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Quote:Well, I think when you look at it that way, it is clear that the damage mitigation of a Controller is superior. A Defender has damage mitigation of 100% relative to his AT modifier from his Primary. A Controller has damage mitigation of ~80% relative to the Defender's AT modifier from his Secondary, plus damage mitigation from his Primary.I was under the impression that I was already encouraging the categorization of control as a form of mitigation when comparing controller and defender performance, and in fact I believe this to be the case. I should have been more clear, I suppose.
All too often when damage mitigation is discussed, it is a straightforward comparison of Primary to Secondary. Which is my point, if you leave the capabilities of the Control powers out, your comparison is incomplete. And while your definition of mitigation clearly includes status effects, you did not explicitly include them in your description.
Along the same lines, if you discuss offensive damage dealing, then you are discussing the Secondary of the Defender, compared to the Primary of the Controller, with Containment applied. Force multiplication for any offensive buff/debuffs applies as well, but Containment will easily make up for the weaker force multiplication of the Controller. So the question becomes, as Containment was introduced to make soloing possible, does the solo output of the Controller's offensive choices, from his Primary, match the Defender's?
Obviously, though, the Defender cannot match the control capabilities of the Controller's Primary with his Secondary. His damage is ALL that he has to make his attacks of equal utility to the Controller. -
Mitigation will always be higher for a Controller than a Defender, because the Controller has a mitigation tool Defenders don't have: Control powers. While a Defender might have a control power (Choking Cloud, just as an example) it will be inferior to a Controller's dedicated Control powers.
While your analysis is a good subject for discussion, there is another way to look at it. There are three types of powers in this game, offensive powers, defensive powers, and status effect powers. As you put it, offensive powers deal damage or multiply the force of that damage, while defensive powers mitigate damage, or multiply the magnitude of that mitigation. For instance, a +Def buff mitigates damage, but a -Res debuff on a foe hitting an ally protected by that +Def multiplies the mitigation of the +Def by the reduction in damage from the -Res.
Status effect powers also mitigate damage, while also controlling the location of the foe, thus giving the opportunity for greater damage. These three types translate into the five types of Power Sets the devs define, Melee, Ranged, Defense, Buff-Debuff, and Control. In its simplest form, Melee is damage in melee, Ranged is damage at range, Defense is personal damage mitigation, Buff/Debuff is either damage mitigation or force multiplication (greater damage) and Control is status effect.
Each AT in the game has two of these five types as a major capability, with lesser capabilities with the other. For instance, a Tanker is Defense/Melee, with a little bit of Ranged, and Control, mixed in with his Primary and Secondary powers. A Defender, obviously, is Buff-Debuff/Ranged, and a Controller is Control/Buff-Debuff. No surprise there.
It's the lesser capabilities that are the problem. A Defender doesn't lack control powers completely, some of his Primary offers "soft" control powers instead of or in addition to buffs and debuffs. And a Controller doesn't lack damage, some of HIS Primary applies damage to the foes that it holds. The problem is that with Containment providing the Controller with more damage, does that damage exceed what the Defender is capable of?
It should be like this:
Defender:
Buff-Debuff: High
Damage: Moderate
Control: Low
Controller:
Control: High
Buff-Debuff: Moderate
Damage: Low.
It is more like this:
Controller:
Control: High
Buff-Debuff: Moderate
Damage: Moderate
There is no arguing this is imbalanced. The Controller has the same amount of damage, almost as much Buff-Debuff, and MUCH more Control. So if you want to argue this you must either claim that:
1) Controllers don't do as much damage as Defenders. (Note: not that Controllers don't do MORE, just that they can do as much)
or
2) Defenders are as good at controlling as Controllers are at buffing and debuffing.
The claim is usually that a Controller's specialization with single target damage, and the Defender's with AoE, puts their damage in balance, or even for some Controllers, makes it worse. The problem with this is that the Controller is more soloable, because it has more single target damage, while the Defender's reliance on AoE makes him more reliant on a team. Particularly without the defenses or control powers to back up that damage. (As with a Kin) At least a Corruptor does enough damage to make that significant, and it has an Inherent that supports soloing as well. The Defender is only marginally better than the Controller at AoE, and then only if you are not talking about the Controller outliers that are capable of great AoE damage.
Alternately, the claim can be made that Dark or Force Field Defenders are capable of using control powers that are close to as effective as Controllers. But Defender controls are, as mentioned above, "soft" controls, usually knockback, slow, or fear. These are only partial damage mitigation. The holds that are available are obviously inferior to Controller holds, both because they are not in a Control set, and because the Defender's AT modifier with those powers is lower as well.
In short, as you said, while you may be able to make a Defender which is better at control than the others, he will usually give up some other attribute, such as damage, for Dark. Or if you make a Controller that is going to have lower damage, he will usually have greater damage mitigation through controls. The idea that a Defender and a Controller should both do the same damage, because they are both support classes, ignores the fact that Defenders and Controllers are already balanced around control. You cannot just compare damage mitigation to offense and say the two are balanced, the control aspect has to come into the comparison as well. -
Quote:It would be more logical to give Defenders Corruptor level hit points, and Corruptors Blaster level hit points. Corruptors have HP between Defenders and Blasters, and the same as Khelidans and SoA.2) a boost to health, to Blaster levels. Scrappers need more because they're in melee, so that's more than Defenders need. Controllers need less to balance their highly defensive powers.
I don't believe more hit points will really help Defenders in the area in which they need it, however, which is in defeating a foe quickly if they have no means of boosting damage. -
Posi seems to be aware of this problem, and working on it. I don't know what his solution will be, but likely you will be able to keep your powers if you exemplar down only a few levels.
The most logical solution is to allow you to keep all powers for any level up to the level at which you would make the team stop getting XP for the mission. So, whatever your exemplared level is, +5. That way you don't lose any powers you would have kept had you chosen not to exemplar. But the point at which you wouldn't be making any XP if you didn't exemplar anyway, you lose the usual powers.
Possibly, they could just use the exemplar level + 5 value for powers no matter what level you are, so if you exemplared down to level 1, you'd be level 1, but have your first five powers. As they will probably want to leave PvP and Oroborous missions alone, though, that might be overly complicated. -
Quote:Just to be more specific about this, the Kheldian, being an energy being, has the ability to shape his energy form into that of the creatures he originally inhabited. So he's not really an exactly duplicate of what a Nova looked like, he's a Kheldian in the shape of the original Nova. Light Form is pretty much the same thing, except he takes on the shape of a human host. (Namely, his current one.Incredibly unlikely that you will be able to use Nova without changing to the Nova model. Far more likely to get alternate colors. In terms of game lore the way a Kheldian gains access to the Nova's full powers is by duplicating the original creature's form. As creatures evolved to float in the atmosphere of a gas giant it seems a bit unlikely there were human-shaped Novas floating about.
)
Now we can assume Novas came in all sorts of different colors, and had various features on their (most likely) physical bodies, but when the Kheldian takes on that form, he's still the color associated with his energy signature. So in it's simplest form, the customization would just be color, while he's in Nova form, it's his own energy as a Kheldian that shows up in a given visible frequency. An even more complex customization option would be to allow you to customize the base body type of the Nova, and customize little details like how we can customize the gloves and boots and chest details of our characters.
What I find odd about Light Form is that it is also a costume, which means again, it is common to all Peacebringers, male or female. I'm not sure why that is, having played a character that was able to turn completely invisible, but had various auras on him, I would think the devs could just use the character's normal costume, just set him to transparent and put an aura around him. I'm guessing, though, that in order to control the aura they have to set it via a specific costume. It's more than just the graphic aura you see on a toggle power.
Anyway, I don't know, I guess I'm throwing out the suggestion to let the normal costume be used. I actually designed a costume I was going to use for Light Form, only to realize it was a costume of its own. So there you go. -
Quote:This is one reason I have a spreadsheet in which I record which powers I take and at which level every time I respec. It also helps me remember where all the Enhancements were so I can put them back.If you're auto-Exemp'ed down, and they keep it so you loose powers.... It would be VERY handy if they could add in the UI somewhere what level you took the powers at.
I've got builds that are years old, and I've no idea how I originally built them or what level I took stuff at for sure.
I like this idea, though, and it would be pretty helpful. -
Quote:Well, the old boy can't take them off either, you know. I guess he figures if he's got to suffer, so do his loyal troops. Misery loves company.But alas, Lord Recluse's deprivations know no ends, including the welfare of his troops. Darwinism and all that.
I'm keeping my Crab separate from my other concepts for just this reason. -
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Quote:I hate to say it, but it sounds like one developer disagreeing with another developer. Whether that be the one who originally implemented it, or an argument between two developers at the time that it was changed.I may be misremembering. I thought the developers said they felt that slows were controls, which is why they originally had the controller value higher. They changed the defender value to be the same, due to the primary/secondary complaints, but I do not recall them stating a change in opinion as to it being a control or debuff (which is probably a pointless semantic debate anyway).
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I'll just point what BlackSly said. Plus, it should be clear that the damage modifier is based on applying damage buffs and debuffs, as the ratio of Primary to Secondary was originally defined as 100% to 75%, and that was exactly the ratio of a Blaster's damage to a Defender's, before Defender damage was lowered to 65%. Tanker damage was apparently lowered to 70%, but then raised to 80% as part of the rebalance that gave them Gauntlet.
Either way, the 75% ratio survives today as the damage modifier for Brutes and Corruptors. These ATs, however, have damage as their Primary. Brutes have Fury to raise their damage to Scrapper levels, but Scourge is nowhere near powerful enough to raise Corruptor damage to Blaster levels. The application of offensive buff/debuffs MUST be intended to provide Primary-level damage for a Corruptor. One can infer from that that a Defender is intended to have only about 15% less damage than that, notwithstanding Scourge.
Which is the reason why this logic was flawed to begin with. Blasters were complaining about the performance of one specific Defender set, and comparing it only to their blasts, without considering their melee attacks. (Which at the time were considered completely useless, the Blapper strategy had not yet been developed) They also made the argument that a Blaster could not have as much defense as a Defender could, which as mentioned turned out to not be true with the Smoke Grenade bug.
At any rate, there is no reason why Corruptors should not have as much damage as Blasters, as that is part of their concept. If they have to use debuffs to achieve it, then that is consistent with their design. If we assume that Force Field will be ported over to Corruptors, and Empathy has already been ported as Pain Domination, then it is consistent with their design that they have damage buffs. And in fact, Pain Domination has just that. Once you establish that damage level for Corruptors, then Defenders should just be whatever percentage less. -
Quote:Heh. That's funny.n00b - "Thanks, I think maybe I'll make a scrapper or a blaster instead then."
Of course, I should probably mention that the most powerful attack on my SoA currently is Sands of Mu, the most powerful attacks for any of my Masterminds are Nemesis Staff and Sands of Mu, and yeah, the most powerful attack on my Ill/Kin Controller is Sands of Mu. (She's only level 30, though, and has only Blind and Spectral Wounds as attacks, most of her Powers are actually from her Secondary. She's an exclusively team-oriented build. Sands of Mu would slow down Joe Everyman, my main Controller)
I also have a Corruptor that uses a Revolver constantly as a primary attack. I usually buy a new one about every three missions. -
Technically, perhaps, but they are NOT better for Defenders than they are for Controllers. They are exactly the same.
Knockback and Slow seem to be treated, in regards to AT modifiers, as equally debuffs and control powers. (With Slow you might argue that the -speed is a control power, and the -recharge is a debuff, thus making it an even split)
Missed this followup:
Quote:When the developers realized their mistake with the modifiers, they made a public statement that they were increasing the defender value to the proper number, but not decreasing the controller value specifically because they felt that it would be disruptive while providing little or no actual benefit to the game.
Quote:All status effects are measured in magnitude, whereas all debuffs are measured in percentages.
[...]
And while I'm on the subject, Paragonwiki is incorrectly referring to Slow and Placate as status effects. Both are debuffs. Someone edit the information, please. -
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Quote:I understand what you're getting at. I agree there may be a problem with PUGs, but we won't really know for sure until we see the true effect. Maybe PUGs will assemble of random people who all want to do different things, but it's also possible PUGs will still use the current strategy of searching for members of close to the same level. After all, there is no ADVANTAGE to inviting a lowbie to your group. If anything, his lack of powers will drag your team down.Meh. Just gonne get out of the convo now, because everyone is so "ZOMG THIS IS SOOPERAWZOM" that no one is going to understand what I'm saying.
Keep in mind also that the Rogue Isles has always had open zones, and never had Hazard Zones. So if this is going to cause a problem with heroes being able to go anywhere they want to, we would have already seen evidence of it redside. From what I've seen, though, villains usually stick to the zones appropriate to their levels, unless they go to the AE in Cap.
This WILL make it much easier for you to group with friends or SG mates, as you won't have to juggle characters or make sacrifices about who you want to play. But given as you won't have to spend so much time putting together a team, either with friends or a PUG, you should have the extra time to spend with your friends. -
Quote:1) This will slow down levelling for the worst of the powerlevelling strategies. While you will still be able to powerlevel, it will be at the same rate you would level if you were on a similar team of your own level, engaged in the same strategies.I'm.. unsure about this. I'll reserve full judgment until I see how it is implemented and how it effects the game.. but I have to wonder.. what is the point in having levels at all anymore? Isn't the Insta50 button the next step?
2) The sidekicking system has always allowed you to ignore level. Again, you only level at the rate that would be normal for a team of your level. There will now be some options open that weren't open before, but there were always options for teams of mixed level in this game. And with Going Rogue coming up, opening up RWZ to lower levels is likely a preview of what the new Praetorian zones are going to be like.
3) You are still encouraged to level in order to gain powers, Enhancement slots, and the ability to slot higher level Enhancements. Although a SK can participate in a mission with a much higher mentor, he is still much weaker in comparison to him. So teams of equal or higher level than the mission owner will still be more effective.
4) Kind of a combination of 2 and 3, high level zones will still be dangerous to newbies. They will be safer if they are in a team with a team leader the same level as the zone (or higher) but they will have to be teamed to have such access. The same with missions that are required to access a zone or content in the zone, you will be able to access that content if you can get on a team, but otherwise you will have to level to that point if you wish to take it solo. -
Quote:Just making a wild guess at Positron's intent, I would say that most likely what he's considering is when you Exemplar, allowing you to keep powers you gained up to 5 levels above your exemplared level. The problem, as another poster pointed out, is you don't want to level, go train, and then lose that power because your mission owner hasn't levelled yet. So this would allow you to keep that power, even though you'd use it as if you haven't levelled.Yes, it makes a hash of the whole exemping conceit, especially when applied to Ouroboros. For that reason the best compromise is to retain the current exemp system for Ouroboros TFs (where the conceit is that you're going back to a previous you) and PvP zones (where there's a question of fairness), and allow power retention in all other content.
Posi's actual words were "especially the most recently earned [powers]", and I think those are the ones he's specifically talking about. He doesn't want to force you to lose those powers. If you exemp down from 50 to 1, though, I think you probably shouldn't keep everything. -
Quote:It means if you're level 10 and your friend is level 30, you can both play together. You know, just like regular sidekicking?So, how is this helpful to folks who aren't into powerlevelling? Who want to enjoy the game content because it's... oh... game content?
This basically expands the idea so if you're 10, and your friend is 30, and his buddy is 47, and your significant other is 18, and the neighbor's kid that you invited over to try the game is 1, you can actually all be in the same team together. -
Quote:In short, it requires less 50s to PL, but the progress on each of them is slower. So you could probably earn XP for the one SK you were PLing before equal to about three or four of the seven you can PL now.So one L50 SKing 7 level 1s to L50 and running around a map defeating things to level them up is easier than what we have now? Sounds to me like it would be far, far slower.
Maybe in the end you will earn more overall XP, but the individuals will still be levelling slower.
Really, this eliminates the choice to say, "I'm only three levels below the baddies here, I can limp along and get really great XP". Now you're forced to SK whether you would get better XP if you didn't or not. -
Quote:They do. Although I think it's just the Brawl animation with the pistol still in your hand.Haven't played AR in a long time, but I'm pretty sure Thugs MMs still get to pistol-whip opponents
Probably the Pummel animation was removed from AR because the animation time did not match standard Brawl. It was likely changed when all the animation times were standardized, back when Arcanaville learned female characters were taking longer to attack than everyone else.
This is just speculating, but Pummel's animation time is 1.67 sec. Kick is 1.83. And Brawl is 0.83. It looks to me like the kick version of Brawl looks like Kick, but perhaps there is some leading or trailing animation that is trimmed off of it. Pummel requires you to turn the gun around, though, so it's a much more complex animation that maybe can't be trimmed down to 0.83. -
I don't think I've heard anyone say these are "bad moves", or maybe I just disregarded them. There's a standing suggestion to make Flurry an attack like this, so it will be BETTER. Not worse.
To each his own though, I guess. (And with Brutes, you want to make sure you've got full Fury before you use Shadow Maul, otherwise the animation time will make Fury go down) -
Quote:Logic error. It is overpowered because it buffs damage. Other secondary effects that blasts apply are in the same relative ratios. It is the EFFECT that is more useful, not the magnitude of that effect.Sorry but defender's sonic blast doesn't need a buff in it's debuff value, if anything it needs a reduction since it is clearly overpowered compared its alternatives (other defender blasts).
Granted, Sonic Attack does apply the same -20% debuff for all attacks, when precedent is that the basic attacks should apply like a -10% debuff, and -15% for those about midlevel in strength. And I have said in the past that I think it's crazy for a Defender Secondary to apply more debuff than its equivalent Primary. Radiation Blast applies a -12.5% to -37.5% Defense debuff, however, and Radiation Infection is -31.25%, so the numbers are at least in proportion.
If you like, though, you can apply another effect to Sonic Attack in place of another -10% Res. Perhaps -12.5% Def.
Quote:Also going and applying a -res debuff to every blast power is a development time-sink compared to just raising the AT damage modifier. -
Quote:The problem is that IF a particular set is based around preventing the team from taking damage, then it is penalized MORE than a set that can expect to see greater damage, with it being healed afterwards. In general, you do get more benefit if you let your team take damage and only then take action. On the other hand, you get more benefit from Fury if you let your Brute get overwhelmed with foes and run a high risk of defeat. Playing well means balancing the potential of your Inherent with the best potential that you can maintain.I hear this particular meme quite often as one of the critiques of vigilance and I feel it is not really accurate. It more or less implies that a good defender prevents a team from taking damage. Always and utterly. Which is untrue. Now granted it would seem particular sets might get more benefit out of it. (e.g. Sonic Resonance)
The bigger issue, I think, is where it is not just a matter of being a bad Defender, but where you are faced with a choice of sacrificing your Inherent to be a GOOD Defender. Granted you get a great benefit out of even small amounts of damage on large teams, but if you have to be on a large team to get Vigilance, then you are penalized in comparison to a Defender that doesn't have to be on that large a team. -
One suggestion I would have for the Defender Inherent is to give EVERY Secondary attack a -10% Res debuff. Then up Sonic's to -30%. Sonic would still be the best at damage, but at least the other sets would have some of Sonic's usefulness.
Heck, do the same for Corruptors. It matches their concept, they help the whole team do more damage, and it wouldn't be the same as a straight damage buff, as it has to build up over time. Like a weaker form of Scourge. -
Quote:Eh? In what way can you build a Controller that CANNOT support a team? Outside of giving him all attacks from the Power Pool, that is. (And I've done that, so I should know)Sure, Controllers can be a support class as well, but that depends on the Controllers build.
Even if you don't "flip" the Controller build and concentrate on holds, how does that NOT support a team?
To my mind here, the problem is that Defenders are seen as "too good" at what they do best. And this is not as much a perception of the players, as a penalty imposed by the devs. The devs have already said that they are concerned about the ability of force multipliers to stack together in large teams to do game breaking things. While Controllers, Corruptors and Masterminds are inarguably force multipliers as well, the fact is they are not AS GOOD at it as Defenders.
To a large extent, the problem is the performance of defense as you get close to the various caps. More damage is always needed, better chance to hit, healing, status protection and so on, but only defense (Def and Res) get exponentially better as they decrease. 45% Defense is twice as good as 40% Defense. So if a Defender can get that extra 5% easier, then the Defender is seen as having an advantage.
The problem is that this penalty isn't being applied equally. Only Defenders are assumed to deserve this damage penalty for being a "support class". Controllers, Corruptors, and Masterminds are not. And all penalizing Defenders does is ensure that the force multiplier teams that do get assembled are all Controllers, Corruptors, and Masterminds instead. It doesn't solve the problem, and doesn't really reduce how game breaking it is, either. -
Quote:Wait. What do you mean by "scales" here? Are you talking about the attributes of the power itself, damage scale for instance, or are you talking about the AT modifiers? Because if you mean the former, then in general Powers do NOT have different scales. There are exceptions from set to set, usually when you deal with special cases, like porting a Melee attack to a Blaster Manipulation or Dominator Assault set, but for the most part the same power in a different set has exactly the same base scale values.And it is part and parcel of AT balance. That is why different ATs have different scales on the same powers. And those different scales do affect how similar ATs are balanced against one another.
If on the other hand you mean the ATs have different damage scales, that's one of the things that make the ATs consistent across powers. If Power Blast does 173% of the damage to a Blaster than it does to a Defender, then Power Burst is also going to do 173% of the damage to a Blaster than it does to a Defender. And again, this gets back to the fact that the powers all have the same base scalar. The ONLY difference between a Blaster and a Defender blast is that the Blaster has much more damage going INTO it. But the attack itself isn't made weaker on a Defender because the Defender is "weak".
This is really what makes balancing possible, or should make it possible anyway. The balance between AT's is set by their modifiers. The balance between Powers is set by their base scales. The two don't have anything to do with each other. If two Powers are in balance for one AT, they SHOULD be in balance for another AT. (The only exception is when an AT's attributes, such as its Inherent, causes such an imbalance. Such as Masterminds being able to duck behind Personal Force Field and yet still be able to attack via their pets)
The problem with comparing Defenders to Controllers is not that they have similar Powers, it's that the powers they deal damage with are extremely dissimilar. This means it is easy to quantify the comparison between a Defender and a Controllers' buffs, but it is not easy to quantify the comparison between their damage.