Rigel_Kent

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  1. Quote:
    Originally Posted by Quaver View Post
    wonder if slotting Performance Shifter chance for +End in Thunderous Blast would offset the crash
    That proc weirdly goes to targets, not to self. Nice if you're buffing your teammates (like with Speed Boost), or in self-targeted powers (like Stamina). Not so nice in offensive powers, the proc will grant end to your targets!

    Source: City of Data and personal embarrassment
  2. Nuke, nuke, nuke. Kins don't need toggles or end.
  3. Quote:
    Originally Posted by Aura_Familia View Post
    Seeing as how it was CASTLE who stated the debuffs and buffs are out of whack in this game, you would probably be correct.
    Castle's opinion on what's out of whack may have changed lately.

    -looks at granite+healer AE 54 boss farms: buffs and debuffs not welcome-

    My gosh, it looks like WoW in there.
  4. Quote:
    Originally Posted by Reptlbrain View Post
    Woah. Maybe this won't make me so lazy about putting on DN (rather than FS - TP - AoE - AoE ...)
    Now if only it would make resistance less marginalized, what with sonic and thermal buffs being near-extinct, most kins skipping ID, most stormies and dark defenders not slotting their stealth auras for resistance, etc. Since resistance = damage debuff resistance. Sure, damage debuffs aren't very common in either PvE or PvP, but with red and blue ink men, yeesh! It's nice to have some resistance in those special cases.

    MrQuizzles:

    I'd leave the ice tanker in. I have serious doubts about rad defenders surviving alphas from level 54 bosses, even with tohit reduced to 11%. The team would have to be lightning quick with the damage debuffs, and with heals from time to time. Even if the defenders survive the alphas, the ice tanker is good for the experimental model, since he'll contribute the same crowd control as the granite tanker does, keeping the bosses close together, slowed and range debuffed, for happy AoE blaster/scrapper/whatevers.

    Also, how many minutes faster does the debuff-driven team clear the farm than the tank-and-heal team? Since brokenness implies a discrepancy in rewards, and I hope to gosh nobody's suggesting that Castle nerfs granite and empathy to bring them down to the current level of debuffers and mezzers against level 54 bosses. :yikes:

    Re: Debuffs having higher base values than buffs

    There are incongruities between buffs and debuffs that make straight number comparisons problematic. Some favoring buffs: having to reapply every spawn vs. having to reapply every 4 minutes, aggro vs. aggro free and usable between fights, mob resistances, and sometimes tohit checks. Some favoring debuffs: usefulness soloing vs. only useful on teams, covering all damage and defense types vs. covering them piece by piece, and sometimes stackability. So with all the incongruities, the -31.25% tohit on Radiation Infection may or may not be out of whack compared to the +15%+5%=+20% defense from cold shields and Arctic Fog.
  5. Quote:
    Originally Posted by Captain_Wacky View Post
    Always look at the powers before a task force.
    Fixed.

    Especially for the situation he was talking about (the 17 kin/arch AE bunny with Siphon Power and no other primaries). Even if you're not screening newbies, you do need to get an idea of which powers are going to be driving the team: mez? buffs and debuffs? heals? non-traditional utility e.g. Siren's Song? zerg and Vengeance?

    Re: Robin

    Interesting story about your stormy with medicine pool. Although there's some overlap with Aid Other and Stimulant, the sets must still have great synergy with each other, what with all the knocks and repels and range debuffing and recharge and tohit flooring.
  6. Quote:
    Originally Posted by MrQuizzles View Post
    I do agree it'd be too powerful when you start stacking things.
    Let's back up. Comparing hypothetical non-scaling debuffs to the current scaling debuffs won't get us anywhere, because we don't agree on the assumption that scaling debuffs are balanced as they are. You see the vast difference as horrible brokenness, I see the vast difference as a badly needed fix.

    So let's get more concrete with this hypothetical. Apples to apples.

    Let's say debuffs no longer scale down against +4s. Two AE 54 boss farm teams are recruiting. On team A, there is an ice tanker, two rad defenders, a kinetic, and four blaster/scrapper/whatevers, so, barring any slip-ups, the entire +4 boss farm's aggro is trained on one target they're too debuffed to kill, with plenty of SB and Fulcrum Shift to go around, plus a little extra gravy from AM and defense and resistance debuffs. On team B, there is a granite tanker, two empaths, a kinetic, and four blaster/scrapper/whatevers, so, barring any slip-ups, the entire +4 boss farm's aggro is trained on one target who's too buffed to kill, with plenty of SB and Fulcrum Shift to go around, plus a little extra gravy from Fort, RAs and AB.

    Is team A more or less broken than team B? Will it clear the farm in 1 fewer minute? 1 more minute? With fewer deaths? With more deaths? ... Too close to call?

    (With apologies for using AE 54 boss farms for the thought experiment. It's purely for experimental convenience, as a simpler model for more civilized activities.)
  7. Quote:
    Originally Posted by Fury_Flechette View Post
    Then we get to the one room in the lab map, the one where there's a ramp leading onto a platform which in turn has two other ramps that lead to a mezzanine that circles and is above the first platform.
    Ah, the high tech version of the layer cake. Good times.

    Quote:
    Anyways, that's been the first time I've been kicked from a team in close to 3 years.
    It's good to have shoulders to cry on. Though I suspect you need not do much crying; I bet a good number of those blasters quit the team after you got kicked. If not quitting in solidarity, quitting out of plain self-preservation.
  8. Quote:
    Originally Posted by Turbo_Ski View Post
    If defenders had immunity to purple patch, we would have lvl 10 Rad/* defenders debuffing lvl 20 mobs by Tohit/Defense by 31.3% instead of 3.13%, resistance by 30% instead of 3%, and damage by 25% instead of 2.5%.
    -31.3% tohit, -31.3% defense, -30% resistance, -25% damage? That sounds like darn good defendering to me, not brokenness, no matter what color the target's name is. You'll still have to actually get those +10 mobs down to 0 hp to get a reward. That -31.3% defense will help, but gosh, hope you've got a snack handy. And you'll still be xp-capped, getting the same reward as you would for about a +4 mob.

    Quote:
    Such a situation is game-breaking since it makes support set stacking 10 times more powerful than it already is
    A change of 10x or even 1000x can be game-breaking, or it can be game-fixing. A change is not necessarily one or the other just because it's large or small.

    Quote:
    devalues the ATs without support sets
    That's a definite concern, sure. ATs with lots of debuffs would benefit more than ATs with relatively few, so AT-to-AT balance would need double-checking. Set-to-set balance, too; for example, the slows and debuffs from ice tankers would get a big boost, but granite tankers don't get much of anything.

    But I'd say you can be sure the +4 boss farms will still demand tankers and dps even if defenders finally have something more to do other than spam heals, a bit of blasting, rezzing (though controllers rez just as well), and limited types of buffing such as +recharge +recovery and +damage (though controllers do those buffs just as well too). (And ice tankers have something to do other than scrap and avoid too much Gauntlet aggro, for that matter.)
  9. Baby steps, I'd say. First make the changes that need to be made whether defenders are underpowered or not.

    Like making defenders the best at regen buffs & debuffs, recharge buffs & debuffs, recovery buffs & debuffs, endurance drain in PvE, and buff/debuff power boost effects. Like making sniper blasts worthwhile. Like not so heavily penalizing control powers for being outside a control set. Like having damage+debuff, damage+heal, and damage+endmod combination HOs and IOs. Like eliminating the downtime when reapplying unstackable buffs and debuffs.
  10. Dark sets have an "hp drain" motif. Several dark powers harm enemies to restore hp. Twilight Grasp, Howling Twilight, Life Drain, Siphon Life, Dark Regeneration, Soul Transfer.
  11. Quote:
    Originally Posted by Schismatrix View Post
    Healers? i thought we were talking about Defenders vs. Controllers?
    Maybe it's my preference for buff and debuff sets, but all of my Controllers & Defenders rarely do much healing. Too busy making awesome happen.
    Turbo claimed that non-scaling debuffs would break the game against +4s. In my response to her, I said, and meant, healers, as part of my criticism of the current one-dimensional "non-broken" game wherein mainly only healers and an occasional buff are currently wanted against +4s.
  12. Quote:
    Originally Posted by Turbo_Ski View Post
    Ice Tanker total defense: ... 36.86% SELF ONLY
    ...
    Cold Defender total defense: ... 36.66% TO ENTIRE TEAM
    Though I still agree with your conclusion, giving the hypothetical defender a pool power while restricting the hypothetical tanker to his primary undermines your argument. Yes, self-buffing defenders would be too much, but not that too much.
  13. Quote:
    Originally Posted by Lacrymosa View Post
    He must be new to the game if he thinks Kin's don't "heal".
    Perhaps, perhaps not. If one spends the whole game doing AE farms, one may very well come to a reasonable conclusion that kins don't heal or buff. I mean, well, have you seen the kins on AE farms?
  14. Yep, there's only a little bit of tohit debuff resistance out there, but when it's resisted, it's huge -- virtual immunity. Damage debuffing comes in nicely in those cases... drop a Tar Patch as usual to weaken their damage debuff resistance, then spam the heck out of Twilight Grasp, and add Darkest Night to the mix if you've got it. Spam Apprentice Charm too if you're really desperate.
  15. Rigel_Kent

    No one loves me!

    Quote:
    Originally Posted by Shannon_EU View Post
    I'd be very tempted to atleast get Aid Other, then when anyone asks if I heal, I can say yes and receive the invite.
    My blaster has Vengeance on auto. So when anyone asks for a healer, I can say yes, and I have my AoE heal on auto.
  16. Quote:
    Originally Posted by Volkz View Post
    I'm unsure about the Nova.
    Don't be. The damage is solid, anything that doesn't die is in the deepest circle of tohit debuff hell (Defender Blackstar is without peer for that), and Dark Consumption gets you right back into the fight.

    Quote:
    Also the Epic pool is not set in stone I just used Dark for the end consumption and dark embrace for the S/L and Neg/Tox Res.
    Dark Consumption is good for the reason stated above. Dark Embrace is okay for an extra layer of damage resistance and damage debuff resistance, but it's yet another toggle to retoggle after you nuke, and as a dark miasmist, you really don't need more layers. Keep it if you like the look of the aura or for concept reasons, otherwise, it's not necessary.

    Ditto for Maneuvers; if you need Karma for knockback protection, leave it in Shadow Fall, which remains a handy stealth toggle. Assault and Tactics have more worthwhile buffs if you can stand retoggling them every couple of minutes. Take Vengeance if you're going to dip that far into Leadership anyway.

    Life Drain is iffy. Twilight Grasp is up more often and does about the same thing.

    Howling Twilight but no Dark Pit? True, Howling Twilight has that autohit goodness, but Dark Pit recharges much faster, and the two stack together nicely.

    Some may wonder why you have Petrifying Gaze but not Darkest Night, but I approve of your choices. A hard mez is sometimes needed for PvE, as the AI cheats and can use powers such as teleportation, heals, and pet summoning even when feared. And Darkest Night is largely unnecessary once you get Fearsome Stare, except for damage debuffing AVs and GMs.

    Speaking of Fearsome Stare, some may wonder why Fearsome Stare is being put off to 26. Without Darkest Night, Fearsome Stare is going to be the backbone of your team and solo defense from level 12 all the way to level 50.
  17. Rigel_Kent

    Father/Son Duo

    Karma also goes into Fortitude. That's where I'd put it, if you don't have CJ.
  18. Quote:
    Originally Posted by Turbo_Ski View Post
    immunity to the purple patch on debuffs but that would be too game-breaking of an ability and probably isn't even remotely doable.
    Level-unscaled debuffs aren't any more broken against +4s than level-scaled ones already are against +4s. (Ever try to get a non-empath onto a level 54 boss farm?) Or any more game-breaking than buffs are against +4s. So I'm of the opinion debuffs in general (not just from defenders) shouldn't scale with level. Keeps debuffs easier to balance with buffs that way.

    Also, isn't game-breaking the purpose of buffs and debuffs? I don't know what a "non-broken" game looks like, but I suspect it looks a lot like tanks drawing aggro, dps doing dps, and healers racing their hps versus the incoming dps all day. (Ooh, there's that level 54 boss farm again.)
  19. Quote:
    Originally Posted by Frosticus View Post
    lower controller damage cap to 300%. It is currently too high in conjunction with containment.
    It's a thought, but case-by-case nerfs as an approach to game balance is like dixie cups as an approach to firefighting.

    I'd rather see a more global rules-based change. I'd set the damage caps of ATs, and pets summoned by the same ATs, according to the amount of self damage buffing their primary and secondary sets typically have.

    So brutes retain their massive damage cap (Fury and Build Up too), blasters move up to 600% (Defiance plus Build Up plus Aim), stalkers and scrappers retain their 500% cap (with Build Up), EATs and tankers move up to 500% (also with Build Up or Rage or Mire), corruptors drop down to 400% with defenders (with Aim), and masterminds controllers and dominators drop down to 300% (lacking Build Up or Aim in most sets). So, yes, you get the 300% damage cap for controllers you wanted, plus Kheldians blasters and tankers get love, plus proliferating Kinetics to masterminds isn't nerfbait anymore.

    Defenders neither win nor lose under this scheme (except by comparison to controllers, corruptors, and masterminds), but defenders at the current damage cap do well enough in my opinion.

    Also, I'm not sure who posted this, but:
    Quote:
    Blasters 1.125
    Scrappers 1.125
    Dominators 1.05
    Stalkers 1.00
    Tankers 0.80
    Brutes 0.75
    Corruptors 0.75
    Defenders 0.65
    Controllers 0.55
    Masterminds 0.55
    This is enlightening. The fact that buff/debuff and damage is a strong negative correlation, while defense and damage may actually be a slight positive correlation, is an eyebrow raiser. My eyebrow is duly raised.
  20. Rigel_Kent

    Father/Son Duo

    Weave's an interesting idea, but you've got a lot of untapped defensive potential in /Sonic. Between perma AB, Fort, and CM, and tossing enemies around with Shockwave or mezzing them for 60 seconds at a time with Siren's Song, I don't see a pressing need for a defense toggle. Ditto for Maneuvers, Tough, and Temp Invuln. You'll be nuking every 90 seconds, retoggling will be a pain! Assault is just about all I'd be able to manage retoggling that often without going nuts. I'd dump all the toggles (except SS and maybe Assault) in favor of more secondaries, and/or CJ+SJ to get SS+SJ ultra movement, and/or Swift and/or Hurdle for combat movement.

    You might also want to factor in PBU's effect on Fortitude. With perma AB, I think it's pretty likely you'll power boost your Forts most of the time.

    Even Heal Other might be overkill on defense -- if the other guy needs a heal, Healing Aura requires no targeting time, let him do it himself. Take a hard look at that extra heal, and think about having one of your dual builds without it, for when you're duoing and don't need more healing than HA and regen already provide. In fact, even somewhat larger teams might not need more healing.

    Finally, knockback protection will be very nice to have, since you've got all your other status effects covered. You can get knockback protection on the cheap by slotting Kinetic Crash into a knockback power (ahem, Shockwave!), or save up for a pair of karmas. Acro is another low budget option, but I'd avoid it since it is again something you'll have to retoggle every 90 seconds.
  21. I didn't see the point of making the tier 1 and tier 2 blasts so similar to each other back when Defiance 2.0 came in, and I still don't see the point now. Balancing so many powers strictly around the tiny amount of time a blaster spends mezzed just seems like wagging the dog to me.

    Anyway, I think it's reasonable to expect a 1s animation Neutrino Bolt and a 1.67s animation X-Ray Beam (even if I don't agree with it). As long as the debuff durations are increased to match the longer recharges (and maybe go back to the debuff durations on blaster psi dart and mental blast too), I won't complain -- too much. Debuff duration about equal to animation time plus base recharge time is the way to go for minor debuffs like these.
  22. [ QUOTE ]
    Seriously, why is this such an argument with people?

    [/ QUOTE ]
    Defenders are treading somewhat unexplored ground in game design. Buffing and debuffing as the main team role, as opposed to a slight bonus on top of (ugh) heals, HoTs, and a token high MP cost nuke. ("Bright light, shine down on bloody impurity! Holy!") We can't just say, oh, let's try what this-or-that other RPG did with their defender-like class. Instead, we have to come up with lots of fresh ideas. Lots of fresh and unique yet mutually incompatible ideas.
  23. [ QUOTE ]
    the devs have /never/ done a balance pass on (de)buff sets

    [/ QUOTE ]
    This is probably a good thing. There's a lot of pent up dev hate for buffs and debuffs, and plenty of tools, such as lonnnng unenhanceable recharges and unstackability, to express that hate.
  24. Rigel_Kent

    Screw Rad blast

    [ QUOTE ]
    You're trying to argue with someone who is not taking that different of a position than you.... I'm just saying that based on past history they are unlikely to get it.

    [/ QUOTE ]
    Well, let me be more clear about my position. I'm saying that based on past history there's no reason to believe blasters are unlikely to get a straight port of the 10% Life Drain. It's not overpowered by any stretch of the imagination.
  25. Just as a general gamer warning: Just because a game permits you to build a character around healing doesn't mean it's necessarily a good idea. Even in an RPG, a single-purpose healer isn't a sure bet.

    Diablo 2 comes to mind. Yes, you can roll a paladin. Yes, you can max Holy Bolt, Prayer, and all their synergies. No, it's not a good idea.

    Even going back to Final Fantasy IV Hardtype, I've found good white magery involves neutralizing threats rather than trying to get into a damage versus healing race. With a selection of game-breaking status effects and debuffs at low MP costs, relying on high MP cost heals for everything just isn't efficient. And for those few enemies that can't be mezzed or debuffed, well, thank goodness for game-breaking buffs, Blink and Reflect.

    Anyway, what Diablo 2, Final Fantasy IV Hardtype, and City of Heroes have in common as RPGs: enemies deal damage too hard and too fast. If you get into a damage versus healing race, you will assuredly lose. Unless, of course, you have some way of slowing the incoming damage. You can't turn critters in City of Heroes into gnomes or make fireballs bounce off your teammates and fly back at the caster (at least, not yet), but game-breaking status effects, buffs and debuffs can be found throughout defender primaries (and secondaries!) if you just take a little while to look.