StratoNexus

Renowned
  • Posts

    3314
  • Joined

  1. Quote:
    Originally Posted by CoyoteShaman View Post
    Right now the problem is not who is best at what role. It's hands down obvious who is best at what role when each specific role is looked at on its own. The problem is that the capabilities of the defender are split between two roles, each of which is also filled by another AT, and therefore they are not capable of successfully competing with those other ATs. Changing the ability of the defender to fulfill either of those two roles or even both of those roles will not change that they are the schizophrenics of the game. Defenders have MPD: Multiple Powertype Disorder. Until they are devoted to filling a single role or roles that are not in competition with other AT roles, they will continue to suffer from the same problems regardless of how good they are at their roles.
    Every AT had role bleed. Controllers and tankers manage aggro. Controllers and Defenders Buff/Debuff. Tankers and scrappers manage aggro. Scrappers and Blasters deal damage. Hell, tankers often complain that their problem is that they do not have multiple roles (although I think their damage is meaningful on teams, so I would argue that damage is a role they perform decently, if not outstandingly).

    Defenders buff/debuff. They have a damage role, their only problem is that they do it poorly. I think people would be fine perceiving them as Buff/Debuff and Blast the snot out of enemies, much like people think of Controllers as aggro control and buff/debuff and people think of blasters as blast the snot out of enemies with some control.

    Having multiple roles is not the problem, its the solution.
  2. Quote:
    Originally Posted by Luminara View Post
    This goes back to the point I made earlier, that buffing defenders is never going to be a simple "Give defenders X" solution, that a unilateral change which applies to everyone won't solve the problems for all defenders, because the AT itself is so incredibly diverse. You have a small percentage experiencing issues with status effects, you have a small percentage experiencing issues with damage output, you have a small percentage experiencing issues with protecting teams, you have a small percentage experiencing issues with endurance management... every one of those seventy two defenders is different, in a way that no AT other than controllers can even approach with their different powerset combinations.
    While I agree with most of this paragraph in principle, there are degrees you mention that I disagree with.

    Status effects are an issue for more defenders than you represent; while I do not agree that defenders need more help with status effects, its also more prevalent than your post would lead one to believe.

    Low damage output affects all defenders, even Kins (although Siphon Power is nice very early, it pales a bit by the late teens) and Stormies will have issues until the 30s and after that they merely become acceptable (vs. normal content, sure vs. one hard target, Rad may shine, but on a fast moving team those toggle debuffs rarely get the whole spawn and often don't even get applied at all). When teams want to fight all +3s and +4s, this might be alleviated somewhat.

    I am not sure what defenders have issues protecting teams.

    Quote:
    Originally Posted by Luminara View Post
    Do you see the enormous difference in potential between the extremes? It's that difference that makes balancing defenders, against other ATs and in regard to the content, such a difficult thing. You don't see that in other ATs because they're relatively standardized. Even controllers are more standardized than defenders, they at least have primaries which generally follow a pattern. Defenders are all over the place, covering the entire range of strength in this game.
    I do believe that massive AoE output solo and on small teams is an area they do not cover, actually. 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. Defenders do not cover the entire range of the game as far as damage output is concerned. They are low enough in that department that a buff would not be problematic.

    Quote:
    Originally Posted by Luminara View Post
    Scrappers, blasters, tanks and controllers, and even Kheldians, can generally be measured for performance because within each individual AT, they generally perform equally with most of the pri/sec combinations. Defenders, however, can perform at both extremes (tankmage and "hate soloing because it takes an hour to clear a short mission"), and there is no single performance metric which can be used to balance this AT against the others because of that wildly fluctuating difference in capability within the AT.
    Blaster balance is just as or even more problematic to compare, actually.

    No defender is a tankmage. Soloing GMs and soloing normal content is vastly different. 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. On a team, many players of defenders do not even bother blasting because they think the damage output is meaningless (while they are wrong, I have come to believe that perception is held by the majority of the population).

    Quote:
    Originally Posted by Luminara View Post
    Heck, we, defender players, have been having this same debate for years now and we still can't agree on one single buff which would improve the AT across the board. We can't even agree on what needs to be improved because the differences between defender pri/sec combinations are so dramatic in so many cases.
    Mostly because "we" have been terrifed that a damage buff would make Stormies overpowered. It wouldn't and "we" should have realized that sooner.

    Quote:
    Originally Posted by Luminara View Post
    I'm not knocking anyone's ideas, or trying to belittle anyone for proposing solutions, I'm just saying that it's time to stop pretending that the defender AT is a one size fits all thing and trying to create balanced solutions for it with that mindset. Defenders represent the very essence of this game, diversity, in all of our myriad combinations, and our problems cannot be solved with a one size fits all answer. I suspect that we won't truly find a balance solution without a complete overhaul of the pri/sec combination system to allow bonuses to be granted for specific combinations, which could then be used to address the problems that the most troubled combinations face... but if that is the case, it'll be a long time coming, if ever.
    I feel just the opposite. Its time "we" stop pretending that a damage and HP buff would make defenders overpowered. Simply stated, a damage increase and a HP increase will make all defenders more playable to more people and will NOT make any defenders overpowered.
  3. StratoNexus

    Blaster Balance

    Quote:
    Originally Posted by Panzerwaffen View Post
    You have acknowledged that Blasters can easily solo EB's as well as even solo AV's. I don't see how survivability can still be in question. My AR/EM blaster can outpace every Scrapper I've seen on the wall in Cimerora, and has the survivability to keep going without pause.
    When I was arguing this point, Arcanaville pointed this fact out to me: The Scrapper will scale vs harder targets better. Sure, vs up to +2s, it might be fairly even. Once you start hitting +3s, +4s, and larger spawns and bosses every spawn, scrappers can keep going, while blasters will be eating pavement (or slowing down to avoid eating pavement).

    She mentioned this to me 2 years ago. It is even more relevant now that some type of new difficulty slider is coming in I16.
  4. Combustion - This power is just bad. At its best, its meh. Unless you plan on spending a lot of time fighting +4s. So, if you like to AE farm or will play a lot of challenge teams, it can be useful.

    Fire Sword Circle - Excellent power, although the added animation time has hurt it significantly. I haven't skipped this on a /Fire blaster in a long time... a long time.

    Hot Feet - Excellent power if you plan on spending a fair amount of time in or near melee. This really is a gem once slotted, but you have to be willing to get in the bad guys' faces.

    Blazing Aura - With Hot Feet, if you LIVE in melee, this can be a good power. Most blasters will not play that way, so I'd recommend skipping it. It is also quite an end hog, using 50% more endurance than the armored AT version (for no apparent reason, although if it was simply a bug I'd imagine they would have fixed it by now, so there must be some reason).

    Consume - Despite its drawback (recharge too long), you don't really have another option, so I recommend it.

    Burn - It does the same damage as the Tanker/Scrapper/Brute version. As a fire/fire blaster, you will probably have better options recharged. Its not bad, especially in conjunction with Ring of Fire, but when you can Blaze or Fire Ball or Fire Sword Circle, Burn really loses its luster.
  5. Every theme TF I have been on has been fun, although my all Tanker STF run was my least favorite of the bunch.

    I still really want to run an all scrapper Kahn, its the only TF I have ever failed with great players and I have since improved my scrappers build to the point where I could contribute a fair amount more (we were so close to beating the TF, I still feel a lot of guilt about my SOd scrapper's performance).

    P.S. Are you the leader of this team?
  6. Quote:
    Originally Posted by Talen_Lee View Post
    The blindingly obvious, when presented to people who have not yet understood it, is profound.
    I often think that you think people are dumber than they really are (and some people do not do themselves a service in this area when they speak). OTOH, I have often been told I give people more credit than they deserve.

    Quote:
    Originally Posted by Talen_Lee View Post
    Forcefield is a set that lies on one extreme end of the 'survivability' and 'team focus' scales.
    Outliers often get the most attention, so it makes sense this gets discussed then.
  7. Quote:
    Originally Posted by Talen_Lee View Post
    If I start talking about the 'some powersets are good at some things, and not as good at other things' tip again, people are just going to ignore it, right?
    There isn't much to talk about when you are basically just saying, "Different things are different." How profound.

    Especially when I believe the whole premise of the discussion centers on, "different things are too different." Some think they should be less different, others think they should be more different, and sill others think they should stay at the same difference. Also profound.
  8. Quote:
    Originally Posted by Luminara View Post
    I will even go so far as to say that I have more experience dealing with status effects on an "unprotected" defender than anyone else in this thread, because I had two options, and only two, on my Kin scrapper prior to level 41 (Air Superiority and Tesla Cage), and despite that my only real complaint about status effects was that I had to turn my toggles on mid-combat frequently. I wasn't being defeated over and over again, I was merely inconvenienced and annoyed, and that annoyance was resolved with the change which made toggles remain active when mezzed.
    It is so true. I opted for the leadership pool on my Kin/Elec, so I usually have 4 toggles running. Now that they do not shut-off when mezzed, so much nicer. I will say that End Drain helped me on occasion vs mezzers, Transference, then Short Circuit has prevented many a mez for me.
  9. Quote:
    Originally Posted by Catwhoorg View Post
    1) FF defenders can take aggro incredibly well, especially when you are talking about absorbing a non-psi alpha. (Via PFF, or even better via provoke then PFF)
    They cannot maintain aggro while causing spawn collapse as well as most scrappers. I have indeed admitted that FF defenders are decent aggro monkeys though, so we do not need to discuss that. You asked what scrappers do on teams they do not do solo, I answered.

    It is not (recently) being argued by anyone that FF defenders have issues protecting teams. The discussion is that they may provide low output in other areas, usually damage output (for themselves and their team, although, IME, blasters tend to do a lot more damage when they are bubbled, but then again, a tanker provides the same function and yet has a 23% higher base damage mod while being a bit tougher to kill than the standard FF defender).

    Quote:
    Originally Posted by Catwhoorg View Post
    2) That is true of anyone who could be teamed with a damage dealer. Two blasters work better than one for example. What specific disadvantage does a FF defender have when solo, that is not true when teamed.
    Except that everyone else in the game is automatically teamed with a damage dealer (you can argue tankers and corruptors if you want), even when solo and on small teams. Defenders, and especially FF defenders are not. FF defenders, specifically when solo and maybe even on small teams, have low damage vs. standard content.

    Is it too low? I don't know, I like teams, even duos, so I can always hire a blaster to kill for me. But it certainly is among the lowest damage you can get in the game on small teams or solo.
  10. Quote:
    Originally Posted by Catwhoorg View Post
    Just so I can be clear:

    1) What does a scrapper do to help a team, that they don't do solo
    2) What disadvantage is a FF under solo compared to a on a team
    1) Scrappers can take and manage aggro. While they obviously do this solo, it becomes a bigger advantage teamed because it removes (or at least lessens) "The Fear".

    2) FF defenders solo do not have a teammate to deal damage for them. FF defenders solo do not have someone else to take aggro (although FF defenders are actually quite adept at dealing with aggro control themselves and for teams, IME).
  11. Quote:
    Originally Posted by Talen_Lee View Post
    Quote:
    Originally Posted by Ultimo_ View Post
    To say that it doesn't matter because they help teams is, to me, irrelevant.
    I'm going to leave this statement right here where you can look at it.
    Scrappers can eat alphas, position spawns, and contribute decent damage to a team (some can do other things as well).

    While that particular statement stood out to me as well, the average defender might not be much better than the average scrapper on a team.

    I remember reading once, all ATs are support ATs. Defenders do not deserve to be at such a low damage mod. I must admit that I do not comprehend why some people find them hard to keep alive, I think their survivability is OK as is, although a small increase wouldn't be a big deal either (nothing like bubbling yourself, though).
  12. Quote:
    Originally Posted by CoyoteShaman View Post
    The defender serves two roles, the first being mitigation/multiplication and the second being damage. They have one power set for each role. Their primary power set is the best for their primary role, their secondary power set is paltry for their secondary role. In the defender's secondary role they can't (and shouldn't be able to) compete at all with those ATs that have damage as their primary role.
    Why should they be unable to compete in damage dealing?
    Why are people so afraid of defenders dealing less damage than scrappers/blasters instead of significantly less damage?
    Will it hinder a defenders primary role or destroy the basic playtsyle of the defender if we gave them a 23% increase in base damage?

    Quote:
    Originally Posted by CoyoteShaman View Post
    The problem that needs to be addressed lies in their primary role.
    They are, as you state above, already the best in their primary role. They already "break" the game performing their primary role. I'd be very hesitant about asking the devs to look at buff/debuffs (unless I wanted them reduced in some way, in which case I'd be a bit vocal about it).

    Quote:
    Originally Posted by CoyoteShaman View Post
    There are two possible ways to fix this that I've been able to see:

    1) change the relationship between the AT and its primary role.
    2) change the secondary role entirely.

    Short of getting rid of the primary competition for mitigation/multiplication (i.e. controllers), there's no way to make defenders the singular, undeniable rulers of that role while still maintaining any semblance of power balance. Since getting rid of controllers would be even worse, IMO, than mangling defender balance, I would think option two would be the way to go.
    Again, I believe the current secondary role of blasting can be made more attractive and effective without any fear of making defenders overpowered.
  13. Quote:
    Originally Posted by Garent View Post
    Someone has to be the worst at dealing with status effects.
    And its still blasters, IME.
  14. Quote:
    Originally Posted by Black_Marrow View Post
    Rad/EM Blaster in i16.... defense! You have been warned.
    Does Power Boost boost the strength of Defense debuffs?
  15. Did anyone ever explain why Flares lost its secondary effect?
  16. Thank You. I would not call a build with Zephyrs and Lockdown old, myself.
  17. AR/Fire is a build that lends itself to teams, just because of the awesome AoE potential. Solo, it also has a lot to offer, its just that it feels a shame to lose out on its teaming potential.

    Going solo, it might be fun to play more of a ranger. The following is an idea I have for a 2nd build on my AR/Fire. Utilizing Aid Self between spawns should allow for very speedy play (it works well on my Arch/Fire and En/Dev blasters).

    Hero Plan by Mids' Hero Designer 1.401
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Solo AR-Fire: Level 37 Science Blaster
    Primary Power Set: Assault Rifle
    Secondary Power Set: Fire Manipulation
    Power Pool: Fitness
    Power Pool: Speed
    Power Pool: Medicine
    Power Pool: Leaping

    Hero Profile:
    Level 1: Burst -- Acc(A), Dmg(3), Dmg(9), Dmg(17), RechRdx(23)
    Level 1: Ring of Fire -- Acc(A), Dmg(13), Dmg(13), Dmg(17), RechRdx(34)
    Level 2: Slug -- Acc(A), Dmg(3), Dmg(5), Dmg(15), RechRdx(23)
    Level 4: Fire Sword -- Acc(A), Dmg(5), Dmg(7), Dmg(7), RechRdx(25)
    Level 6: Hurdle -- Jump(A)
    Level 8: Beanbag -- Acc(A), Acc(9)
    Level 10: Buckshot -- Acc(A), Dmg(11), Dmg(11), Dmg(15), RechRdx(25)
    Level 12: Hasten -- RechRdx(A), RechRdx(36), RechRdx(36)
    Level 14: Health -- Heal(A)
    Level 16: Build Up -- RechRdx(A), RechRdx(36), RechRdx(37)
    Level 18: Flamethrower -- Acc(A), Dmg(19), Dmg(19), Dmg(29), RechRdx(31)
    Level 20: Stamina -- EndMod(A), EndMod(21), EndMod(21)
    Level 22: Super Speed -- Run(A)
    Level 24: Stimulant -- IntRdx(A)
    Level 26: Ignite -- Acc(A), Dmg(27), Dmg(27), Empty(37), Empty(37)
    Level 28: Consume -- Acc(A), RechRdx(29)
    Level 30: Aid Self -- Heal(A), Heal(31), RechRdx(31)
    Level 32: Full Auto -- Acc(A), Dmg(33), Dmg(33), Dmg(33), RechRdx(34), RechRdx(34)
    Level 35: Combat Jumping -- Empty(A)
    Level 38: [Empty]
    Level 41: [Empty]
    Level 44: [Empty]
    Level 47: [Empty]
    Level 49: [Empty]
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Defiance
  18. Quote:
    Originally Posted by Chaos_String View Post
    So I found a way to softcap without RI, and found that I died less often and that the battles generally went faster.

    So that's me speaking from experience. Take or leave the advice, but there it is.
    Post build please.
  19. Quote:
    Originally Posted by Silverado View Post
    Went in solo and got a lvl 54 Black Scorpion just fine

    Try going in on heroic
    Use an AV that isn't in the STF at lvl 54 and see if it still works just fine. (Note: I am not saying it won't work, its just that one has to move beyond the ones we already know will work to truly test this.)

    Edit: I just re-read Combat's post where I thought he was saying he got the STF AVS to spawn at 54, but now I am unclear what he was saying.
  20. Quote:
    Originally Posted by Sailboat View Post
    In the Beta section there is a discussion of Rad Blasters in which it is asserted that Defiance needs to hit to give you the damage buff.

    Is that true?

    My only extensive Blaster experience is with a /Devices Blaster. He can get a Defiance boost by dropping a Trip Mine even if it never goes off...so I just assumed that usng a power grants you the buff.

    If you do need to hit, why do some of the /Devices powers buff you even without a hit check? It seems weird that there would be separate code just for those powers.

    Please enlighten me!
    The power needs to succeed in order to grant the buff. Web Grenade will not grant the buff unless you hit the target, Trip Mine will not grant the buff if you are interrupted (IIRC, will have to double check), but laying the mine is the success of the power, so you get the buff at that point.

    Edit: Confirmed that interrupting Trip Mines and Gun Drone means no bonus. Also, when Web Grenade misses, no bonus.
  21. StratoNexus

    Blaster Balance

    Quote:
    Originally Posted by Fulmens View Post
    24% Defense- so half the even con minions missed you, and an even con AV (except the ones with Accuracy, like Chimaera or Battle Maiden or whatever) missed you 40% of the time instead of 15%. Yeah, that's going to make a difference on Headsplitter.

    ... And something like 18% smash/lethal resistance.
    I did not realize we had reliable numbers on the defense powers in those days.
  22. StratoNexus

    Blaster Balance

    Quote:
    Originally Posted by Fulmens View Post
    Blasters lost... the ability to use AOE's on spawns far too large to survive. That was their main loss.
    I wonder how much mitigation Tough with 3 Resist SOs, Weave with 4 Def SOs, Hover with 2 Def SOs, and Stealth with 3 Def SOs gave blasters in I4.
  23. Quote:
    Originally Posted by Garent View Post
    I think that an earth/emp controller would take longer.
    Soloing?

    Single target damage is the important thing soloing. Fossilize and Stone Prison will do pretty well in that area, and both come with a HUGE to-hit bonus. They also tend to mitigate tons of damage while dealing their damage. Few, if any (Ice comes to mind), blast sets can begin to compare.

    The most (only) important low level power for a solo emp is mandatory, and is really just as good for a controller until the mid-game.

    Low level Earth/Empathy should be a breeze solo, even easier if you take a pool attack (Flurry is very good DPE for a controller).
  24. Quote:
    Originally Posted by Rodion View Post
    My take on your experiment is this: yes, you can solo defenders. I've done it with every AT. With careful play and the right tactics, I've been able to solo all standard content on my Emp/Psy defender on Challenge Level 5 (except for AVs). Yes, that includes tough EBs. But all that really says is that I know how and when to use purples and break frees.
    There are two reasons why I am spending time soloing an Emp/Ice defender to 20 (at least), sans Vet powers. First, I wanted to make sure I wasn't crazy or misremembering my experience with my FF/Nrg (who did use Sands of Mu, so I also wanted to try it without Vets), whom I soloed with quite frequently until the early 30s. Second, it is something interesting to do, and I will continue as long as I am enjoying myself. One thing I have enjoyed; I can still join teams with the character, turn off XP, that way most of my XP gain is still done solo, while I can break up the monotony of soloing the character.

    Defenders do not need to be super soloists in my book. I just need to feel like I can occasionally solo in between teams, maybe just to catch up on a story arc or to polish off an arc I am near outleveling or just to get the last bubble and half to the next level after everyone else went to bed. The game, as is, exists at that point for me, but I have started to believe I have an unusual outlook.

    Quote:
    Originally Posted by Rodion View Post
    Soloing is really beside the point. This game is -- for me at least -- mostly about teaming. I solo a lot because I have odd hours, but usually I'd rather be teaming with friends.

    What I think is wrong with defenders is the nature of the Inherent, Vigilance. Yeah, it does what it says. But it's too little too late. Unlike every other AT, whose inherents apply all the time, or improve with intended use, defenders only get the benefit from theirs when they fail to do their job. And for a well-designed character, Vigilance is totally worthless. By level 30 or 35 all my defenders have no Endurance issues at all.

    And, of course, the inherent won't figure into your project at all. Another example of why it's worthless.
    The first two sentences and the last two are a bit ironic. It surprises me quite a bit that people do not feel a benefit from vigilance, but I suspect that I spend a lot more time spamming powers than most.
  25. It should get hard in the late 20s, that is where I usually experience "trouble". Of course, I never built a defender just to solo, so I always had some short slotting in attacks until the late 30s. Building specifically to solo, you may have an easier time.

    I strongly recommend Zapp at level 22 or 24. I am not fond of snipes, but in solo play, and especially for a defender, they can be very valuable.