Please keep in mind that I am always thinking about defender blasts in multiple environments and situations. I am not merely advocating that defenders get more damage so they can solo better, but I also want them more appreciated on teams for blasting as well. And not just on all defender teams, but on mixed teams, blaster heavy teams, tanker heavy teams, all types of teams.
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Originally Posted by Luminara
That paragraph was a direct response to a statement regarding the availability of powers which mitigate status effects before level 28.
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No, it wasn't. The paragraph before the one I quoted was a direct response to a statement regarding the availability of powers which mitigate status effects before level 28. The paragraph I quoted was a general summary of your position that defender diversity makes it difficult to find "the right" buff for defenders. If you had intended it to be linked more directly to the previous paragraph, you made a very bad choice of an opening sentence, which links the quoted paragraph with an entirely different point in an entirely different post.
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Originally Posted by Luminara
Taking that paragraph out of context, as you did, may make it appear as if I'm downplaying the deleterious nature of status effects, but in context, which I have restored, you are incorrect.
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I think you should reassess your opinion. You were quite clearly downplaying the deleterious nature of status effects vs the majority of defenders. You were not merely pointing out that many defenders have powers which aid them mitigating status attacks, you were flat out stating that, "You have a small percentage experiencing issues with status effects." No claims of removing context are accurate, you had moved on from your previous paragraph and were making a much more general point, and I think you went too far.
All that being said, I agree with your position that status effects are a deleterious, but manageable and appropriate weakness.
Quote:
Originally Posted by Luminara
Low damage output is not a problem for all defenders. Low damage output is a problem for some defenders, and those cases tend to be a result of having a primary which does not offer a way to improve damage output and a secondary without Aim or -Res. Defenders with primaries which do improve damage output (seven, out of nine existing primaries) consistently show solid performance, and when paired with secondaries with Aim (excluding Kinetics, since the damage cap can potentially render Aim's buff useless) or -Res perform very well.
Realistically, low damage output tends to be a problem for builds like Emp/Dark or FF/Psi, builds which are in the distinct minority because they offer neither +Damage nor -Resistance. The majority of builds offer at least one of those options, and many of those builds can offer both.
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I disagree. Most defenders have a way to make their low damage tolerably better. While I find the level of damage for defenders quite enjoyable, I have come to believe that even with resistance debuffs or self damage buffs, defender damage is just too low for most people to find them an enjoyable AT.
I believe that most people are turned off from playing even Rad, Dark, TA, Storm, etc., because they feel their blasts are ineffectual. I do not believe for a minute that FF and Empathy are the exception, rather, they are the extreme low end as opposed to the moderate low end of all the others.
Keep in mind, I am not just talking about damage while soloing here. I am also not just talking about all defender teams. I am also not talking just about small to mid-size teams. I am also not just talking about large "balanced" teams. I want to talk about all scenarios, although I would give extra weight to the most typical scenarios, if I knew what they were. I currently give extra weight to small to mid-size teaming, because I believe that is the most common scenario, but I do not rule out the other scenarios in my evaluations. Defender damage needs to be perceived as valuable across more scenarios than it is, IMO.
I am also interested in seeing your datamining or scientific surveys which show "Defenders with primaries which
do improve damage output (seven, out of nine existing primaries) consistently show solid performance, and when paired with secondaries with Aim (excluding Kinetics, since the damage cap can potentially render Aim's buff useless) or -Res perform very well."
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Originally Posted by Luminara
Defenders which are Slept, Held or Stunned, or out of endurance, or who have no additional methods of improving team survivability beyond what they do initially (ex: FF/Archery which has bubbled everyone but does not have Repel, Force Bubble or Repulsion Field and is waiting for Repulsion Bomb to recharge; TA/A which has already applied all debuffs/controls and has nothing recharged or which will stack to further improve team survivability).
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You forgot dead (although with new Epic powers, even that won't stop some). I am going to believe you are joking with this paragraph, because the other option lowers my opinion of you dramatically.
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Originally Posted by Luminara
They do, but as with all other things related to being a defender, it's dependent on the pri/sec combination. Some defenders can put out amazing AoE damage, some have such poor AoE damage output that it could be referred to as "not worth bothering with". /Dark, /Archery and /Rad are all considered excellent defender AoE damage secondaries, with good reason.
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Considered excellent by whom? Me? I have already decided I do not count. You? You probably think like me when it comes to defender blasting; WE DON'T COUNT. Unless, of course, many more people think like we do than I perceive.
But even I cannot argue that defenders have amazing AoE damage output. They are serviceable, useful to a team, and good. They are not amazing, maybe great in the best case scenarios, but not amazing (over time; they can have some nice AoE bursts in one spawn, but those involve at least one long recharge power, think Disruption Arrow, OSA, RoA, as I am sure you are aware).
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Originally Posted by Luminara
For the sake of argument, let's presume that all */Sonic defenders can meet that criteria. That's nine of the seventy two combinations decided.
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How about no? Sonic Attack's potential single target damage is only realized against harder targets. I happen to believe that they represent a very small part of the game. The part of my post you quoted was quite clear, let me repost it here and add some bolding for clarity:
Quote:
Originally Posted by StratoNexus
Only the smallest percentage of defenders can even begin to broach excellent single target output, and normally that is only applicable vs. boss level targets and higher; most missions solo and on small teams will have zero to two mobs like that.
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Quote:
Originally Posted by Luminara
Now, had you said "only the smallest percentage of defenders can even begin to touch excellent single-target output within a set span of time", you would be correct. This is one of the prices we pay for having the best Damage buffs and Resistance debuffs in the game, we are expected to use them to improve our own damage output. This is part of the basic design of the AT, we are given powerful tools which we can and should use.
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Are you being intellectually dishonest here? When discussing damage output for an AT in regards to their perceived performance vs. content, what metric would be used that doesn't include TIME? Choosing not to play a defender is probably being done by many people because it takes too much TIME to defeat foes or because they feel like their secondary is not helping their team defeat foes in less TIME. What on earth would I be talking about if not damage over a set period of TIME?
You actually wrote:
Quote:
Originally Posted by Luminara
Now, had you said "only the smallest percentage of defenders can even begin to touch excellent single-target output within a set span of time", you would be correct.
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OK. I concede your point. If we discuss this with the primary metric that matters, I am correct.
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Originally Posted by Luminara
I've noticed a trend in threads like this one. Those who continually insist that all defenders need a buff to improve damage output generally play FF/* or Emp/*, or deliberately avoid addressing the use of +Dam/-Res in order to make their position appear stronger because they don't want to "waste time" using their tools to improve their damage output, they want blaster level damage output out of the box and they don't care if it would make some defenders ridiculously overpowered, they care only about their own convenience. I'm not implying that you, StratoNexus, are approaching this discussion from that position, merely that it tends to be a common factor in these threads.
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Possibly. I have seen enough non-FF and non-Emp complaints to make me a doubter. I have also seen very few people argue for "blaster level damage output out of the box", I think that is a characterization you are using to smear people who wish for a damage increase.
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Originally Posted by Luminara
We have defenders who can solo AVs and GMs, we have defenders who can solo team-sized spawns, we have defenders who claim to struggle when soloing three +0 minions (ridiculous as it sounds). I'd say that covers the entire range of damage output. Or is there some exotic range of which I'm unaware that defenders are incapable of playing in?
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Apparently, there is a range of damage that you are unaware of, because other ATs can reach it, while defenders can't. The ability to solo team size spawns is not solely linked to damage output, otherwise blasters would be better at it than they are. Other ATs can blow through those spawns faster than defenders, even the best defenders, which means there is a level of damage defenders just do not reach. This is that whole TIME factor again. Sure, a good defender player can fight off many of the same challenges that other ATs can, but the defender would go faster if their buff/debuffs were being used by those other ATs.
Keep in mind, I am not stating that defenders should have the same damage capability as the high damage ATs. I am merely stating that those other ATs have enough separation from defenders currently, that a 23% base damage increase to defenders will not cause people to ignore scrappers, brutes, dominators and blasters (although the new difficulty slider may make people percieve blasters differently). Yes, those ATs might lose some population to defenders, but any population shift to defenders will come from all ATs, not just the high damage ATs and I am advocating change because I want to see defender population increase (and with defenders being more awesome, perhaps that will help get new players interested and interested for longer).
Quote:
Originally Posted by Luminara
Again, some defenders have low damage output. Not all. That is why a unilateral damage buff is not appropriate. Buffing the entire AT means buffing the highest as well as the lowest. We already have defenders soloing AVs and GMs, do you really think the developers want defenders out there trying to solo two AVs or GMs at once, or soloing an AV/GM in half the time?
You want to address one outlier case with no regard to what happens to the other outlier case. If that position were reversed, if the developers were saying that the extreme top end of defenders were "too powerful" and instituting an AT-wide damage reduction, would you consider that reasonable? Of course you wouldn't. And your position that the entire AT should have its damage buffed is no more reasonable.
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I am sure there are already defenders who have soloed multiple AVs at once. Are defenders who solo GMs and AVs recieving out-of-balance in game rewards? You want to restrict the whole AT based on what happens in an outlier case that is a miniscule part of the game and that is not even causing a reward per time imbalance.
My position is that all defenders could use an increase in damage. My position is that a 23% increase in base damage will not make defenders overpowered. My position is that more people would play and have fun with defenders if they had a 23% base damage increase (and scrapper HPs), but it will not relegate the other ATs to also-rans that are ignored in favor of defenders.
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Originally Posted by Luminara
No, it really isn't. Blasters don't have a very wide spread of differentiation in their abilities, they deal damage above and beyond all else. Damage is a constant, it's the same thing from one blaster to the next. Some blasters have some extra tricks up their sleeves, some blasters have higher damage output than others, but they tend to be very similar despite the variety of powersets available. A Fire blaster might defeat foes a little more quickly than an Ice blaster, an Ice blaster might defeat foes a little more safely than an Electrical blaster, etc., but that's their focus, they "kill stuff".
Defenders don't have that focus. Every defender primary is very different from every other defender primary. The defender secondaries are more streamlined, but how they function on concert with the primaries makes each combination unique (ex: an FF/Dark is not at all like a TA/Dark, which itself is not anything like a Kin/Dark, and so on). Every defender combination does something different. Blasters just shoot and hit things, and with the exception of /Devices, how they do it doesn't change much from one combination to the next.
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This is really a side topic, but I disagree with your position. I believe blasters have much more variability in style and capability than you realize. If you wish to discuss this further, feel free to PM me or start a thread in the blaster forums, that way we do not clutter up this topic.
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Originally Posted by Luminara
I quantify any character capable of soloing AVs or GMs to be a tankmage. There are many such builds in this game, and yes, there are defender tankmage builds.
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As you wish. I tend to relegate AV and GM soloing into the interesting, but not representative of the game pile. That type of play is done for fun and for bragging rights, but there are few balance concerns that surround it. It is important to keep in mind, but it is also important to recognize it as an outlier.
If you wish to continue to debate AV/GM soloing as a point against raising defender damage, you are going to have to explain to me precisely what a 23% base damage increase and scrapper level hitpoints are going to do to AV soloers that will be problematic.
Quote:
Originally Posted by Luminara
And there are defender builds capable of doing both. Furthermore, a tankmage is not required to solo normal content, and none of the defender builds are incapable of soloing normal content. Not a single one. Any defender who claims to be incapable of soloing normal content is either deliberately or unintentionally playing with a build that they designed to be extremely limited (such as only having the tier 1 attack).
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Maybe there are people not as good at the game as you? Or do you feel their opinions do not matter? Perhaps we should not balance the game around guide-writing, veteran forumites?
I said:
Quote:
Originally Posted by StratoNexus
Even Rad/Sonics are going to go through standard missions at a pace many brutes, scrappers, blasters, dominators, masterminds, stalkers and some tankers would find glacial.
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Luminara responded with:
Quote:
Originally Posted by Luminara
You have access to data mining which proves this? Or have conducted a scientific survey obtaining mission completion times at specific difficulty levels with various brute, scrapper, blaster, dominator, mastermind, stalker, tank and defender builds? Or is that just an opinion with no evidence to support it? Because I can easily counter that opinion with my own, based on my own experience playing defenders, blasters, tanks, scrappers and masterminds.
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I want to make sure we are clear here. I am stating that many brutes, scrappers, blasters, dominators, masterminds, stalkers and some tankers will solo through missions at a much faster pace than a Rad/Sonic defender. You feel I need datamining and scientific surveys in order to defend that position.
Your experience leads you to beleive that Rad/Sonic defenders of various levels will solo through equivalent misisons at approximately the same speed? If so, perhaps our in-game experience and thinking are not as similar as I thought.
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Originally Posted by Luminara
Again, I'd like to see some legitimate evidence of this "majority opinion", because it's not reflected in any of my four years of play experience on teams. To date, I have only met one defender who did not take or use his blasts, and again, that's in four years of playing this game, across three servers. That doesn't seem to support your assertion that the majority of defenders believe their damage output is meaningless or don't bother to blast.
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I did not say the majority of defenders. I said many. Please do not assume I am trying to misrepresent or hyperbolize (I think I made that word up, I hope its meaning is clear) my game experiences to prove my point. It is my game experiences (among other things) that have made me believe my point, just as yours seem to lead you to believe I am wrong.
I agree that the majority of defenders will blast. I also believe the majority blast ineffectively, due to poor slotting and sub-optimal choices on which blasts to take and use, but I wouldn't care about that, if I felt they were having fun. Many times I do think they are, but many times (too many times) I believe they are not. I do not have legitimate evidence, just my experience.
I will balance your experience vs. mine and decide that many defenders blast and many do not and of those that do, many aren't really sure why they do.
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Originally Posted by Luminara
*snort*
You appear to be a bit stuck on the Kins and Storms thing, like you believe they're at the top of the heap.
They aren't.
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Actually, I like to mix up which defender primary I mention. Simply repeating Rads and TAs over and over gets boring. I like the snorting at Kins and Stormies though, very evocative. Sorry, I skipped out on mentioning Cold, TA, Dark, and Sonic in the post you were responding to, but I assume you have a general level of understanding of which defender sets can improve their own damage. You keep telling me you do and mentioning that 7 of 9 can. I will attempt to be more precise in the future, but I really find it a pain to type out when the meaning should be clear. I apologize for the confusion.
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Originally Posted by Luminara
How does an increase in HP help a defender with 1200% Regen and a 25% self-heal which can recharge in 3s?
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Are you serious? It helps vs. burst damage and would improve both the amount regnerated and healed. It will help over the course of a mission, because when they start fighting a new spawn at half, that half is larger and the mitigation you mention will be more effective to get it back to full.
Quote:
Originally Posted by Luminara
How does a damage buff help a Rad/Sonic?
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It helps them defeat minions and Lts more readily. The most common types of enemies they will face.
Quote:
Originally Posted by Luminara
As I said, solutions which don't address the problems aren't solutions, and every defender combination has a different problem, so unilateral solutions aren't going to fix anything for every defender. It it really were as simple as that, I have no doubt that Castle would've done it years ago. He's not blind to the general dislike of Vigilance or the various complaints about defender issues.
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I believe the real problems people have with all defenders are speed through missions (caused by slow killing, endurance issues, and difficulty remaining alive) and the contribution of their blast set on teams. Therefore, increasing base damage and HPs will address the primary issues I believe all defenders have.
Your belief in the vast diversity of defender issues because all defenders are different is simply your belief. Or do you have access to data mining or scientific surveys which prove your faith?