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Quote:It's unique to them only because no one else has it. It's a circular argument. You're saying only Stalkers should have Ninjitsu because it is unique to them, and Ninjitsu is unique to Stalkers because only they have it.Oh really? Being that only stalkers have it I'd say yeah, it's both unique to them and designed with them in mind. It has both a confuse and sleep component on top of -to hit and -perception... hardly a clone of seeds or smoke grenade as you seem to suggest.
Speaking of Seeds of Confusion, would you say that it was designed with Dominators in mind? At the time it was created, only Dominators had it. Would you say that Chain Induction was designed with Brutes in mind? At the time it was created, only Brutes had it. Would you say that Hibernate was designed with Tankers in mind? At the time it was created, only Tankers had it. Would you say that Dark Miasma was designed with Defenders in mind? At the time it was created, only Defenders had it.
Dark Melee has a -tohit in every attack, and Dark Armor has -tohit in Cloak of Fear, plus stealth in Cloak of Darkness. So there's certainly nothing wrong with Scrappers getting -tohit or -perception. Electric Melee has a sleep in every attack, plus Scrappers get access to even stronger mez effects, like stun and hold. So there's nothing wrong with sleep, either.
The only thing Scrappers do NOT currently get is confuse; and usually, non-control ATs that DO get confuse only get it in one Power Set anyway. World of Confusion is found in only one Blaster Secondary, and only in Psychic Mastery for Defenders. It seems to me it is not Blinding Powder that is unique, it is the confuse effect. And perhaps if Scrappers do not have a confuse effect yet, they should have one.
This wouldn't even be an issue if Scrappers had some sort of psychic APP with Confuse in it, because I'd then be able to point to it and say, "That's already available as well". Sure, there isn't one power, other than Blinding Powder, that combines all those effects. But can you really say that a CONTROL power, which is supposed to be the speciality of Controllers and Dominators, is intended specifically for Stalkers? Especially when Ninjitsu doesn't even HAVE that many control powers in it. The majority of the powers are defensive, as you would expect for the Stalker concept. -
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Quote:I like this suggestion. Especially since the concept was introduced with Electric Melee and is not otherwise present in any of the blast sets. It also makes sense if the VS is a charge of electrical potential you have built up and is "firing" as it discharges into foes when they come near enough for the charge to arc to them. The jump would merely be that charge continuing to arc between potential grounds.I've suggested before that VS would be a good one to add "electricity jump" attack like what you see from Chain Induction.
I personally view it as a damage aura that is cast as a click power instead of a toggle. The damage may be low, but it is damage over time, and as mentioned, you get up to 10 shots from that power without having to actually interrupt your attack chain. I find that VS really helps the damage my Corruptor does, previously to VS I had to take an extra attack (a Temp Power) to supplement my damage.
It might not be necessary for a Blaster, which does plenty of damage without it, but I'd definately recommend it for a Corruptor or Defender, since it can be dealing damage while they're using buffs and debuffs. -
Yeah, it's not readily known unless you've been following the Beta. Just to be clear, though, there was a really nasty bug found involving how the new Inherent Fitness broke Kheldians and Dominators, and so the date got pushed out. For those who had heard the date would be mid-November.
It was a NASTY bug, too, might cause people to lose the IOs they've invested in, and that's not a small thing. It looks fixed from the latest build, though, so it looks like it's on schedule for next week some time. -
This game is very different from the other MMOs you may have experienced. As others have said, there is very much a balance between the end game and the journey to get there, and while the devs have tried to address the lack of a "true" end game with the Incarnate system they are introducing with I19, it will never be the focus of the game. This game was designed from the beginning to give players something to do from level 1.
For this reason, this game is a good place for what players call "altitis".When you have gotten a character to 20 or 30 or so, start over with another character and try another Archetype or power combination. It sounds like you have done that, since you have played enough alts to discover which is your main. But don't ignore your alts in the drive to level your main to 50. You don't have to level them all at once, but when you get tired of one character, don't hesitate to switch to another and try another AT for a while.
After a while, you'll be an altoholic like the rest of us, and stopping in the middle of playing your character to go, "Hey, wait, I wonder what this would be like as so-and-so" and rush back to the character creator.
Try starting characters in Paragon City and the Rogue Isles, too. And once you get them to 20, try out the Kheldians and SoAs. They can be a lot of fun, too. -
Quote:I don't see why you wouldn't say that a hold that, say, makes a target choke does not mean the same animation cannot be used on another hold.No it doesn't. Not anymore than the different holds having different appearences/some make the targets choke instead of freeze prove that they can use power customization make holds look different.
In other words, just shows they power was set up different than regular stealth.
Sure if the CAST TIME of the two powers were different, of course the same cast animation could not be used. But we are not talking about the cast animation. We are talking about the sustaining power graphic on a toggle.
We know that sustaining effects can be customized, the sustaining effect of Unstoppable or Temp Invulnerability can be customized to a different color. The only reason it couldn't be changed is if the "darkening" effect of Shadowy Presense was a unique effect, like a costume change. But if it's just a normal graphic effect, then it can be used the same as the new alternate animations in I19. -
For the most part, though, story arcs are independent, and don't really have a set order. There are some events in early arcs which provide hints to revelations in later arcs. However, some of the newer content has given away the "plot twist" in some late arcs in the older content.
Just as an example, when you join Vanguard, you are given a report which reveals a secret about the Rikti that was originally revealed in a story arc at 35-39. (Of course, the RWZ starts at level 35, but this means you could learn the secret at 35 before you do the arc)
To me, the bigger problem is that you really can't read the story arc info if you are not the owner of the mission. You can use the "More" button in the mission list to read what the briefing says, but things like Clues don't appear to you. You have to get the owner of the mission to tell you what any Clues he finds say. Plus, there's sometimes some NPC dialog that only the owner of the mission can access. I'd like to see something done about this, but I doubt it's high priority.
As previously mentioned, it can help to find a team or SG that tends to run through missions together, so they can discuss the clues they find in them and whatnot. -
The only thing I like about Shadowy Presence is that it proves that it's possible for the devs to use Power Customization to make Stealth look the way I want it to.
It would be more useful as an emote, honestly. -
You know, I always thought you only earned Patrol XP if you logged out somewhere where you were not earning a normal XP badge. You know, out on patrol. I've been intentionally logging out in the middle of the street for characters that I wanted to earn Patrol XP for.
I thing it might be easy enough to make it work that way. Although players might consider that a nerf. -
I dunno, I think his post is pretty rough on powergamers too.
Quote:I find this hilarious.:Clam Control is .03 less damage and Witchery only gets me 243 different witch hat costume add ons. How about Rock Fist Melee, thats really good recharge and it breaks holds
I find his second post to be something like a compliment sandwich. First, I say something bad about the people who have replied. Then I say something good about roleplayers. Then I say something bad about roleplayers, making it sound like I mean it to be good. Then I say something good about powergamers, and say something bad about them, making it sound like its good.
And in replying, I'm sure I've walked right into his trap. Eh, fine, at least it's entertaining. -
My Superman homage, Blue Diamond, has both Flying and Super Speed. He's supposed to be a rocket, he's just about the definition of Unstoppable, and loves flying at his foes full speed before laying into them. He would have Super Jump as well, but I got Combat Jumping for him and that clears most obstacles, and Flying will clear the rest.
Anyone who would complain about it, I find it remarkably fast. My keybinds are set up so that switching from one to another is easy, and so I can shoot across a map on the ground, take off to clear an obstacle, and drop on the other side to take off at full speed again. I've got Fly slotted for the speed cap, so there's not THAT much reduction in speed, but there's enough that I can notice how much quicker it takes me to get anywhere with both working together.
I also don't slot Super Speed very well, he could move a lot faster if I slotted it as well as Fly, but I consider it's not the extra powers that is the issue, but the slots. Super Speed is fast enough out of the box to overcome Flying's much slower pace, and I see no need to really make it any faster when I've got vertical mobility.
With the rest of my characters, I will often combine flying with Super Jump, or with Teleport, but in that case I stick to Hover. My cyborg girl has antigravity generators in her legs, so in addition to being able to jump vast distances she can hover in the air, too, but she can't move without having something to kick off of. And the Hover/Teleport combination is just for hanging in place so I don't fall, forward movement is with the teleport.
The exception is my Warshade, I love to teleport halfway across a zone, and then shift to Nova. I'll fly for a while to recharge my Endurance, then switch to teleporting again. This works because of the low End cost of Nova, though, and that I have so few slots that I can't waste any on teleport. It makes sense to use your forms together like that for efficiency, but it's unique to Warshades. (Well, Peacebringers could teleport in Dwarf form and turn to Human or Nova to fly, but that wouldn't be as efficient)
I've also taken to using Ninja Run in conjunction with other powers. I think the answer is that I tend to use most of the modes of travel, but not necessarily all the travel powers. And I have quite a few characters that have both Hover and CJ, for stacking the Defense bonus. -
Quote:Whoa, whoa, whoa.[/B][/I]I opened up my AR Device Blaster just to confirm and it does change to 5% with Cloaking Device on. I don't know if it's some sort of glitch with MIDs or it could be an old build that is not reading well in the current MIDs builder. Or You and Jade are explaining it and I am not getting it.
Blaster Cloaking Device is NOT the same as SoA Cloaking Device.
First of all, all ATs have different capabilities when using the same power. Blasters have the lowest Defense modifiers of all the ATs. They get only 3.5% with Cloaking Device, half of which suppresses when you attack. Fully slotted, this is 5.6%. (But it is a waste to slot a power with that low a Defense value for Defense, it's more productive to pick up another power like Combat Jumping or Weave. Or add some IOs)
Just as another example, Combat Jumping adds 1.75% Defense to a Blaster, unslotted. It is 1.875% to a Scrapper, 2.125% to a Corruptor, 2.25% to a Controller, and 2.5% to a Tanker, Defender or SoA. From that you can see that overall SoA get way more Defense than a Blaster, even with the same power. They get as much Defense as a Tanker, although they don't get as many actual Defense powers...
Second, Cloaking Device for SoA has even higher numbers than that. It is 7.5% Defense, while the Blaster version would be 5% if an SoA had it. (Twice what CJ gives you) Cloaking Device also allows you to Critical, like a Stalker, while the Blaster version obviously doesn't. (Of course, this is an Inherent ability, but it is built into the power)
So yeah, you're going to be getting WAY more out of this power than a Blaster would. It's much more like a Stalker's Hide. -
Yeah, while having additional MOBs in a mission is one thing, constantly being ambushed between missions I think would get tedious.
Honestly, Kheldians and SoA are not that similar. Kheldians have a direct damage dealing role, their team support comes from adapting to their team and becoming more of a tanker or damage dealer depending. SoA have a strong support role, they lend Defense and offensive bonuses to the whole team, and debuff foes like Defenders and Corruptors do. So a Kheldian gets stronger because of his team, an SoA makes his team stronger. (And is stronger when on a team of other SoA's)
The idea of "Kheldian Kryptonite" came out because the devs feared Kheldians were too powerful without it. That turned out to be an overexaggerated concern. Ranged and Defense in combination is not overpowered, as long as they are in balance. By the time they got through achieving that balance, Voids were no longer needed, and had been too powerful in the first place.
SoA were built from the ground up based on the lessons learned from Kheldians. (So were Dominators, which personified the other combination the devs feared, Ranged and Control) They've never needed "Kryptonite", and don't need a special enemy type to deliver it.
Unfortunately, that means SoA don't have a dedicated enemy, but Longbow are Arachnos' dedicated enemy, and you get plenty of opportunities to take on Longbow. You even get to take on Arachnos, and I'm sure that at least some of the SoA arcs have ambushes. (Really, the major Arachnos ambush I'm thinking of right now is the Seer Marino one, and everyone redside gets to take that mission) -
Quote:This is the reason I tend to turn Ninja Run off a second before I come to a halt. Like the run animation, can't stand the idle animation. Whether I have a weapon out or not.I do agree that the idle stance for ninja run is retarded, though.
It is kind of cool with a bow. But that hunched over stance is just too different from the normal stances, I feel like I need to straighten up or my own back will start hurting. -
Recharge can be quite handy to a form-based Kheldian build, as there is really nothing else you can do to add on new attacks. You typically have some wait time in the Nova and Dwarf attack chains, and it can get expensive to slot recharge in all those attacks.
This is why Hasten tends to be a really good power on Kheldian builds. As a click power, it carries over into the forms, as long as you drop back to Human to renew it when it falls. Even if you stick with Human form, it can be useful to keep Stygian Circle and Eclipse readily available. (Although I've found Stygian is usually up whenever I need it)
Personally, my formerly Human-Form WS is now a Dwarf/Human hybrid, so I can't offer advice on the Nova/Human alternative. But my guess is you would either want to use stealth to take out mezzers (Shadow Cloak + Starless Step) or keep Dwarf barely slotted, for escaping into when mezzed, and double Miring. -
I think Ninjitsu fits Scrappers a lot more than Tankers and Brutes. There are already several Scrapper Secondaries that have no Taunt Aura, I know from experience they work very well with Stealth, too. A Placate or Placate-like capability could be useful to a Scrapper, but would not be to a Tanker or Brute, obviously.
On the other hand, stealth itself does not in any way adversely effect a Tanker or Brute, as Dark Armor proves. So there is nothing wrong with giving Ninjitsu a generic stealth power, similar to Cloaking Device. It would lack the critical capability of Hide, of course, but that is an aspect of the Stalker AT, not of stealth in general.
Blinding Powder is also an extremely effective damage mitigation power that would be quite useful on a Tanker or Brute. It is not "unique to Stalkers" or "specifically designed for Stalkers", other ATs have similar powers such as Seeds of Confusion or Smoke Grenade. Few meleers have Confusion or -Perception, but certainly Dark has -Acc, and Fear effects which are similar to Confusion.
That leaves Caltrops. Obviously, that is a problem, because it does collide with Weapon Mastery, but it could be replaced with something. Possibly, something simple like Quickness from Super Reflexes (and Electric Armor) I've often felt that Caltrops was sort of the converse of Quickness, instead of making yourself faster, you make your foe slower.
Smoke Flash I think is the major conflict, Scrappers could use it as is, or replace the Placate effect with a disorient. Really, the most obvious purpose of Smoke Flash is as a situational escape power, you hit Smoke Flash, and then hightail it out of there. A -ToHit or -Perception is out, as Blinding Powder already covers that role, but a short duration Disorient, say something like Peacebringers' Pulsar, would neither be overpowered nor too weak a replacement for Smoke Flash's use on Stalkers as an extra Critical opportunity.
For Brutes or Tankers, assuming it was even proliferated to them in the first place, it would probably need to be a Taunt aura. Possibly something that debuffs the foe, similar to a weaker Rise to the Challenge, or Against All Odds, or even a combination of the debuffs from both, without the buffs. (You could say the Ninja can block attacks with bracers on his arms, giving -Dam, and intimidate giving -Acc) It would really be the opposite of Smoke Flash, though, instead of Placating it would Taunt.
I honestly don't think the concept of Ninjitsu fits a Brute or Tanker, they are about force, not cunning and finesse. OTOH, I've often thought Super Reflexes is a bit too one-dimensional for Tankers, and the concept could be changed, to something like Tech or Gadget Armor. Basically, agility combined with "wonderful toys". I wouldn't be disappointed if only Scrappers and Stalkers got Ninjitsu, but I could see the potential in Proliferating it elsewhere.
And as for those who say, "If Stalkers lose Ninjitsu, they should get something else unique", let me just ask you to name the one unique Power Set either Scrappers or Brutes get. Sure, Tankers get Ice Armor, but only because Brutes had issues with Ice in Beta. And honestly, I think Ice Armor would be a perfect fit for Stalkers. -
Quote:I've also had henchmen "forget" to attack because my Defense was so high all the foes' attacks were missing me. Henchmen will also not aggro on foes that attack your teammates, so Bodyguard can cause issues there, too. In such a case you will either want to use Provoke (the Tankermind strategy) or send a henchman in Aggressive to gather aggro.I've had BG pets that have stopped attacking because the target was held/knockdown/mezzed long enough where the BG aggro wore off.
Quote:Also remember that during the first 5 seconds of BG mode your BG pets will not respond to any attacks (by design). You can force them to attack if you want but then they will be out of BG mode, of course.
Attack also lasts until the foe targetted is dead, at which time it reverts back to Stay. I think, possibly it reverts back to the last non-Attack command given. I always issue a Follow command after a battle is over, though, so I'm not really sure what it reverts to. The important thing is, as long as your command was Attack Defensive and not Aggressive, the henchman should go back into Bodyguard mode even if he starts to deal with other targets. Only if you issue another Attack command will you lose Bodyguard again. -
The basic idea is that by using Defensive Follow, instead of Attack, you are sacrificing initiative for the effect of Bodyguard. Your henchmen cannot fire first, either you or one of them must be hit before they will return fire. However, once they have been "aggroed", you do not lose Bodyguard, and you are able to defeat your foes.
Defensive Attack costs you Bodyguard, but your henchmen can concentrate their fire on a single target to defeat it quickly. There are advantages to both, and depending on the situation, you may prefer to be in one or the other.
There is also what I refer to as "partial Bodyguard", which is where you set a subset of your henchmen to either (Defensive) Attack or Aggressive (Follow or Goto). You then get Bodyguard only from the henchmen that you have left in Defensive Follow. This can be useful, because you still have a portion of your Bodyguard, but one or more of your henchmen take the initiative, and thus the return fire. Once that henchman has been fired upon, your defensive henchmen will open fire to protect him.
Whether you choose to set this subset to Attack or an Aggressive stance, again, depends on the situation and your own style. Using Attack will concentrate fire on a single target, while Aggressive Goto will let the henchman select his own target, but he will attack the moment he moves into range of a potential target, without waiting to be attacked or for you to give him the order. The latter is particularly useful for sending meleers into melee range with their foes. (Attack will usually make them use ranged attacks first, although currently there's some AI issues that has changed this) -
Quote:I agree with this. I don't think it's gameplay issues that are the problem. A broken power here and there, as long as it gets fixed, is fine. But as far as I've been able to gather, this has the potential to PERMANENTLY break any Kheldian currently on live. As in, the character will be unplayable from now until infinity and will have to be deleted.(Frankly, I suspect it's the Kheldian bug that's holding it up - I think the devs would push with broken Domination simply because it doesn't bear the possibility of actually damaging character data possibly beyond repair)
If the devs are delaying the release because of the possibility of this happening, then I say more power to them. It does look at a casual glance as if the problem can be resolved with a respec. But apparently not in every case. And corrupting character data is pretty much the one big no-no in an MMORPG. -
Quote:I honestly think it would be trivial. The necessary changes to the interface would be more time consuming, and possibily introduce more bugs effecting everyone else in the game.I'm not sure how much of a balance issue it would be to let people buff themselves with some of these things; on a full team, it's pretty marginal, but on a small team, it might seem fairly significant. I am not sure how much, if any, nerf would be needed to current team performance to balance it; I'd guess it'd be fairly trivial, though, honestly. I'd think the need to click so many times would totally cover that.
I'll be completely honest, though, I think that if Repulsion Field added a +15% Def to all, giving FF Defenders exactly the same Defense as they granted to their teammates, it would not imbalance them in any way. They still would have no offensive boosts capable of raising their damage above the 0.65 base, and the End cost of Repulsion Field, not to mention the cost of having foes slamming into it, would more than pay for the higher resiliance.
I honestly don't think that's the best change that could be made to Force Field, but I think it demonstrates clearly that making a buffer able to buff himself would not automatically lead to an "I win" button. It depends a lot on the buff itself, and how it's balanced to its effect vs how often you can use it. -
Quote:Yeah, but note also that Kinetics has a strong debuff component, in that it reduces the damage of foes, (with Siphon Power and particularly Fulcrum Shift) thus protecting the caster and the team.Also, this is MY breakdown. There are plenty of people who consider Kinetics a perfectly good solo set and the soloable sets on my list all work just fine on teams as well.
If the whole thing were to be scrapped and started over, I would call this the solution, to make the Buff/Debuff sets a balance BETWEEN buffs and debuffs, with all sets having powers that apply to the caster, to a targetted ally, to a group of allies, and to foes. But it is a bit late for that.
As it is, notice that a lot of the improvements in Pain Domination, and even in Thermal and Cold Domination, were brought about by adding debuffing powers to a primarily buff set. This may suggest a solution for the remaining pure buffing sets, as long as you can get around the Cottage Rule (i.e., add debuffing effects to existing powers instead of adding new ones)
BTW, you left out Thermal, although you did say you were listing Defenders, but I would call it a buff/team set along with Cold anyway. Pain, too.
[edit] Actually, back in the old days I used to group them in three categories:
Primarily Debuff
Dark Miasma
Storm Summoing
Trick Arrow
Traps
Balanced
Radiation Emission
Kinetics
Sonic Resonance
Cold Domination
Primarily Buff
Force Field
Empathy
Pain Domination
Thermal
Back in those days, though, it was just the first two on each list.And the dividing line between the categories is up for discussion, I mainly put Cold Dom where it is because of Sleet and Snow Storm. (I also decided to move Traps up to Primarily Debuff when I moved Sonic. It only has two buffs, but then so does Dark)
Note also that Dark Miasma, Storm Summoning, and Trick Arrow, which I put in the same category, also tend to have very strong control characteristics. This may balance their relative lack of ally buffs. Likewise, Force Field is both famous and infamous for its powerful (but often unwanted) control effects.
Also, if I were to categorize them in terms of offense and defense, that would be a completely different list.
Just to note the extremes, Trick Arrow has no buffs. (You still cannot heal someone by shooting them with an arrow, sorry) Force Field and Empathy are both the purely buff sets with no debuffs.
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Quote:I firmly believe that the reason why ally buffs cannot be used on yourself has absolutely nothing to do with balance. Rather, it's because of game mechanics.The idea as I understand it is that if you could use such buffs on yourself they'd be too powerful. Self buffs like Accelerated Metabolism or Unyielding tend to be either weaker or come with a crash, compared to buffs on others like ally Force Field bubbles.
It is impossible to target yourself. You cannot do it, you are not a clickable object in the game window, and clicking on your name in the team list has no effect. (Except to say that you cannot target yourself) Thus, no targettable power can be applied to yourself.
To that end, there are three types of buffs in the game:
1) Self buffs. These have no target and are fired the moment you click them. In the case of toggles, they effect you from the moment they are turned on.
2) Single target buffs. These must be targetted on an ally (if they were targetted on a foe, it would be debuff) and thus cannot effect you. Many powers are balanced this way because it can be more useful in some cases to make a single ally extremely powerful than to give all your allies a global buff. Also, some buffs such as heals and mez protection, are situational and more useful when used when an ally specifically needs it.
3) PBAoE buffs. These are centered on the caster, and effect all allies and the caster. Obviously, such powers are just as useful to a buffer when he is all by himself. "Good" buff sets tend to have a lot of these. In some cases, the effect on the caster may be different (less) than the effected allies, but if there are such powers, they are rare. I cannot think of any examples off the top of my head. I believe that due to the way the game engine works, an AoE power cannot effect only allies and not the caster, unless the caster is not in the radius of the AoE. So in fact, you really could only make a PBAoE power STRONGER for the caster than for everyone else. (It would apply a Self Buff in addition to the PBAoE)
Now, it should be obvious that while the powers in category 2) cannot be used on the caster, and thus make the caster weaker than his teammates, the powers in category 1) cannot be used on the team, and thus make the caster stronger. By definition, self buff sets like Defense sets only effect the caster, and thus are entirely powers that make that AT very strong compared to other ATs. While buffers tend to have fewer such powers, they do have them. (Such as Personal Force Field in FF, Siphon Speed in Kin, or the damage boost powers in Pain Domination, although they need an ally to allow them to be activated)
Another important point is that sometimes (as with Pain Domination) a power can be multiple things at the same time. Siphon Power is both a debuff to the targetted foe and an PBAoE to the team. (including the caster) So you kind of have to keep that in mind when analyzing the usefulness to the caster. In a perfect world, a buffer would have self counterparts to his ally buffs that bring him to a comparable level.
My personal opinion is that all buff oriented sets should be this way, as debuff oriented sets by definition have an equal effect on both the caster and his team. Since it is the foe that is debuffed, anyone attacking him gains the advantage of that debuff. The idea that "buffers need to be weaker than their teammates" in order to be balanced seems incorrect to me, because no one is claiming that debuffers must ALSO be weaker than their teammates in order to be balance. So either buffs are more valuable than debuffs (which they may well be) or there should be an equivalent self buff to every ally only buff in a set.
The problem is, sometimes these self buffs are not so equivalent. It can be argued, for instance (there have dev posts that have argued this) that Personal Force Field is intended to be the counterpart to the ally buffs of Deflection and Insulation Shield. With PFF, in fact, a Force Fielder is far BETTER protected than anyone on his team. The problem, however, is that in practice the equivalency is not as close as that would seem to claim. PFF is a situational power, which cannot be used at all times (certainly as long as the Force Fielder wishes to contribute any of his powers to the team) while the ally shields are constant buffs that are available at all times.
The only solution to this is to tweak the buffs that are available so they are more equal across the board. But the devs are reluctant to do this because of the Cottage Rule. So it's a more complicated issue than just "let us use our targetted powers on ourselves". You would also need to somehow be able to use your self powers on allies. (While not letting other non-buffing ATs do the same) And you would need to balance that buffs can be potentially more powerful than debuffs, because they cannot be applied solo. This would take as much work as tweaking the sets in the first place, and Cottage Rule aside, I think this is the better solution. -
I'll also add that while you CAN build for Fly being constantly available, you are wasting Endurance you could be using for attacks if you were using Hover. I mean, all perception of your End cost aside, even three slotted you're still spending as much End as if you were running two shield toggles. That's a heck of a lot of End that could be used elsewhere, even if your blue bar isn't even moving.
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Prior to Fly getting suppression, I used the Hover/Fly bind on almost all my characters with both powers. That gave me the flexibility of Fly's speed on demand, while retaining Hover's low Endurance cost, and Defense, for while I was hovering in place blasting. Just as I don't normally fight with the End cost of Sprint running in the background, I see no need to use Fly while in combat. Most of the time while you are fighting, you are not moving, and so spending Endurance for speed you aren't using is to me a waste.
After suppression was added, though, Fly's slow speed while suppressed became a problem. I couldn't fly as fast during combat any more, and the added difficulty of powers queued up dequeing, which had always been the reason I never made a Sprint on demand bind, became more noticable. It finally got to the point where I switched my main, Jade Dragon, who has always used flight off and on during combat to stay out of range of meleers, to a Hover/Fly toggle, so he could stay in Hover while fighting and then toggle to Fly to move to the next spawn.
I still have characters that still use the Hover/Fly bind for convenience, but over time I will likely switch them all over to the one or the other toggle. There are some characters I have created that likely would have had both Hover and Fly back in the day, but I only take one of the other now.
In short, I usually take one of three options:
1) I choose Fly, and slot it heavily for Endurance efficiency. Typically this will not be an AT I use flying with in combat, such as my Tanker Blue Diamond. It is a travel power, but I keep it efficient enough that it can be used for short fights in the air, or as an "air charge" where I will shoot at a foe and punch him from across the room.
2) I choose Hover, and slot it heavily for speed. Hover keeps getting faster, and honestly I think the devs are still thinking of making it faster still. Sprint got a boost recently, and now Swift will be Inherent in all characters, and so it's getting to the point where you don't need a Hover/Fly bind to have reasonable speed in combat. The days when you would hit Hover and be pinned in the air are over, although of course you've got to spend the cost in slots. But you have to slot Fly to get its End cost down too if you want to use it in combat, so as far as I'm concerned that's a tradeoff. If I take Fly, it will be used only as a travel power, and more often I'll make use of Ninja Run or the Jet Pack/Jump Pack to get around. (Of course, Peacebringers get both for free, so I don't have to worry about a travel power to supplement Combat Flight. And Nova form comes with an extremely cheap and agile Fly built in, as well. So honestly I get both at once, or all three with Warshades)
3) If I choose another travel power, I will always take Hover over Fly. It's extraordinarily useful for Teleport, of course, and Sandy, my Blaster, has Super Jump and Hover as well. She can leap into the air, and then stop and "hang" there, which is useful either in combat, or when travelling if I want to stop and look around. I actually have her Hover slotted about like with case 1), she is able to move quite quickly in the air if she has to, although conceptually she is only supposed to have the ability to hover. (She can counter the force of gravity, but needs something to kick off of to move very fast)
I don't think either Hover or Fly have become obsolete. Both specialize in their own thing, and they are both different enough where situations where one is useful, the other isn't. -
Yeah, those numbers kind of made me go, "Eh?" Differences in AT damage aside, and Haymaker being a weaker attack overall than Crane Kick, it just still could not have added up to that at level 26 and level 9. I suspect the OP was fighting some foes grey to him, or vulnerable to Smashing, with his Scrapper, while the Tanker was fighting foes above his level.
There is a reasonable question in the OP's last line, though, which is how an ordinary person with just martial arts skill can do more damage than a person who can punch through a brick wall. The answer is, that's just the way the game works. First of all, you can't really punch through any brick walls in this game, second, even if you could, the devs couldn't make everyone who is "normal" just do negligible damage and have them fall dead at one hit point. All the "normal" heroes like Batman or the Punisher would be gimped.
My take on it, and by the way this is a VERY old argument, is that "damage" as defined by the game is not the same thing as being able to bust brick walls. It's a combination of pain, fatigue, and the will to fight. Scrappers like Batman and Spiderman take down their foes quickly through intimidation and nerve strikes, while Tankers and Brutes are more about brute force and wearing the foe down over time.
It's not that a Scrapper or Blaster is stronger or does more damage, it's that they know that they can't take the damage as well, and so they fight dirty and don't hold back. Stalkers even take this to the extreme, they're willing to use lethal force to take out a foe with one blow, if they have to.
Which is why, if a Tanker had Martial Arts, he wouldn't do as much damage with it as a Scrapper. And a Brute, until he builds up full Fury, won't do as much damage as a Scrapper either. It's not the difference between a super strength punch and a crane kick that is the difference, although you could probably say in general the crane kick is more precise, and probably aimed at a more vulnerable part of the body. (Which would be the difference between Batman's martial arts and Spiderman's super strength, basically, none really)