StratoNexus

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  1. Quote:
    Originally Posted by Torrynt View Post
    Yes, 8 Emps are slow. Compared to some of the other primaries that have much better synergy and improve what Defenders lack... damage. 8 Emps are safe, but Adrenal boost is still only up 50-75% of the time and it only helps damage in that you get a +Rech, which is nice, but not nearly as helpful as -Res or +Dmg.
    Sigh.

    Fortitude. Even on a weak team, everyone should have two. Three would be decent and 4+ would be skilled. Everyone on the team with +60% to 120% damage. Some of the defenders may even have Assault as well.

    AB and Hasten become perma when you have AB. Even without Hasten, AB is just about perma (IIRC) when you have AB. Rolling Nukes. Since you have more recovery than the crash debuff, you can nuke and just carry on shooting and with AB your nukes recharge very fast.

    Green Machine The Numbers of Green Machine
  2. Quote:
    Originally Posted by Frosticus View Post
    8 FF is slow. FF is an example of defs that don't stack well because after 2 of them they are entirely redundant.
    They don't need to stack past the 2nd one (except as protection from defense debuffs). When you have an 8 man team where none of them have any fear, they can just charge and toss out AoEs. Even vs +2s 8 Nrg Torrents kills the minions, 8 Explosive Blasts ends the Lts. And Nrg is not the greatest AoE set.

    Sure, 8 emps have the defense and then also +recharge, +recovery, +regen, +to-hit, +damage, +perception, some heals, as well as protection from sleep, fear, -perception, and confuse (hey, emps don't get end drain resistance! <.< >.> ). But all that other stuff is just icing, since the FF team will take about 10-12 seconds to wipe spawns as opposed to the Emp team taking 5-6 (mmm rolling nukes). Endurance could be an issue on the FF team. 10-12 seconds is not terrible.
  3. Quote:
    Originally Posted by Torrynt View Post
    No. This I completely refute. Two reasons:
    (1) Any 8 defenders are not likely to have the synergy to get you to soft caps on anything. If you haven't planned them out, you are no better than an average PUG. 8 kins? Not so good. 8 Emps really slow. 8 FF, pretty bad. So what we are really talking about is a superteam of specific defenders to get you to various caps. This is not something to point at for class balance. 8 random defenders is likely on par as 8 random anythings.
    (2) There is only so much damage that is needed to kill a mob. Sure 8 rad/* defenders can floor lots of stuff. However, 8 blasters makes them just as dead... quicker too. If mob HP was infinite, I might agree, but since it's not, dead is dead. There are a scant few monster/AV fights where debuffs are nearly required... however outside of that, killing a mob is far better than debuffing it.
    I do not believe an 8 man team of all controllers/defenders is necessarily better than a more balanced team. However, you can roll dice to choose 8 defender primaries and then roll dice to match them to 8 defender secondaries, and that team would own anything in the game, IMO. I cannot imagine ANY 8 defender team with reasonable power choices that would not stomp over ALL content in the game.

    You said 8 emps would be slow! You said 8 FF defenders would be pretty bad! You should stop now, because you are not helping my cause.
  4. Quote:
    Originally Posted by Dersk View Post
    If I need more damage, I can get a blaster or scrapper, or for a full team better yet to get a controller or defender...
    If I need better survivability in my team I can get a tanker or perhaps a kheld, or better yet I can get a controller or defender...
    If we can't hit through these tohit debuffs we can get a tanker to play punching bag while blasters shoot from range, or better yet get a controller or defender...
    If we can't overcome this AVs regen when his damage resistance increases we... well, we're a full team already, so maybe we should kick someone and get a controller or defender...
    Interesting. Is this how teams you are on usually roll? Do you often drop other ATs to grab defenders or controllers? Do you often bypass searching for other ATs, even once you already have 2 or 3 buff/debuff ATs on the team? Is it unlikely for you to start running missions with a team until you have 4 or more buff/debuff ATs on it?

    I am guessing you do not play that way. Why then are you trying to make it seem like that is the way people play? What is the purpose of that paragraph? Are you trying to say that is how people should play because you think the buff/debuff ATs are clearly superior to all the other ATs? I am honestly asking, what are you trying to demonstrate with that paragraph?

    Quote:
    Originally Posted by Dersk View Post
    Unless the team just picks up anyone that's available, the best choice isn't what archetype to get, it's which type of defender or controller to get. That only stops being true when the team is so horribly overpowered compared to the content that there's nothing more than can possibly be gained, so we might as well get a blaster that won't try to stop the team so he can buff everyone that doesn't need it.
    I think the benefit of buff/debuff in normal missions is overhyped. I do not fail to see how good they can be, but I also do not fail to see how good a team can be when the tankers are absorbing most of the aggro. Heavy buff/debuff teams can be great. But I have seen amazing steamroll teams with just one or two buff/debuff ATs as well.

    It is probably easier to steamroll content on heavy buff/debuff teams, because the skill level required to be successful may go down, if the buffs/debuffs are kept active (which is a higher skill level than some PuGs have).

    Quote:
    Originally Posted by Dersk View Post
    However, if you actually invite tankers instead of forcefield defenders, or invite scrappers instead of radiation emissions controllers...
    I'll take either equally (well, between FF and tankers, rads are not my cup of tea). I do not care why my blaster's HPs are not bottoming out. Fort + heals. Bubbles. Freezing Rain. Flashfires. Everything is shooting some other character. Radiation Infection. Those all work for me.

    Quote:
    Originally Posted by Dersk View Post
    How much of your time do you spend activating fulcrum shift?
    3 to 4 seconds, probably, unless I choose not to buff myself, in which case I can get it off faster? Often long enough for people to say, "Hey, I can't get Fulcrum Shift off, the spawns are dying too fast." Long enough that by the time I finish animating it, the blasters, scrappers, and tankers who are Fulcrum Shifted from two spawns ago have this spawn dead before I can click Ball Lightning.

    Quote:
    Originally Posted by Dersk View Post
    Don't ask me, I don't support that magnitude of team enhancement from an individual member.
    While I am all for rethinking the way many of the buffs/debuffs work in the long-term, I do not believe their current state precludes my suggested damage increase. There was a time when I would not have believed in increasing defender and corruptor damage as much as I am suggesting. Changes to stalkers, dominators, scrappers, brutes, khelds, tankers, and blasters as well as the introduction of the SoA have altered my viewpoint.

    Quote:
    Originally Posted by Dersk View Post
    • Not all defenders with 0.8 damage mod would be tied with tankers, nor would they have the lowest damage. Aside from soloing empaths and forcefielders, defenders would be well ahead offensively.
    • I do not think defenders should have the lowest damage.
    Not all tankers will be tied with defenders, many will outdo even the stronger buffing/debuffing defenders. It is easy to underestimate the value of Rage or Soul Drain or the ability to use AoEs on large, gathered groups (and while some defenders and corruptors can gather, tankers take less time to do it).

    On top of that, those tankers will benefit from the same buffs and debuffs the defender is using, while not needing to spend any time animating those buffs and debuffs.

    Quote:
    Originally Posted by StratoNexus View Post
    What divide am I attempting to magnify?
    Quote:
    Originally Posted by Dersk View Post
    ...the one you obviously don't think exists between those with force multipliers and those without.
    Ironically, I think I am trying to narrow a divide.

    Quote:
    Originally Posted by StratoNexus View Post
    If your intentions are to keep defender damage as low as possible simply because you feel they would become some type of Optimal/Preferred AT with a 0.8 damage mod, then yes, I demean those intentions. Since I believe you are wrong, it would be hypocritical of me to be supportive of your viewpoint. I do not intend to offend or demean you, just your beliefs in this matter.
    Quote:
    Originally Posted by Dersk View Post
    You are either paranoid or intentionally trying to sabotage any discussion of the issue. Congratulations.
    I am trying to sabotage your viewpoint. I wish to demonstrate that your points are flawed. I'd hope (no matter how doubtful) to change your mind. I want to make sure others are not fooled by your mistaken opinion. I will be honest and hope to stay above board. I will not yield my position simply because you are trying to paint me negatively (and this is the now the second time (or third depending on how one interprets your first response to me) you have done that).

    I will paint your points in a negative light when I believe they are wrong, but I have not yet accused you of anything (although I am getting close with my questions about the paragraph I quoted at the beginning of this post, which is why I asked you to clarify).

    I can be swayed, but you have to do better than, "OMG, 15 players out of 100,000 in the game solo GMs with Rad/Sonic defenders!" or fantasy scenarios where you attempt to postulate that people in the game are choosing defenders and controllers for teams over the other ATs. Hell, just 8 or 9 months ago I was in your camp, when I had the epiphany that I was being obstinate and foolish just because I loved my defenders and the defenders my friends played.

    Are you not intending to keep defender damage as low as possible? Do you have an alternate suggestion for increasing defender damage on teams that you feel is better than mine or do you want to keep them right where they are damage-wise?
  5. Quote:
    Originally Posted by Black_Marrow View Post
    You don't? What game have YOU been playing?
    This one.

    And this one:


    Quote:
    Originally Posted by Black_Marrow View Post
    To be frank, you really don't seem to be taking this into perspective. Increasing defender damage will make it completely pointless to play any other class, period.
    I disagree. The other ATs will still be fun and the vast majority of players will still desire to play them and have them on their team. They will be just as useful as they are now.

    Quote:
    Originally Posted by Black_Marrow View Post
    If I could do Tanker level damage on my Kin/Psy, then my damage would be exponentially larger due to my higher base damage (granted I don't notice the lacking damage on my Kin/Psy thanks to my primary, oh haha we're back on that topic, but that discussion is for another time).
    Your damage will be 23% higher than it is now, not exponentially larger.

    Quote:
    Originally Posted by Black_Marrow View Post
    Bonus HP would just make it easier for Defenders to Solo AVs and entire TFs just because they would survive longer (they already don't die, keeping them at a lower HP gives them a chance of dying in a mission, albeit slim).
    The vast majority of defenders do not solo AVs now and they will not solo AVs with scrapper level HPs and a 0.8 damage mod. Fringe case is a fringe case. The changes I suggest will not appreciably affect AV or GM soloers.

    Quote:
    Originally Posted by Black_Marrow View Post
    Why is it OK to increase DPSer damage? Because it's their ONLY JOB. Defenders control half the fight on their own. If you havent noticed, the strength of buffs you cast on your allies are VERY strong, as are the debuffs you can apply. The ONLY way to balance that is to increase damage of the classes that are actually supposed to deal damage. Blasters for instance can ONLY deal damage, they have no other option. Tankers are an exception, but not by much, their damage wouldn't get buffed again considering threat is a complete myth in this game and aggro is just based on how fast you can spam taunt. Brutes get their damage buffed because with an empty fury bar, they deal approx tanker damage (slightly more I think) and it isn't until they've been in a fight for a while that they can really start hurting people. Ever see a brute throw himself into the next group like an idiot? Fury bar. Their entire level of performance is based on throwing themselves in harms way and acting stupid, and without a damage buff they wouldn't kill things fast enough to survive the impending onslaught.
    Are you ACTUALLY saying, "Woe is the poor brute?"

    I agree that we do not want to stomp all over blaster, scrapper, brute, dominator, and stalker toes. I believe there is plenty of room to increase defender (and corruptor) damage while still keeping the high damage ATs viable, fun, and worthwhile to teams.
  6. Quote:
    Originally Posted by Dersk View Post
    It's the notion that force multiplying archetypes already trivialize the team role of others to such an extent that the only reason to not play one is due to soloability (except for those that can even solo GMs) and playstyle preference.
    I do not think defenders or corruptors currently trivialize the other AT's team roles. I do not believe they would trivialize the other ATs team roles with my suggested increased damage and HPs.

    Quote:
    Originally Posted by Dersk View Post
    You want to magnify this divide and demean the intentions of those that disagree with your preferred methods. To that I say boo, and look forward to you realizing that defenders will never have tanker damage mods while they can also multiply that damage 2x~4x with a liberal application of certain (de)buffs.
    In the time it takes to liberally apply those (de)buffs the blaster and/or scrapper has already killed two other spawns. Debuffs do not just happen without animation time or without cutting into attack time (Sonic Blast, of course, is the exception, but applying those debuffs in an AoE happens at a much lower level than 2x damage). Or are we talking about AVs and GMs? Once again I ask, why is it alright for defenders to increase blaster and brute and tanker damage 2x~4x, but it would be way over the top if defenders had the lowest damage in the game (tied with tankers) instead of the lowest damage in the game.

    What divide am I attempting to magnify? If your intentions are to keep defender damage as low as possible simply because you feel they would become some type of Optimal/Preferred AT with a 0.8 damage mod, then yes, I demean those intentions. Since I believe you are wrong, it would be hypocritical of me to be supportive of your viewpoint. I do not intend to offend or demean you, just your beliefs in this matter.
  7. Quote:
    Originally Posted by Sarrate View Post
    Not only are their buffs/debuffs extremely large, but they also all stack with one another. Due to this, Defenders (and pretty much all buff/debuff ATs) over perform on teams. The mitigation and damage boosts they provide can completely outstrip what others can do. It doesn't take a team of 8 Defenders to trivialize content - that can be done with less. For example, with just two Cold Defenders, you get:


    1) Soft capped defense for 6/8 memebers of the team.
    2) +MaxHP buffs for 4/8 memebers of the team without slotting
    3) Res to F/C/E and recharge debuffs
    4) Significant recharge, damage, regen, and resistance debuffs along with knockdowns
    5) Endurance recovery
    6) -Special debuff

    <snip>
    Having said all that, I do understand where the desire to have stronger attacks - when I first started playing, I thought Defenders would have attacks stronger than they had. However, given the current potency of Defender primaries, I don't think it would be a good idea. I think Corruptors have a better balance between offense and defense. They tend to solo better, don't multiply quite as much, but are still very useful on teams. Outside of diminishing returns on buffs/debuffs (which I don't want to see added) or reducing their strength, I don't see any universal increase to base damage to be wise.
    I do not understand how people reconcile these two positions, which seem so contrary to me.

    Two defenders will currently buff an 8-man team, where the defenders have a 0.65 damage mod, two tankers have 0.8, two scrappers have 1.125, a blaster has 1.125/1, and a controller has 0.55.

    Somehow you think moving the defender damage mod from 0.65 to 0.8 is going to have a large impact on that teams performance? I think it will have a large impact on player perceptions of defenders. I think it will make players feel more useful on defenders. I do not think it will have a measurable impact on speed through missions on large teams and will have a measurable impact on speed through missions on small-mid-size teams and solo (which I think is a good goal).

    Quote:
    Originally Posted by Sarrate View Post
    The second problem is the variability of their performance. The Defender primaries vary wildly compared to all other ATs. While the performance between Spines and Dark Melee is pretty wide, it doesn't hold a candle to trying to compare FF and Kin. Suppose the devs want Defenders to perform at X plus or minus 10; so between X-10 and X+10. If ther difference between the top performing and bottom performing Defender is 18, then there isn't a lot of wiggle room. (The ideal in that case would be X-9 and X+9.)
    While Kin has issues, I do not think I would place it that far below Force Fields. Once you start trying to compare primaries you start down a road full of perceptions and biases. The variability between the buff/debuff sets makes them hard to measure, but certainly is a fun part of the game since it allows for so many playstyles and choices.

    Intra-AT balance is not my concern here. Even inter-AT balance is not my primary concern, power wise. I only consider inter-AT balance because I want to make sure that whatever change I suggest for defenders and corruptors still keeps the other ATs as desirable choices.

    There is a huge amount of room to boost defender damage without pushing them into too high territory. Despite that, I am not recommending we use all of that room, I merely suggest we put them in the bottom tier of damage, instead of buried. I think a HP increase would give them a different flavor from corruptors while supporting the defender concept of protecting the team and not being fragile.
  8. Quote:
    Originally Posted by Adeon Hawkwood View Post
    I don't think Defenders need any more encouragement to shoot (some players might, but that's their problem). Personally I'm perfectly happy with the damage output of my defenders in team situations. The only time I feel their damage is lacking is when I'm soloing.
    That is a valid point of view. I do not believe it is the player's problem, but instead a problem with the AT implementation.

    Quote:
    Originally Posted by Adeon Hawkwood View Post
    I disagree. With the way the game is balanced now increasing defender/corruptor base damage would be detrimental to the balance unless substantial changes were made to the effectiveness of buffs/debuffs (I'm talking ED/GDN level changes here).

    I think at this point in the thread though we might as well go our separate ways and agree to disagree.
    I concur. If you can look at defenders currently buffing damage mods higher than 0.8 and feel its fine and yet at the same time look at defenders buffing damage mods of 0.8 and feel it would be unbalanced, then I do not believe I can say anything that would convince you.
  9. Quote:
    Originally Posted by Adeon Hawkwood View Post
    It's simple mathematics. Buffs and debuffs act as damage multipliers. Lets say for the sake an argument that a team of 8 defenders is 16 times as powerful as a single defender (i.e. in a team each defender is twice as powerful as they are solo). This number is made up, but I suspect it actually underestimates the power of a team of defenders. If you increase their base damage by 23% then they will still be 16 times as powerful as a single defender but will become 46% more powerful than they currently are, or 23 times as powerful as single current defender.
    Except most of the enemies in the game have a finite number of hit points. If you are already killing the enemies in one or two attacks, becoming 479.87% more damaging is irrelevant. It will still take 1 or two attacks from each defender to wipe the spawn. There is already tons of corpse blasting on heavy/buff debuff teams (and heavy blaster/scrapper/brute teams, vs. most content, heavy buff/debuff teams do not outperform heavy damage teams when it comes to speed of killing, although they often have an edge in survivability that can make a difference).

    Buff/debuff really only shines vs. AVs, and even then its only marginally better vs. even con and +1 AVs than a damage heavy team (assuming the damage heavy team has enough mitigation to survive) or a balanced mix. Versus higher con enemies (+3 or higher for normal enemies, +2 or higher for EBs and AVs, and maybe some +2 bosses) debuff heavy teams do start to shine in normal content, but once again, we are now talking about fringe cases.

    I don't believe in ignoring the fringe and outliers, but I also do not believe one should ignore the "normal range of gameplay". If the fringe gameplay will be barely affected, as I believe, and if you agree that encouraging defenders to shoot more is a reasonable position, then increasing the damage mod to 0.8 is all win.

    Plus, none of the other buff/debuff ATs have to suffer with this mentality that damage needs to be kept artificially super low. I agree the damage should be kept low, just not as low as it is.

    There is simply NO GAME BALANCE REASON not to increase defender and corruptor damage. It is a concept choice only. It is not even a choice I can call wrong, it's just a decision I disagree with.
  10. My sig has a link which gives the full details of my real suggestion for helping fulfill the concept of the defender and corruptor ATs.

    Quote:
    Originally Posted by Dersk View Post
    Have you not seen alternative suggestions, such as reducing defender endurance costs rather than directly increasing defender damage (via vigilance alterations or AT-wide endurance modifications) or is increasing defender damage the only solution?
    Solution to what? Defender slow solo speed? While I think it would be nice to address that, my bigger concern is that many players think its not worthwhile for defenders to shoot stuff. Encouraging players to shoot more with their defenders can be accomplished by increasing the damage or by increasing the debuff values. The debuff values are already so high, I believe there is no more room to go higher and I also believe this change would not encourage shooting very much. People like to see visible results. Why do you think people say great heals, even if Darkest Night and Fearsome Stare did most of the mitigation.

    Quote:
    Originally Posted by Dersk View Post
    Have you not seen inter-AT balance issues caused by corrupters, who are already listed as a high damage AT, having a .75 damage mod while having weaker offensive buffs? (note: I am amused at tankers having a higher damage mod than corrupters).
    Even if defenders get no change at all, I think corruptors should have a 0.9 damage mod.

    Quote:
    Originally Posted by Dersk View Post
    Have you not seen mention of how a direct damage boost ignores intra-AT balance issues that are glaringly obvious when comparing, for example, rad/sonic (who often out-damage corrupter counterparts already) to ff/elec? I've never seen a request for a buff to rad/sonic, so does it simply get a boost because it's an easy fix?
    Yes, Rad/Sonics get the boost too. No, I do not fear the Rad/Sonic with the 0.8 damage mod.

    I doubt intra-AT issue "fixes" are on the table any time soon. FF/Elec may not have the offensive output of a Rad/Sonic, but their buffs and end drain can provide massive mitigation. I am not against variety and I think it is hard to quantify the value differential of a Rad/Sonic vs. a FF/Elec.

    Many people would feel the Rad/Sonic is the clear winner. If I were on a team of 7 blasters and I could add either a Rad/Sonic or a FF/Elec, I'd take the bubbler. If I were on a team with one tanker, 2 blasters, and a scrapper, I'd rather have the bubbler. At any point where my mitigation is in doubt, I'd probably take the bubbler. Offense is easy to come by, so many ATs provide a lot of it. Of course, if every damage mod in the game was 0.65, some might think they NEED to play Rad/Sonic in order to move through the game.

    In summary, while a 0.8 damage mod (and scrapper HPs) will not close the gap between FF/Elec and Rad/Sonic (whatever gap that is, since the Rad/Sonic is not clearly superior, IMO), it will make the FF/Elec (and the Rad/Sonic) more desirable than it currently may be for some people.

    Quote:
    Originally Posted by Dersk View Post
    All of that ignores the hyperbole of defenders not attacking on large teams because their damage mod is low, as if all defender teams heal their enemies to death.
    Who cares about all defender teams? This type of team continually gets brought up by those who want to keep defenders in the sub-basement of damage. Hell, I just want them to be in the basement, down there with tankers. Once again, its NOT THE DAMAGE MOD that matters on heavy buff/debuff teams.

    If all defender teams are common and 1 tanker, 2 blaster 1 scrapper, 1 controller and 1 defender teams are rare, then please ignore me. If most teams are buff/debuff heavy, instead of having 2-4 buff/debuff characters and then a mix of other ATs, I withdraw my proposal.

    It is possible I am wrong. Maybe there is no clear bias against defenders blasting on large teams by the devs. Perhaps most defender players slot their blasts effectively and use them regularly. My experience is just my experience. What I see, is only what I see. I have to believe what my senses tell me and I have seen and heard far too many players discuss defender blasts as if they were irrelevant.

    Quote:
    Originally Posted by Dersk View Post
    If you ignore inter-AT issues, then there's really no need to even stop at 0.8. Just double defender damage to about 1.3. After all, damage isn't the issue, and we're not worried about people abandoning other archetypes. Because, if that's not true, then someone who disagrees with a straight damage boost might not do so out of a "shut up and heal" attitude, so to speak.
    I would not ignore inter-AT issues. I am saying that there is boatloads of room to increase the defender damage mod (and their HPs) without marginalizing any of the other ATs (well, except corruptors, but I think they should have their mod increased as well).

    Damage is still not the issue on those heavy buff/debuff teams. Even at a damage mod of 1.5, they would not be all that much better than they are now. All defender teams rip through spawns so fast as is. Once each defender is only using one or two attacks to wipe a spawn, there really is not much room for improvement. Most of the all defender teams I run on, rads do not even get to use their toggles until we start to fight three spawns at once. A Fort or two, an occasional FS, always on Sonic Dispersion and other debuffs become irrelevant, except vs. AVs. One of the reason I love Freezing Rain so much is that even if I do not need the -res, the KD and slow helps keep them in place for the killing.

    Quote:
    Originally Posted by Dersk View Post
    edit: to be more succinct, increasing defender damage mods demands either an appreciation for the current status of other archetypes, or the complete disregard of other archetypes. Only the latter is present in a proposal that only increases defender damage to 0.8, for example.
    ALL of the other damage oriented ATs have something defenders and corruptors will never have. Neat melee attacks. People like to kick, bash, rip, shred, punch, stabbity-death baddies. They will also still do more damage than defenders and be on par with or better than corruptors and will do it without any ramp up time (well, brutes need a bit of ramp up time).

    Increasing defender HPs will not make the armored ATs obsolete. The strong mitigation of armors and status protection will keep many people quite happy with tankers, scrappers, and brutes. The extra HPs would be a nice differentiation from corruptors.
  11. Quote:
    Originally Posted by Adeon Hawkwood View Post
    7 Defenders and 1 Tanker or 7 Defenders and 1 Blaster are overpowered but not because of the Tanker or Blaster. Defenders are force multipliers, they increase the power of everyone else on the team.
    That is exactly my point! A huge team of buff/debuff characters may be overpowered, BUT NOT BECAUSE OF THEIR DAMAGE POWERS. By saying its not the blaster's or tanker's higher damage mod, you are proving my point. The higher damage mod is irrelevant to the power of these teams. Stacked buff/debuffs may be overpowered, they may even be "broken", but increasing the damage mod of defenders is not in any way going to make this "more broken". It will simply aid defenders on "normal" teams feel more effective with their blasts.

    Quote:
    Originally Posted by Adeon Hawkwood View Post
    Because of the way buffs and debuffs work in this game characters that are force multipliers (Defenders, Corruptors, Controllers and Masterminds) stack together a LOT better than anyone else. To some extent this is limited by their lower base damage. Even with their current damage they are pretty overpowered, increasing the base damage makes that even worse.
    This is not limited by their lower base damage. Increasing their base damage will not in any way make the situation worse. It will aid defenders on "normal" teams and will have almost NO EFFECT on teams that are overstacking buff/debuff.

    Quote:
    Originally Posted by Adeon Hawkwood View Post
    The game is already horribly imbalanced in favor of buffs and debuffs over damage. In order to make increasing defender damage practical then either the game needs to be completely rebalanced around less powerful buffs or the ATs that don't have buffs/debuffs need to be re-imagined so that they do.
    How do you reconcile that first sentence with the rest of this paragraph? If damage is not the problem, then adding more damage to defenders is not a problem. Do you really believe that a defender with scrapper base HPs and a 0.8 damage mod will somehow cause too many people to ignore scrappers, brutes, blasters, and tankers?

    Quote:
    Originally Posted by Dersk View Post
    Do you believe this because you haven't seen other reasons or you chose to ignore them?
    I have not seen any reasons that make any sense. Perhaps you would like to try?
  12. Quote:
    Originally Posted by Adeon Hawkwood View Post
    That would be horribly overpowered in a team setting.
    Why is a tanker with 7 defenders not horribly overpowered? They are, and yet you are not calling for their damage mod to be sunk into the ground. Why is a blaster with 7 defenders not horribly overpowered? They are, and yet you are not calling for their damage mod to be sunk into the ground.

    Why can the most survivable AT in the game have a 0.8 damage mod and not be considered overpowered but a defender with a 0.8 damage mod would be terrible?

    There is NO balance reason to keep defender damage so low. The only reason to keep it so low is that you want to encourage the AT to NOT shoot stuff on bigger teams. You want them to consider their secondary for control and debuff alone. This is why Fire blast is not ported (yet). Defenders should be concentrating on their teammates and not focusing on the enemy, unless they are on a small team.

    I disagree with that viewpoint, but I believe the devs view it as a guiding principle of defender design. If you agree that defenders should not shoot stuff too much on teams, then you should be fine keeping their damage in the dirt.

    If you feel defenders should shoot stuff, then you should be clamoring for them to have a 0.8 damage mod.

    Oddly, I often feel like I am asking for the AT to be re-imagined; and yet when I look at their basic design (ignoring actual numbers, just the basic design), I feel like I am simply asking for the AT to have the numbers to back up the concept. I do not believe the AT was originally imagined to be a passive, team-window babysitter.

    In game defender description:
    Quote:
    The Defender tends to help his allies, and attack his foes, from a distance. The Defender excels at powers that assist friends, but can also hinder his enemies. The Defender is able to attack at quite a range, however, the Defender is not built for hand to hand. He might be able to dodge a few attacks, but the Defender won't last for long.

    HP: Low
    Damage: Medium
    Website defender description:
    Quote:
    The Defender is a long-range support specialist. This Archetype is effective with ranged attacks (though not quite on par with the Blaster), but the Defender's true worth shines in another area.

    Defenders are the premier helpers in the game - they are the best at strengthening their teammate's abilities (buffing) and weakening foes (debuffing). They aren't built for lengthy hand to hand combat, though they aren't fragile, either.

    The Defender needs to keep an eye both on his teammates and the enemy — in order to see which requires his powerful attention first!

    HP: Low
    Damage: Low
    Based on my knowledge of the game, the defender concept screams for scrapper level HPs and a 0.8 damage mod.
  13. Quote:
    Originally Posted by Smurphy View Post
    That's the question. Does it mean all of my endurance or 100 endurance?
    It means all of it.
    However, if you still have +recovery after you nuke (say AB or a slotted Psyche that hit a bunch of dudes), you will occasionally get lucky and before the game ticks off the end cost of a toggle you will get a tick of recovery first.

    That is not something you can count on or plan to do, its just a sometimes you get lucky thing. It might happen more often with very high +recovery, like if you had AB and two recovery auras.
  14. Wehn you have the AE interface up:
    Make sure you are looking at My Creations.
    Then make sure you are looking at My Published Stories.
    Make sure you are NOT on My Local Stories, or else you will just edit the version of the arc on your hard drive, instead of the one that is on the game servers.
  15. StratoNexus

    DP question

    Suppressive Fire is a ranged, single target control. Do you ever want to mez a pesky Lt. or minion?

    Suppressive Fire has a decently quick animation and will lock an enemy down. If you want a control power, Suppressive Fire is a great choice.

    Of course, at level 32 I'd take Hail of Bullets.
  16. Its ironic. I took a break shortly after I4 was released because I did not like travel suppression (and Guild Wars looked really cool). I came back for I5, because I was intrigued by the GDN.
  17. Quote:
    Originally Posted by Madam_Enigma View Post
    Last time I checked was a few years back. At that point in time it was still 0.65. My ice/mace tanker still feels like he hits things with a heavy feather. One which he can barely lift but doesn't do much damage.
    My WP/Mace tanker feels like he hits things with a giant freaking warhammer. The AoEs are beautiful. I haven't even squeezed in Clobber since they buffed it and I am very happy with his damage vs. survivability.

    Defenders have less survivability and less damage. They have slightly more team utility than tankers.

    Give defenders and corruptors a buff, I say.
  18. StratoNexus

    Dual Pistols

    Quote:
    Originally Posted by Umbral View Post
    Of course, you're similarly ignoring the fact that, because it's a rain rather than a single application of a power, if another target leaves or a target dies, then it will hit another target if one is available. RoA is the only nuke that can actually hit damage more targets than the target cap because of this.
    Blizzard makes a sad face.
  19. Quote:
    Originally Posted by Madam_Enigma View Post
    defenders already have the same damage mod as tankers.
    I want that statement to be true.
  20. Quote:
    Originally Posted by Oedipus_Tex View Post
    Yes it is. But don't twist my meaning. I said it doesn't completely protect you, and it doesn't. It's +15% defense, around +30% enhanced at 50 and possibly more if Power Boosted. It's awesome. But the discussion was about how many powers Empathy has that "prevent damage," and the answer is one.
    First, I did not twist your meaning. You said that Fort does not really prevent damage.
    Quote:
    Originally Posted by Oedipus_Tex View Post
    It has one power that "prevents" damage, but even then not really (base +15% Defense on a Defender).
    I accept that you want to take that statement back and change it. I would if I said it.

    Second, while not direct damage mitigation, Clear Mind will often prevent massive amounts of damage when used proactively. Finally, the offensive nature of the buffs in Fort, Recovery Aura, and Adrenalin Boost can also go a long way towards preventing damage, but are also not direct mitigation.
  21. Quote:
    Originally Posted by Oedipus_Tex View Post
    It has one power that "prevents" damage, but even then not really (base +15% Defense on a Defender).
    ...
    That is not a smart thing to say. Fortitude is a game changer.
  22. Mission 1 should now all spawn normally, instead of having lower level enemies in the front of the mission.

    Since I removed the Vanguard patrols in mission 3 (which will hopefully prevent NPCs spawn camping the door), I was able to add some Cybiotic patrols to mission 2. Its still not enough IMO, but its should help make the beginning of mission 2 slightly more interesting.

    The Silver Mantis ambushers will now spawn at half health instead of one quarter health in mission 4.
  23. Quote:
    Originally Posted by Smurphy View Post


    Yes! Yes yes yes. This arc is what I'm talking about.

    If you are thinking of submitting an arc to this contest or wondering what I am looking for then you should run this arc. This arc isn't perfect. There are ways it can be improved. There are ways it can be more epic. However, it is on the right track. If this arc doesn't place in the top 5 it would be a glorious day. That means I found 5 arcs even more epic. For now, this arc is clearly on top and winning.


    Quote:
    Originally Posted by Smurphy View Post
    No, the final encounter on mission 3 was not too much We had about 15 or 20 deaths in that final room and zero team wipes. Very fun times. Let me get the actual review stuff...

    Score 95 - Cyborg Misunderstandings Lead to Bombs #389407
    Enemies spawn as 50s. Cool looking enemies but whites are pretty simple. 52s eventually. Don't like soft frontload. I like the Kabooms (Nemesis exploding minions). Awesome enemy group. Nice ambushers. The malta bosses can be annoying but otherwise pretty awesome.
    I'll remove the back-loaded nature so all the spawns are higher level.

    Quote:
    Originally Posted by Smurphy View Post
    Council in mission 2 are too easy. Family, worse Two AVs and EB in the same room... awesome. and ambushers. Hell yeah. Mixed in some easy packs and hard enemy groups. Well done. Well done.
    Yeah. I had to remove some Cybiotic patrols and ambushers from the front of the mission in order to save on file space. I wanted that mixed in feeling of easier and Woah, so I am glad that worked for you, but other than the first spawn the mission beginning is too easy right now.

    Quote:
    Originally Posted by Smurphy View Post
    Mission 3
    Ambush/Patrol at door. BIG negative. Vanguard are great. 2 Heavies, Hell yeah! Ambushers and more. Yeah! More Heavies! Yeah! That was awesome.
    This door ambush is, I am beginning to believe, sometimes unavoidable. I went through several maps with an acceptable final room and this is the best one where the first Vanguard spawn is normally far enough away not to aggro.

    Just to be clear, I have not set anything to ambush the front door on purpose, its just that the vanguard have such high perception. However, after further checking, there is a patrol unit that can spawn near the door and then walk towards it and of course then they see you... sigh. I'll have to remove the patrols, that may solve the problem.

    Quote:
    Originally Posted by Smurphy View Post
    Mission 4. Enemy group closer to annoying than hard: Flying bosses. Kinetics. Stone cages. Blind. AV. Ambush. Arachnos. Pretty cool. Ambush should come at a higher % of health. AV died before Ambush fully got to us. Demon AV too. Awesome. Healing Flames on AV annoying. Another AV. Huge piles of ambushers. SOOOOO awesome. I crashed after the AV near the final room went down. Apparently that was the end and I missed nothing.
    I had to remove a minion and boss from the group. Man did that totally change how the group felt. They went from from having minor end drain to sapping almost every spawn. I fixed that before you played it, but I agree they are not where I want them either. I will continue to tweak that group over the next few weeks.

    I like that last room too, I am glad it is the kind of thing you were looking for.
  24. StratoNexus

    Idun says Hello!

    It is generally a good idea to only note the 4 passive accolades, otherwise you get all the effects of the others as well in the totals windows.

    You had a small bit of defense, it did not look like you were building for it, so I did not worry about whatever little bit I lost when changing things.

    This build has a bit more HPs and massively more recovery. It lost an insignificant amount of +Acc. Hover is much more usable without needing a Kin. FOCE recharges 37 seconds faster.

    With Sprint's Celerity:+stealth IO and Cloaking Device, you already have Invis. How married are you to super speed? It is cool to zip around, but if you normally fly anyway, I'd drop SS and pick up Caltrops and just put a common Slow IO in there (with your global +recharge it comes back plenty fast anyway). Caltrops are yummy, even for a hover blaster, IMO.

    Hero Plan by Mids' Hero Designer 1.621
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Idun: Level 50 Science Blaster
    Primary Power Set: Electrical Blast
    Secondary Power Set: Devices
    Power Pool: Speed
    Power Pool: Flight
    Power Pool: Fitness
    Power Pool: Leadership
    Ancillary Pool: Force Mastery

    Hero Profile:
    Level 1: Charged Bolts -- Decim-Acc/Dmg(A), Decim-Build%(3), Decim-Dmg/EndRdx(3), Decim-Acc/Dmg/Rchg(5), Decim-Dmg/Rchg(11)
    Level 1: Web Grenade -- GravAnch-Hold%(A), GravAnch-Immob(9), GravAnch-Immob/Rchg(9), GravAnch-Acc/Rchg(11), GravAnch-Immob/EndRdx(17)
    Level 2: Lightning Bolt -- Apoc-Dmg(A), Apoc-Dmg/Rchg(5), Apoc-Acc/Rchg(13), Apoc-Dmg/EndRdx(17), Apoc-Dam%(34)
    Level 4: Ball Lightning -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(7), Ragnrk-Acc/Rchg(13), Ragnrk-Dmg/EndRdx(19), Ragnrk-Knock%(36)
    Level 6: Hasten -- RechRdx-I(A), RechRdx-I(7), RechRdx-I(15)
    Level 8: Hover -- LkGmblr-Rchg+(A), Flight-I(15), Srng-Fly(39), Srng-EndRdx/Fly(42)
    Level 10: Targeting Drone -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(19), AdjTgt-ToHit/EndRdx/Rchg(21), AdjTgt-ToHit/EndRdx(21), AdjTgt-EndRdx/Rchg(23)
    Level 12: Short Circuit -- Armgdn-Dmg(A), Armgdn-Dmg/Rchg(23), Armgdn-Acc/Dmg/Rchg(25), Armgdn-Acc/Rchg(25), Armgdn-Dmg/EndRdx(27)
    Level 14: Super Speed -- Run-I(A)
    Level 16: Fly -- Flight-I(A), Srng-Fly(37), Srng-EndRdx/Fly(39)
    Level 18: Tesla Cage -- UbrkCons-Hold(A), UbrkCons-Hold/Rchg(36), UbrkCons-Acc/Hold/Rchg(36), UbrkCons-Acc/Rchg(37), UbrkCons-EndRdx/Hold(37)
    Level 20: Cloaking Device -- LkGmblr-Rchg+(A), LkGmblr-Def(34), LkGmblr-Def/EndRdx(34)
    Level 22: Taser -- Decim-Acc/Dmg/Rchg(A), Decim-Acc/EndRdx/Rchg(31), Decim-Dmg/Rchg(33), Decim-Dmg/EndRdx(33), Decim-Acc/Dmg(33)
    Level 24: Aim -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(27), AdjTgt-ToHit/EndRdx/Rchg(29), AdjTgt-ToHit/EndRdx(31), AdjTgt-Rchg(31)
    Level 26: Swift -- Flight-I(A)
    Level 28: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(29)
    Level 30: Stamina -- P'Shift-EndMod/Acc(A), P'Shift-EndMod/Rchg(39), P'Shift-EndMod(40), P'Shift-End%(40)
    Level 32: Thunderous Blast -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(40), Posi-Dmg/Rchg(42), Posi-Dmg/Rng(42), Posi-Acc/Dmg/EndRdx(43)
    Level 35: Maneuvers -- LkGmblr-Rchg+(A)
    Level 38: Tactics -- AdjTgt-ToHit(A), AdjTgt-ToHit/EndRdx(43), AdjTgt-ToHit/Rchg(43), AdjTgt-ToHit/EndRdx/Rchg(45), AdjTgt-EndRdx/Rchg(46)
    Level 41: Personal Force Field -- LkGmblr-Rchg+(A), LkGmblr-Def(45), LkGmblr-Def/Rchg(46)
    Level 44: Vengeance -- LkGmblr-Rchg+(A), LkGmblr-EndRdx/Rchg(45), LkGmblr-Def/Rchg(46)
    Level 47: Temp Invulnerability -- ImpArm-ResDam/EndRdx/Rchg(A), ImpArm-ResDam/Rchg(48), ImpArm-ResDam(48), ImpArm-ResDam/EndRdx(48)
    Level 49: Force of Nature -- ImpArm-EndRdx/Rchg(A), ImpArm-ResDam/Rchg(50), ImpArm-ResDam/EndRdx/Rchg(50), ImpArm-ResDam(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Clrty-Stlth(A)
    Level 2: Rest -- Heal-I(A)
    Level 1: Defiance
    Level 0: Ninja Run