gameplay flow naturally. In fact, in game design, for differentiated sets to have no actual differences is considered a failure - it's creating layered design space, which wastes player currency and diminishes the potential interest they might have in one set or another. Consider how Katana and Broadsword were once, identical, and now are very different while still sharing quite a lot of mechanical themes.
    I agree with this conclusion completely. Variety and differences are Paramount to successful design.

    Quote:
    The thing is, this is not an MMO where everyone has to do the same jobs with a uniform reliability. This is a game with a lot of freedom and flexibility. Therefore, the developers took two sensible design directives:

    First, the game isn't all that hard. Operating on the idea that even if you got eight incompetents together and they all played as if they were soloing, they'd still get to the end of missions, the game content is geared to be relatively simple for any team. You can generally achieve anything if you throw enough people at it, assuming nobody is actively harmful to the gameplay experience of other players. Eight people with no synergy can still complete content, as the content is simply the same as solo content, but more of it.
    Well, I have to agree with your assessment of the game in an overall way. But I have to ask you how making a game 'Easy' in general promotes group play. I tend to think it would have the opposite effect and push players to challenge their characters by ,hmmm soloing AVs, doing full 8-man mission maps. There is also the Genre to consider. One of my personal tired arguments is "did you sign up to play a Hero or a Sidekick"

    Quote:
    The other is, this game is designed that just as much as you don't need other players to complete content, you have options if you want to. There is a sliding scale of characters; on the one end, you have things like stalkers as an archetype, energy and dark melee, or trick arrow, who for the most part don't care about teammates at all. These sets are wholly team-agnostic, focusing instead on doing the exact same thing in team situations they'd do in solo situations. The only distinction for these sets is that there are now more people who can benefit from the effect (dead people don't attack teammates, after all, and debuffs multiply by the teammates). That these sets are good on small teams or even on large teams is incidental to their design. These sets eschew team support abilities for consistant solo performance. Energy Melee is a headliner in this front. I've never felt it a weak set, but people complain quite vosciferously about the potential for kill-stealing having two long animations can cause.
    Yeah, I think every game evolves from its inception and as players 'Learn' the options, people tend to lump together and form pre-conceived ideas of each "Class, AT, etc..." But just as often, you find really out of the box applications which I kinda gravitate towards. Example: Blappers.

    Quote:
    The other end of this is that there are sets who are willing to reduce their solo ability in exchange for greater team synergy. These sets receive, in return, amazing benefits. Empathy and Forcefields as two fine examples, offer unparalleled team buffs. While in many cases I regard either sets of buffs as overkill, they are undeniably incredibly powerful - Fortitude on its own is a complete world-changing power for lower levels. By standing solidly at one end of the team-assistant power spectrum, these powersets get to reap benefits above and beyond the other end when they do have teams. Neither is significantly ahead of the other - they are simply good enough, generally speaking, to all succeed in the format presented, which is the game that has been mentioned as not being that hard.
    This is, I think one of our core disagreements. First off, I didnt choose to be less solo-able or more team-friendly. Simply put, I did not design the game. Those choices are made before I ever loaded the game on my computer. I do agree that after playing for a very short amount of time, I was able to determine that my FF defender was kinda impaired for solo play. So, in essence, I am left with choosing some other powerset than my first choice in order to feel like a Hero (One who can solo and team to MY satisfaction). Yes, I have placed a personal gauge on what is Heroic. And it may be different than yours. But my game experience and enjoyment are the reasons I pay the monthly fee.

    Quote:
    So, if the sets are balanced already, and I'll note the three years of pretty much no changes I"ve seen as a good sign that they are, any added power you give an empath or forcefielder for solo play would be applicable on teams as well. Congratulations, you've made two things that were already powerful in their chosen niche better, and in doing so, you have unbalanced them.
    Also one of our core differences. I can see your argument LOUD and clear. It has been repeated over and over,
    but what I propose is NO change that would improve these sets in a team environment by any significant amount.
    Using FF again as an example. An 8-man team receives the full benefit of 3 shields (or 7/8ths of the team) That 1/8 (lets call it 12.5%) is the Defender. So, your view is that if that 1 man gets defenses as high as the other 7 this is unbalanced. I will admit that the team, is improved by that change, but more along the lines that the defender is less of an achilles heel than before. But I dont see this as such an earth-shattering change for groups at all. But certainly could bring a FF more in-line with the other 'solo-friendly' sets.

    Quote:
    If you wish to add to them for solo, you will have to take away from them in teams, which is not a situation that those of us who do like these powersets are likely to tolerate. Nerfing my team-based empath so you can solo better seems to me like a very unreasonable thing - especially since I was here first, and since my empath is very happy the way he is without your 'help.' Selfish of me perhaps, but I can at least point to evidence that the game is working as intended, while you offer no such counterproof, merely offering the empty-mouthed platitude of 'it wouldn't be unbalancing,' or 'it's just for solo play.'
    I truely understand your fear of changes coming with nerfs in hand. I do. I hope that this is not actually the reason you object to improving the game. Because, I personally feel (this is from observation in game, not calculated server populations) that certain defender sets are much more common as a Controller's secondary than as a Defender primary. I would point to that as evidence as to WHY the changes I feel are necessary are not being done, rather than "working as intended"

    Quote:
    If you explicitly made teaming turn off the benefits you have an additional problem - the defender suddenly views teaming as 'losing' a benefit. He goes from soloing well to making other people play well. If the powerset stakes itself out clearly as team-oriented to start with, you don't get this illusion. Anything that turns off or reduces when you have teammates is bad design because it discourages social behaviour on a social game, and social behaviour is one of the anchorstones of MMO marketability. Very, very few people who play this game genuinely want to be alone while they do it - even if they play solitarily, they will socialise in some other fashion. Now, making a team-oriented archetype with a team-oriented powerset suddenly lose power in exchange for teaming up, and you change their focus from that of an ally-based team buffer who is supposed to buff teammates to a decent soloist with neat powers who punishes himself joining teams. This is how you already perceive the problem, I know, but that perception is entirely your own fault.

    This is my stance.
    Hmm, I am not sure whose ideas these are. I have never advocated powers that shut off.
    What I have advocated is precise and surgical changes to certain powers to improve the solo ability without changing the team effects. Additionally, I think only certain powers need to be touched, not ALL ALLY only powers. Could be that you have me confused with others.
    The best way I see in helping certain Powersets is to target a power(or 2) and change them into PBAoE much like Accellerate metabolism. I will not list ones I think should be changed, unless you are willing to realistically discuss WHY it would be overpowered.
  15. Quote:
    Originally Posted by Talen_Lee View Post
    If you're hoping we hit a point where we 'agree to disagree,' I'm afraid that I'm philosophically opposed to that. If you can't prove me wrong, and you're saying something I think is wrong, I'll agree to think that you're wrong. I'll even let you walk away if you want to. But 'agree to disagree' is an annoying intellectual aphorism that assumes that both sides of the argument are of equal weight even at their conclusion, and it feels like a disohnest attempt to houdini one's own way out of a losing argument.

    As far as protracted periods without change indicates balance, it's a pretty good yardstick. Big problems do get dealt with proportionate to what can be done. Buffs and debuffs have gone almost unchanged aside from the -regen changes in I7.
    Well perhaps you are unable to hold a discussion WITHOUT being condescending.

    I dont expect to "Win" this debate with you. Nor so I expect any 'warm and fuzzy' memories from our debate. But you have not succeeded in convincing me that my opinion is invalid, so we are left on opposite sides of the aisle still.

    One thing that seems to escape everyone, is that you ask me for proof that changes would NOT be unbalanced. But unless some of these "Ideas" that myself and others have proposed are actually implemented and tested. We cannot "PROVE" they are not unbalanced, any better than you can prove they are.

    So, If I "Walk AWAY" from you and your opinion, I neither view that as a "WIN" or "LOSS" for your side or mine. If you choose to view it in your own way, thats your free right.
  16. Talen_Lee

    Thank you for that well-spoken response. In this one post you have taken the time to more thoroughly state you opinion. Previously, your responses struck me in a harsh, condescending manner.

    I would like to respond to a few of your points in the post, but there is quite a bit, so I will have to review each section once more before I do so.

    I will say a couple things however, so you understand where I am coming from.
    First off, I dont do all the number crunching that (perhaps) would be more convincing as an argument for my point of view. I like to get in my games and just play by "feel" for awhile, and once I reach "mid-levels" I start looking into more of the science of a game.
    I figure, why keep playing a character for immense numbers of hours if its not my "cup of tea". I never play a character to the end-game to find out whether I like it or not.
    So, in essence, that "proof" or "substantive argument" you are asking from me is not going to sound like anything other than my opinion. I can only apologize for that.

    Secondly, you will notice that my login start date is only last year. I am actually on my second account, since I left COH for a couple years to play other games, and the original computer and game copy essentially were lost. I actually started playing under the global name "Heirophant" in May 04. So, I understand that the game has undergone changes in many ways, but some things have remained unchanged. Hence your belief that it must be "OK" and balanced.

    I have said before, that we may have to just disagree. And, for me thats fine. Its what makes everyone who they are.
  17. Quote:
    Originally Posted by UberGuy View Post
    A question was asked (admittedly probably rhetorical) and an answer was given. There was little subjective content in that response, except possibly for the assertion about how much this game is soloable. I'd be interested in seeing that factually refuted.

    So what is it, then, that he's "telling himself"?
    Talen_Lee and I have responded to each other earlier in the thread.
    I apologize if you thought my comment was directed at anyone else besides Talen_Lee.

    Snark-i-ness aside. My opinion WAS, and still IS, that there is nothing wrong with helping a few powersets out for purposes of solo play. Many Veterans here have admited that there are powersets that do not solo well and could stand some help. What people like ULTIMO and I are advocating is that these powersets are not even in the SAME REALM of solo capability as other defender powersets. I am not a person that compares or expects to have my defender solo like a scrapper. I also dont expect my EMPATHY defender to solo as well as a RAD defender. But they are not even in the same realm of solo-ability (Unless and Until you spend serious effort doing so). Also, in an effort to make a solo-worthy Empath (as an example) you could potentially harm your group worthi-ness.

    people like Talen_Lee say thats working as intended, your a newb, GTFO.
    I respectfuly, disagree with this view.

    I will admit, that as a result of these powersets being what they are.
    My only Empaths are Controllers, and thats not likely to change, as much as I wish it would.
  18. Quote:
    Originally Posted by Talen_Lee View Post
    There is so much of this game that is aggressively soloable, and you guys are here to try and change the tiny fraction that isn't, because you see being 'different' as being 'wrong.' This is why there is resistance. Because you think you can just flat-out add to powersets that already are strong. Because you don't understand the powersets you think are weak. And because those of us with those characters, who aren't obssessed about solo speed, knowing that it's just one point on a large scale, don't want to lose the effectiveness we built for in the name of people who don't even understand what they're talking about getting what they want when their desire is already well-provided for.
    Just keep telling yourself that TALEN_LEE
  19. Quote:
    Originally Posted by Ultimo_ View Post
    Interestingly, he didn't say anything I hadn't already said (and I didn't say anything others haven't already said).

    I honsetly don't understand the resistance to any suggestion that Defenders get a little love.
    To be Honest ULTIMO, for a game that has matured like COH has, I suspect that it comes down to volumn of feedback. The Noble "Empathy" defenders that should be here asking for help have either A) Fully Accepted and Embraced that they are "Group-Only" Heroes.
    or B) Moved on to other options (Like myself) where I can enjoy group play AND still Solo from time to time.

    Also, I have noticed with these types of games that it eventually becomes a game filled with only HIGH-END characters and their ALTS. So the "emphasis" and "concerns" of the Developers and Community of players is less about leveling up (And Difficulties or Imbalances) but more about keeping the Hard-Core "stable" of players happy and interested.

    That was not a criticism of gamers, devs or players (by the way), just an observation after 9+ years of MMO play in many different games.

    Also, just for the record, CoH Stands head and shoulders over the top of other MMOs in their embracing of trying new things, as opposed to the same-old thing but with a new wrapper (which is how I see most MMOs these days)
  20. Quote:
    Originally Posted by Turbo_Ski View Post

    Dark and FF are the least offensively focused support sets and most defensively focused support sets. Frankly FF could stand to have some -res tossed into Repulsion bomb and the damage on Force Bolt increased significantly to make up for it's current poor offensive capabilities. Dark really only needs to rebalance Tar Patch's duration and recharge to be the same as Sleet/FR and completely redesign Black Hole into an inverted repel patch with a -Def component.

    Kin and TA are easily the most offensive support sets and the most lacking in mitigation (more so in TA's case since debuffs get resisted and purple patched versus Kin buffs that don't). Kin suffers from being numerically too much alike between ATs that it actually suffers as a defender primary, Speed Boost and Siphon Speed for example should not be identical across all ATs. TA simply suffers from it's mitigation being too weak and spread out amongst too many powers to reliably mitigate Alpha strikes, I blame this mostly on Flash being a smoke bomb clone with a crappy animation time for crappy tohit debuff value and PGA's sleep not having a slottable tohit check to help mitigate alphas a bit more.

    Storm, Cold, and Rad are all middle ground hybrids that offer more variety at the cost of being less focused in either direction. These sets are pretty well considered to be the most balanced of all support sets between defender primaries (not so between ATs because of inconsistencies in values). There are problems with individual powers such as Frostworks, Lightning Clap, and Fallout but they don't hold back the overall performance of the set.

    Sonic and Empathy pretty heavily handicapped with too much focus on ally only powers with the leftover powers being too weak for an adequate solo performance. Empathy could stand to have it's Regen and Recovery auras tweaked include a self only fortitude buff attached. Sonic however is frankly a mess, Sonic Repulsion needs to be trashed or changed into an PbAoE toggle on self and Sonic Siphon should really be like a -Res/+Res version of Siphon Speed.
    BINGO ! I cannot see anything here that I disagree with TURBO.

    That still leaves the question in my mind (That ALOT of folks oppose), which is WHY cannot these less solo-friendly powersets get some help. Not to the point that they are overpowered or "Scrapper-like", but to the effect that they dont feel completely gimp without a tremendous effort to make them "Solo-able" ?
  21. Quote:
    Originally Posted by StratoNexus View Post
    Woe is the poor Rad defender.

    While I think all defenders are great, I have seen people often complain about some defenders. Never before have I seen a person place Rad on the "woe is me" list.
    I have to agree on this one StratoNexus, When I think SOLO defenders, RAD and DARK are the first two primaries that come to mind. And I have played both of them at least into SO territory. They solo very well in my opinion.
  22. [ QUOTE ]
    [ QUOTE ]
    Seriously, why is this such an argument with people ?

    [/ QUOTE ]
    I think I can tackle this one...

    Part of it is a bizarre need to be right, and part of it is a bizarre need to inform you of their knowledge, and part of it is the fact that they ARE right in this case.

    I don't think any of the arguers above will refute the fact that some defenders seem to solo painfully, and others can solo, well, admirably... and that using those same sets on a controller can enable the soloing of AVs and GMs. Where the issue comes in is that you are trying to make a Defender do something that a Defender is not meant to do. Defenders are designed as force multipliers, NOT as forces in and of themselves... if they become both, it shoots other ATs in the foot.

    Do I personally totally agree with this? No. I think there is a small latitude of improvement that can be eeked out for Defenders and still keep them in acceptable levels. Just as I believe, to a point that Mr. Butane's insane Tank rants have an ounce of truth to them... just not as much as he claims.

    [/ QUOTE ]

    Thank You Thirty_Seven, well stated comment.

    I would add for my own self defense, that I dont think in real life I am an unreasonable person or one that always needs to be right (Geez! I hope thats not me). Or that I spend my time ranting or raving. I am just a person that started playing this game one month after launch and rolled a FF/Rad Defender as my first toon that wonderful day in MAY. I was severely disappointed when my RL Brother, also playing for the first time was not experiencing the same trouble on his DM/Regen scrapper. So you know what I did next, rolled a MA/SR Scrapper If I knew then, what I know now Hehe
  23. [ QUOTE ]
    [ QUOTE ]
    This is not ignorance, this is a VALID question

    [/ QUOTE ]

    It's ignorance because you're ignoring the fundamental difference between buff and debuff balancing: buffs are static values that don't change with levels.

    The reason that RI is so strong is quite simple: it's a debuff. Try using RI against an AV and getting a bigger benefit from it. Try using it on a higher level enemy and getting that same benefit. Buffs are smaller simply because they're static values. Where it matters, debuffs can only get smaller. Sure, they get bigger when you're fighting a -2 enemy, but do you really think that you're going to need to use that debuff to kill an enemy that's already at that disadvantage? Debuffs have always been numerically advantaged because of this (and other) reasons.

    Are you now seeing why we're repeatedly calling you ignorant? You're missing one of the biggest factors in power balance and effectiveness that the devs (and pretty much everyone else) readily pay attention to.

    [/ QUOTE ]

    No I am not missing your point. I specifically said I understand that Debuffs work differently under different conditions (specifically Higher level mobs, AVs)

    But under TYPICAL SOLO conditions, there is a DIFFERENCE between what a RAD can do and what a FF can do.

    I call this something to be improved on, you call it working as intended. Does this still make me Ignorant or just a person WANTING to improve a powerset in a SLIGHT way.

    Seriously, why is this such an argument with people ?

  24. Hey StratoNexus

    Glad you stopped in.
    You mentioned some powers that you liked being group ally only. One thing I have come to believe over time is that there are only a few powers that really need to be altered to help sets like Empathy and Forcefields. Some people seem to think I am suggesting changing EVERY ally power. (Which I Do not Believe ).

    Have you started your EMP/ICE character yet ?
    How does that fair ?
  25. Umbral,

    I guess we will have to agree to disagree. You (and many others) cannot see my point. Just as I (as much as I try) cannot understand the stubborness against helping a few powersets out.

    Let me try another example (and please, I accept that Buffs and Debuffs work differently in different situations):

    Level 12 Radiation Defender throws up RI on a group of baddies and proceeds to stand in the middle of them and laugh. Their ACC is lowered much more than the baseline DEF of the FF Dispersion Bubble. Yes the FF can put up PFF and laugh as well, but the RAD defender can fight back in this mode. Additionally, the EXACT benefit he gains solo from RI is the EXACT benefit his team gains when he uses that same defense in a Team.

    But the argument seems to be that thats OK for the Dark, Rad, etc.. Powerset, but somehow too much to ask when your talking about FF.

    This is not ignorance, this is a VALID question

    Also you mentioned how it would not be fair for a FF defender to have greater self defense than a SR scrapper. Well that would be a valid argument IF they also dealt the same amount of damage in a fight. Which they dont.