-
Posts
425 -
Joined
-
[ QUOTE ]
All other primaries have more of a "gradual scale" to their "usefulness/easiness to learn".
[/ QUOTE ]
You could put it that way. I'd say that withs sets like Rad, you're doing the same thing at level 50 that you were doing at level 5. It's BORING.
I perfectly understand that many folks don't want to spend time learning skills in a computer game. They just want to mash buttons, collect the badge, and log off. Nothing wrong with that. Those folks can choose almost any set in the game to play. For folks who enjoy a bit more of a challenge, there's not too many sets out there that offer that.
As to FF being "all peanut butter inside", it's not. The set is what you make of it. Because it's not just mindless button mashing you have the chance for your skill and creativity to affect what the powers do. -
[ QUOTE ]
[ QUOTE ]
[ QUOTE ]
Yes, but you know there's always that naggy TWO WHOLE seconds where you have the whole attention of all the enemies around you before the PFF takes effect. That's not dangerous at all!
[/ QUOTE ]
You're just trying to get me to link my videos again, aren't you.
[/ QUOTE ]
Oh, the videos which show that you had to use an outside power pool to make up for a failure in the primary? Sure!
[/ QUOTE ]
What failure is that? It's not a failure to heal yourself. Even Tankers have been known to take a heal or two, you know. Some even take the Medicine pool.
And no, I was refering to the video where I Provoked the AV _and_ the batch of Rikti off camera. -
[ QUOTE ]
Yes, but you know there's always that naggy TWO WHOLE seconds where you have the whole attention of all the enemies around you before the PFF takes effect. That's not dangerous at all!
[/ QUOTE ]
You're just trying to get me to link my videos again, aren't you. -
[ QUOTE ]
[ QUOTE ]
[ QUOTE ]
But if it doesn't, it needs to be able to do what it does better than anyone else, and that's mitigation.
[/ QUOTE ]
And it does. The only thing that can compete with PFF is a Stone Tanker in Granite.
[/ QUOTE ]
Sure, if you're solo, it's GREAT! Doesn't help a team though... As far as your little "Provoke+PFF" trick goes... when you're in PFF you can't Provoke. When you can Provoke, you don't have the protection of PFF. Sure you can do it, but it's not reliable on a team and it's not safe.
[/ QUOTE ]
I'm sure you can see that a live Defender is more useful to their team than a dead one. And that you can hit Provoke and then raise PFF.
So what's the next step PK? This is your thread after all.
Mystic_Poobah
[ QUOTE ]
Any power that works well on a team will also work well solo.
[/ QUOTE ]
Not really true. AoEs in particular are far less effective soloing than on teams. -
[ QUOTE ]
But if it doesn't, it needs to be able to do what it does better than anyone else, and that's mitigation.
[/ QUOTE ]
And it does. The only thing that can compete with PFF is a Stone Tanker in Granite.
PK
[ QUOTE ]
These other conversations are sure interesting to watch happen, but I think the real conversation about FF power changes has long been over.
[/ QUOTE ]
Can't be over. No one has pointed out that FF doesn't heal and Repulsion Bomb needs to be changed to something like Radiant Aura or FF will forever be the suxor.
I suppose now we'll enter a consolidation phase? -
Jade_Dragon , I'm not sure I understand your point. Are you saying an FF Defender is weak because they don't have a 30% damage buff? If so, I'm sure you realize the standard response would be to say FF isn't meant to be a damage buffing set.
Similarly, Mind Control has no pets. That doesn't mean Mind Control is broken. -
[ QUOTE ]
Unfortunately there seems to me to be two flaws that undercut the video's ability to demonstrate for the general argument: 1) without medicine's heal self power, the ff'er in the demo would have died quickly before 99% of the knockback quality could have been demonstrated, and 2) if any of the nemesis lts had been actively being killed, and vengeance went off, the ff'er would have died quickly again, so at most to pull off the results shown in the demo, any team supported by such an ff'er must remain pacifistic at all times which is incompatible with general CoH encounters.
[/ QUOTE ]
As to point 1, oh yeah, I'd have died real quick without Aid Self. But if you were a Rad or a Storm or a Sonic, would you even have the option of using Aid Self?
On point 2, I have to disagree. My Mind/FF/Stone farms basically the same mission. 7 Man unyielding Nemisis. Not only am I not paticularly concerned about Vengeance, I'm not particularly concerned about _stacking_ Vengeance. I will say, however, she kills only 1 group at a time, not 3 at a time.
As to the idea of team support, once you've come to the realization that you can survive a team wipe of that magnitude, it's not too far of a jump to realize you don't need a team. Once you've come to that understanding, the nature of playing FF changes drastically, even on teams.
Edit:
[ QUOTE ]
The nature of having a 'fire and forget' primary that leaves you a lot of time to play with your secondary likely shouldn't be thought of as anything other than a variant of powerset interaction design. It's not good or bad, it's just a different choice, and the FF implementation and the general secondary implementations available have proven to be far from ineffective with this variant in play.
[/ QUOTE ]
I wasn't questioning FF's playstyle. I was questioning the effectiveness of Defender secondaries. FF playstyle comes into the picture only because it allows you plenty of time to work with those secondaries.
As I see it, playing an FF Defender you have one of two choices. You can use your other FF powers along with your secondaries and greatly reduce the effectiveness of the secondary due to the scatter from Knockback. Or you can simply ignore the other FF powers and use your secondary by themselves.
In other ATs with FF, you're not forced to make this choice. The attacks all work with Knockback.
Clan_Jericho :
[ QUOTE ]
I don't know what you thought you were proving.
[/ QUOTE ]
Nothing more than what the video shows. Staying alive using FF against 3 groups in a 7 man unyielding mission using Chaos control and Hibernation.
Not staying in PFF means I can also use other attacks. Had I wanted to, I could have beaten all three of those groups. Chaos control is a key part to being able to do that.
BurningChick:
[ QUOTE ]
but there's still room for Castle to surprise us -- like having the power amp up its damage against AVs, an area where FF is traditionally weak.
[/ QUOTE ]
Traditionally weak _other_ than the fact it provides the best team protection in the game, especially when combined with Manuevers. -
[ QUOTE ]
Vigilance truly lets the FFer be "always vigilant". Vigilance lets FFers be more than a buffbot, it allows them to attack freely, knowing that they will have the endurance that they need to turn the tide of the battle when things get rough.
That is the power of Vigilance
[/ QUOTE ]
The thing is, you can cover your Endurance needs simply by turning off Repulsion Field when it's not needed.
If you need more than that for some reason, you can put an Endurance Reduction in your attacks, or get +Recovery bonuses from IOs. My lvl 50 Dark/Dark/Dark doesn't even have Stamina and can blast, run multiple toggles, debuff, and heal all she wants to. No Vigilance required.
The basic flaw with Vigilance is when you're doing your job well, which is hopefully most of the time, you're not going to get any benefit from it. That means you need to build your toon to work well without it anyway. -
[ QUOTE ]
But as you've noticed, using Force Bubble doesn't deter or stop foes from attacking you as MagicJ has stated (due to some cockamamie BS about how it changes the AI behavior), it just pisses them off and makes them all want to attack you after a quick switch to their ranged attacks.
[/ QUOTE ]
Only if you have them standing in one spot at the edge of the bubble or a against a wall. If you move around they will charge towards you and then fight the repel once they're back inside the field. You can see that happening over and over again in Chaos Control video. Baddies want to attack at melee range. It's why Mass Confusion clumps baddies together, and it's why Force Bubble drasticly slows their attacks.
As I said before, the normally recommended procedure of pushing them up against a wall or corner is probably one of the _worst_ uses of Force Bubble there is. You're basically doing nothing but having them all attack you.
[ QUOTE ]
Frankly, it's [censored] up. Defenders are by and large my favorite AT, but they've become so weak and annoying to play that most of mine have been shelved indefinitely. I think it's high time the AT damage scale is rebalanced and Vigilance turned into something useful for all Defenders regardless of set or team size. Cause the way it is now, Defenders are getting nothing but the short end of the stick.
[/ QUOTE ]
Something we agree on. Defenders have been held up as the example of a perfectly balanced AT. It's really not true now, and probably never has been. Force Field's biggest flaw is that it's simply unable to mask the flaws in the Defender AT the way the other sets can. Force Fields actually highlights Defender flaws. A few examples:
<ul type="square">[*]FF's lack of damage buffs highlights Defender's low damage.[*]FF's Knockback highlights their poorly designed cone attacks.[*]FF's remarkable ability to herd highlights the uselessness of Defender's nukes solo.[*]FF's low Defense for the FFer highlights Defender's lack of a Defensive shield in their Epics.[*]FF's strong ability to keep a team healthy highlights the poor design of Vigilence.[*] The common FF playstyle of shielding the team and then using your other powers means you spend the majority of your time using the flawed secondary.[/list] -
CDN_Guardian
[ QUOTE ]
But both are fine at your basic crowd control.
[/ QUOTE ]
If you're going to quote me, use the whole quote.
Mack008
[ QUOTE ]
So you don't even care about FF Defenders?
[/ QUOTE ]
I'd love to play an FF Defender. But until the underlying flaws in Defenders are fixed, I'm not going to. I can play FF in any other AT without suffering those flaws. Just to keep a running total, here are the aspects of Defenders that need to be fixed that I feel directly negatively affect playing an FF Defender.
<ul type="square">[*]Cones need to be adjusted so they work with Knockback[*]Nukes need to be reduced to 85% Endurance drain so they can be used effectively soloing[*]Defender Epics need to offer a pool that provides a +DEF shield and a way to overcome catastrophic defense failure[/list]
No other AT in CoX that has FF has these types of flaws.
And while we're on the subject, the Defender inherent could use some work too, although I won't list it as something that will stop me from playing an FF Defender. -
CDN_Guardian
[ QUOTE ]
Are you kidding me? You honestly think that a FF Defender, with any secondary, is going to have anywhere near the control of say, a Gravity Controller? Give me a break.
[/ QUOTE ]
I don't think that and didn't say that. I said an FF Defender can handle basic crowd control just fine. You only need a single AoE with a decent recharge and a couple of single target controls to do that. For a team that's just running from group to group and killing things fairly quickly, you just don't need an entire primary dedicated to the task of control.
Once you've controlled the group, it doesn't matter that the Controller has more control left "in their pocket" than the Defender. The job of control is done.
Mack008
[ QUOTE ]
Why does everyone assume that a change to the FF Defender Primary automatically means a change to the FF Controller Secondary?
They can be changed independently.
[/ QUOTE ]
I'd be more than happy to leave this thread if we can get a red name to guarentee none of the changes that may come from this thread will ever see the light of day outside of the Defender AT.
I don't need +Pie on my Mind/FF and Bots/FF toons. I'm not asking for +Pie. I'm frankly more worried about getting nerfed by someone's great idea for an "improvement". -
A very nice guide, EmperorSteele. Thanks for putting so much effort into it.
-
[ QUOTE ]
[ QUOTE ]
Controllers and Masterminds have better Defense values against Smashing/Lethal attacks than Defenders when epic powers are accounted for. Defenders can reduce some of the damage they take, but Controllers and Masterminds work around this by having substantially better chances of not being hit. Only when attack types are outside Smash/Lethal does the Defender show a slight Defense advantage over a Controller or Mastermind.
[/ QUOTE ]
That and the fact that Controllers can HOLD enemies, the ultimate defense... Masterminds have alot of bodyguards to soak up damage.... Defender's , especially FFers, don't really have those abilities to "complement" their Defense powers.
[/ QUOTE ]
Knockback, Stuns, and Detention Field are all available to the Defender FF. That, and Controller AoE Holds are not that great (hint: I have Repulsion Bomb. I skipped Total Domination) means there's not a huge difference in the control ability between an FF Defender and Controller. Especially if the FF Defender takes a secondary and/or Epic with control.
IMHO, the advantage of, say, a Mind Controller over a Defender built to control (either FF or Dark Misma, for example), is the Mind Controller has access to many different types of control and can apply a specialized type of control when the situation calls for it. Defenders tend to have less choice in the types of control available. But both are fine at your basic crowd control. -
[ QUOTE ]
[ QUOTE ]
NEW DEFENDER EPIC
41 Hand Clap, Knockback, Chance to Stun_____// There's no such thing as too much Knockback
41 Build Up, +DAM, +ACC__________________// Damage bonus
44 Temp Invulnerability, +DEF(S/L)__________// +DEF shields
47 Fast Healing, +REGEN___________________// +REGEN to counteract catastrophic defense failure
[/ QUOTE ]
The Power Mastery Epic has all of these except Regen. In fact two of the powers you mentioned by name ARE in that Epic set, Temp Invuln and Build Up. Hand Clap in that set is replaced with Total Focus, which is a highly damaging attack that has a GUARANTEED chance to stun (I know this because I use it on level 53 CoT Death Mages all the time). And instead of +Regen, the set gives you a power that can reduce all the endurance that you use for a while. I'd say the set already exists that's close to what you're suggesting, and it's the set that I use.
[/ QUOTE ]
The Temp Invul I was refering to is the Blaster version, which is +DEF. The Defender version is +RES.
Very confusing to have different powers with the same name.
Edit: GameAmp lists the Blaster version as +DEF. CoD lists it as +RES. The intent was to have a +DEF shield made available to Defenders.
Nuther Edit:
To avoid confusion, I'll just rename the power.
NEW DEFENDER EPIC
41 Hand Clap, Knockback, Chance to Stun_____// There's no such thing as too much Knockback
41 Build Up, +DAM, +ACC__________________// Damage bonus
44 Temp Invincibility, +DEF(S/L)_____________// +DEF shields
47 Fast Healing, +REGEN___________________// +REGEN to counteract catastrophic defense failure
________________________________________// This would have a duration and recharge.
________________________________________// It cannot be made perma.
Very late edit: Hand Clap and Buildup are "placeholder" powers, meaning if folks aren't happy with this idea, they could be replaced without changing the reasion this new Epic is being suggested. Temp Invincibility and Fast Healing are specifically there to buff FF. -
[ QUOTE ]
MagicJ's uber AV-killing, GM-Killing, Herding, Farming, Tanking, Chaos Controlling, healing quicker than an Ice Tank with Hibernate, and incredibly good looking Mind/FF Wartroller not withstanding
[/ QUOTE ]
/fixed
On a more serious note, Controllers do get Containment bonuses from seconday attacks. You're not getting them from Storm because all those attacks are indirect damage. But an FF troller does get them from Repulsion Bomb. But I agree that buffing Repulsion Bomb's damage will hardly make all those Fire/Kins out there wish they rolled Fire/FF instead.
I also put together a new Epic Pool for Defenders. Like fixing Defender cone attacks and reducing the Endurance cost of their nukes, I think this is part of making FF work right for Defenders.
NEW DEFENDER EPIC
41 Hand Clap, Knockback, Chance to Stun_____// There's no such thing as too much Knockback
41 Build Up, +DAM, +ACC__________________// Damage bonus
44 Temp Invulnerability, +DEF(S/L)__________// +DEF shields
47 Fast Healing, +REGEN___________________// +REGEN to counteract catastrophic defense failure
________________________________________// This would have a duration and recharge.
________________________________________// It cannot be made perma.
Very late edit: Hand Clap and Buildup are "placeholder" powers, meaning if folks aren't happy with this idea, they could be replaced without changing the reasion this new Epic is being suggested. Temp Invincibility and Fast Healing are specifically there to buff FF. -
Just a few of my thoughts on this list.
[list][*]No way of increasing team damage - all other primaries have some way of doing this. /signed [*]Knockback powers are hard to make useful in a team environment without spending hours mastering them. /unsigned It's a true statement, but one I consider to be a plus about FF, not a minus. You're rewarded for the effort you put into learning the powers. [*]Primary gives no way to actively assist in an AV or GM fight. /signed despite the fact PFF + Provoke + Aid Self is the _most fun_ way I've ever done an AV fight. By a long shot. [*]Several powers may be considered "redundant" because they perform the same or similar function. /unsigned I believe this goes back to learning how to use the powers effectively [*]FFer least protected member of the team. /signed with the note that this is due to a flaw in the Defender Epics and improving the FFer's Defense via FF powers seriously risks Controllers and Masterminds stepping on the toes of Tankers and Brutes [*]Constant rebubbling leads to a "boring" or "annoying" playstyle to alot of people.
/signed -
Nice. With specific problems listed, we can do more than argue the merits of someones +Pie idea. Getting an "consensous" list of problems would go a long way to helping this thread.
[ QUOTE ]
The FF defender (NOTE: defenders, I don't give a rat's [censored] about controllers with FF) herself is under-protected compared other primaries. Further: all FF has going for it is protection; why is the bubbler so squishy compared to her teammates?
[/ QUOTE ]
I understand your concern with this. It makes perfect sense. I know you don't want hear this, but compare it to the situation Controllers and Masterminds have:
*/FF Master Mind + Scorpion Shield
+DEF(S/L) 32.8%
+DEF(Energy) 25.7%
+DEF(Fire, Cold, Neg Energy, Ranged, Melee, AoE, Psionic) 11.7%
+RES(Toxic) 17.5%
*/FF Controller + Frozen Armor
+DEF(S/L) 32.8%
+DEF(Energy, Neg Energy, Fire, Cold, Melee, Ranged, AoE, Psionic) 11.7%
+RES(Fire) 10%
+Res(Cold) 30%
Ice Tank With All Shields
+DEF (S/L, Energy, Neg Energy) 27.5%
+DEF (Fire, Cold) 1%
+RES (Fire) 32%
+RES (Cold) 90%
FF Masterminds and Controllers are _already_ competative with Ice Tankers in terms of Defense. For the most common damage type, S/L, they are actually _better_ than Ice Tankers. They are also better at Fire, Cold, Psionic, Ranged, Melee, and AoE Defense.
You can't buff FF Defense without risking throwing the relationship between Tankers, Controllers, and Masterminds totally out of wack. It's highly unlikely that you'll be able to buff Defender FF Defenses without an outcry from the other FF ATs.
The reason an FF Defender can't match these number is not because of FF. Defenders get more Defense from FF than any other AT. The reason is because Defenders Epics have no shield that provides +DEF. The problem isn't FF, the problem is the design of Defenders.
[ QUOTE ]
4 of 5 mob-affecting powers are useless in AV / monster fights.
[/ QUOTE ]
As to AVs, you know I feel Defenders Detention Field should get a buff so it can cage AVs. Also, With PFF, Taunt, and Aid Self, you can tank an AV (at least long enough for the Tank to get a Rez and get shields back up), which is not something a Kin or other Defender can do. That doesn't mean FF couldn't use a buff for AV fights in its more traditional roll of team support. -
Mystic_Poobah
[ QUOTE ]
What if they changed Repulsion Bomb into something very similar to the Nemesis Staff v1?
[/ QUOTE ]
/unsigned.
I use Repulsuion Bomb as an AoE control, not a damage attack. While I don't mind seeing damage added, I don't want the control aspect reduced, especially to the extent you're talking about. I'd consider this to be a "cottage" change, or at least very close to one.
RogueDemonhunter
[ QUOTE ]
BTW I agree Defender's should not pay 100% for nukes and should be doing about 5% more damage overall... So as not to overpower Rad and Kin more then they already are. I love the ability to stack the big stuff to actually effect a GM or AV class foe. And the alternate buffs for the order in which Deflection and Insulation are applied. Really keen.
[/ QUOTE ]
Thank you. That's extremely kind.
I'll just say again that the primary charm of this system to me is that it protects me from any changes that are added. I'm not too concerned about what the bonuses actually are. But it's nice to see that the bonuses I suggested are fairly popular.
Starfox
[ QUOTE ]
The way I read this is; Achieve agreement on a 3-point bullet list, or be ignored.
So, if this thread could move back to Defender issues with FF - which requires that we accept (and to a point ignore; this is about magicj) that there are other points of view, then we could perhaps get something done here.
[/ QUOTE ]
I did a check on what the items on that PvP list being refered to actually are. Here are the top 4 items from that list Ex Libris refered to:
[ QUOTE ]
Selectable maps 74
Hero-Villain Balance 68 X
Cross-server PvP 49 X
Paid PvP Expansion 47 X
[/ QUOTE ]
He's saying pick the top three from this type of list, if I understand him correctly. When you look at the scope of the changes on this list, something like "Make Defenders happy with FF" doesn't strike me as much work, relatively speaking, no matter how it's implemented. It strikes me as a single line item, and not a very difficult one at that.
As to blaming me for no progress I'll again point out that the suggestions so far have for the most part been fairly poor. It's hardly due to me that the idea of adding a chance to Stun to Force Bolt to "help out more during AV fights" is a terrible idea. It's a terrible idea because it doesn't work. And so it goes with the majority of suggestions made on this thread.
But the low quality of suggested "improvements" isn't even the real problem. The real problem is the suggestions are little more than attempts to grab +Pie without rhyme or reason as to how FF actually plays. In the almost 50 pages this thread has consumed there is nowhere to be found a list of problems with FF that need to be solved.
"Solutions" are everywhere. But no problems. -
[ QUOTE ]
And even if it did, it would only be a trap for the unwary - radial knockback is not worth what a defender can do with this damage. It would be similar to the damage a blaster does with Explosive Blast, and that is one of the worst powers in the game IMO because of the scatter.
[/ QUOTE ]
You do realize that campaigning to get the Knockback removed from FF is a "cottage" change that the Devs have already said they're not going to do, yes? -
[ QUOTE ]
So it doesn't bother you in the least that Hurricane, a tier 6 power is significantly better than Force Bubble, a tier 9 power? And that their basic core functions are exactly the same? By the way, that was a rhetorical question. I know you don't give a crap.
[/ QUOTE ]
I'm not going to give a point-by-point reply to your post. You asked me for my opinons on your ideas, I took the time to give them to you. I respect that you have your opinion and you're working for changes that you believe will make FF better. I simply don't agree with you that your suggestions would make things better. I'll leave it at that. We've both had our say. -
Mystic_Poobah, I've already discussed my feelings on these changes and some of them are just flat out "cottage" change that completely rework the power.
Never the less, here are my thoughts on your suggestions.
[ QUOTE ]
1a.) Changing Repulsion Field from a PbAoE to a location AoE similar to Bonfire.
[/ QUOTE ]
A PBAoE can simulate a drop. A drop cannot simulate a PBAoE. In effect, you are requesting that the Devs nerf what you feel to be an underperforming set.
[ QUOTE ]
1b.) A more radical change for Repulsion Field (but still keeping with the core function) is to change it into a Singularity-type pet -- a small mobile field that follows the caster around and knocks back any foes that gets near it.
[/ QUOTE ]
This is a cottage change. It's also giving a pet to a non-pet AT.
[ QUOTE ]
2.) Change Repulsion Bomb from a targeted AoE knockback to a cone knockback
[/ QUOTE ]
You can already get a cone Knockback from Repulsion Bomb by using positioning. You cannot get 360 degree Knockback from a cone. Again, you are asking the Devs to nerf what you believe to be an underperforming set.
[ QUOTE ]
3.) Reduce the size of Force Bubble down to 20-25' to match Dispersion Bubble, and add two layers of debuffs, similar to Storm/Hurricane. Those foes stuck at the outside of the bubble suffer a -tohit, -range, and -damage; those that are able to resist the repel effect and enter the bubble still receive those same debuffs but also are hit with a slow/-recharge, -defense, and -regen. We can't change the nature of the power, that being repel, but there is no reason it can't be made much smaller and be the one power with a slew of debuffs that FF really needs.
[/ QUOTE ]
I use the large bubble with geometry and other powers to keep baddies out of action. Reducing the bubble to the size of Dispersion Bubble would effectively remove this capability. Again you are asking the Devs to nerf what you think is an underperforming set.
Force Bubble already duplicates -Speed and -Recharge, as well as -Damage, through changes in the baddie AI.
[ QUOTE ]
The idea is to make Force Bubble into Hurricane v2.0 instead of Hurricane v0.5.
[/ QUOTE ]
If you want Hurricane, play Storm. It's a very nice set.
[ QUOTE ]
4.) Ideally I would love to see Detention Field turned into a reverse PFF, meaning they can't move or attack, but we can attack them with either greatly reduced accuracy and/or damage. It could be tricky to balance in PvP, so if an idea like that is completely off the table, turning DF into a limited toggle would be a huge improvement.
[/ QUOTE ]
I don't have a problem with making it so the team has some small chance of hitting the baddie in DF. But at the same time this doesn't really solve the problem of the team wasting attacks on said baddie. It just reduces the waste from 100% to 95%.
I don't want to see DF made into a toggle as I believe they'll be some sort of penalty associated with this, such as longer recharge time or greater Endurance cost.
And generally, asking the FFer to use the power intelligently and the team to wait a few seconds for it to drop is not that big of a deal in the first place.
[ QUOTE ]
5.) Add a knockup component and minor disorient effect to Force Bolt. Many foes that have resistance to knockback do not have resistance to knockup, and this extra bit allows the power to affect many more foes. The disorient effect is just another little bonus that, again, has the chance to affect foes immune to other aspects of the power, and can stacked with the other disorients in the set to briefly stun more difficult foes.
[/ QUOTE ]
I've already said I don't care what the Devs do with Force Bolt. They can turn it into a power that does /em alakazamreact for all I care.
That said, the chief advantage of Force Bolt is it's fast recharge. I honestly think any buff the power gets will need to be offset by slowing down that recharge.
BurningChick
[ QUOTE ]
Off the top of my head:
AoE alteration to Ice Melee Frost
AoE alteration to a couple War Mace powers
Damage increase to Force Field Repulsion Bomb
[/ QUOTE ]
Great news and it's a change I have absolutely no problem with. -
[ QUOTE ]
A few concerns:
- I am not sure you can have combos that use toggles
- Repulsion Field->Force Bubble combo debuff would be quite tricky to use and probably detrimental to FF playstyle (keep mobs at range) unless the effect sticks to the mob (à la TA)
[/ QUOTE ]
Well, with software you can do anything you like. So the only issue with the toggles will be if the Devs want to do it. If the Devs want toggles to work in combos, they will.
But as far as the given combos producing given results, these ideas are just suggestions. I don't mind at all if folks give ideas for other combos or other results from existing combos.
Mystic_Poobah
[ QUOTE ]
Please read over the changes to FF that I posted, and explain to me, in detail, why you think those changes would after the various FF powers in such a way that your Mind Controller would lose the ability to do what she can do now.
[/ QUOTE ]
I've already posted a list of concerns with the various ideas on this thread. You can find it on page 34. If I missed some of your particular ideas, could you re-post them so I don't have to dig through 45 pages of stuff, and I'll tell you my thoughts on them.
Starfox
[ QUOTE ]
some of those communities have really proven that they can work well together to be able to prioritize what they, as a community would like to see happen
[/ QUOTE ]
I'll only add that telling people to leave the thread because their favorite toon is not a Defender, campaigning to have folks put on ignore, and in general dismissing concerns is in no way "working together".
This thread has, for the most part, been nothing other than a collection of bad ideas and various folks bullying others to try to get their favorite bad ideas implemented by the Devs. -
[ QUOTE ]
[ QUOTE ]
Here's an idea I had to add debuffs and damage to FF without changing existing functionality: combos. Use combos, like those found in Dual Blades, to add abilities.
Here's a few examples: The X -> Y -> Z notation means use powers X, Y, and Z, within the combo time to get the bonus. If you don't do it within the combo time, the powers work as they currently do with no bonus.
Dispersion Bubble -> Personal Force Field
Creates a PBAoE effect the size of Dispersion Bubble. Everyone within this effect is enclosed inside a Personal Force Field. Duration is 15 seconds.
Repulsion Bomb -> Force Bolt -> Detention Field
All baddies within the AoE of Repulsion Bomb are affected by a -Defense Debuff. The baddie in Detention Field suffers -Regen and minor DoT.
Force Bolt -> Repulsion Bomb
Doubles Repulsion Bomb's chance to Stun. Adds 40% chance of moderate damage to all affected by Repulsion Bomb.
Repulsion Field -> Force Bubble
Applies -Resistance and -Recharge to all baddies hit by both powers.
Deflection Shield -> Insulation Shield
Gives +Regen to target similar in power to Spirit Tree. Does not stack with self or Insulation Shield combo bonus.
Insulation Shield -> Deflection Shield
Gives +Recharge, +Recovery to target about 1/2 the strength of Speed Boost. Does not stack with self or Deflection Shield combo bonus.
All powers would need to be used against the same target throughout the combo to get the bonus.
[/ QUOTE ]
I like the idea a lot !
However I am not sure the current tech allows for toggles to trigger combos. I am thinking in particular to your Dispersion->PFF combo.
[/ QUOTE ]
Thanks.I like the idea too. It provides a way to introduce new capabilities without disrupting those of us who are very happy with the current FF set.
-
[ QUOTE ]
No, I mean, why is the video edited at about 3:50 in? It cuts from one scene to another with a very quick fade. If you pause it right there you see the two scenes overlapping.
[/ QUOTE ]
PFF is in the lower right hand corner of my tray. There seems to be a bug in the sytem where clicking that spot is not always picked up. There where several times during this video where this happened. I clicked PFF and it didn't come up. The cuts are all skipping over the healing required when this occurs. One time when it happened is still in the video. You'll notice I aggroed the 3rd group when I was at 1/4 health. I'm not dumb enough to do that. That was the bug in effect.
Don't worry, I didn't skip over deaths or near deaths. I never died during that video, even when PFF didn't activate when clicked. And you got to see all the near deaths that occured. All you missed was healing required due to that bug. The intent of the edits was to speed things up and give a better representation of how FF works, or would work, without that bug.
PK:
[ QUOTE ]
I'm putting aside the Controller aspect as I think it skews things more to the side of extreme safety and doesn't have much relevancy to the topic.
[/ QUOTE ]
I'd really like to see Castle say this on this thread rather than someone who has *cough* an entire day's experience playing FF.
Castle, can you guarentee any changes you make to Defender's FF will not affect other ATs, now or in the future? I don't want to get stuck with a slow recharge endurance draining toggle Detention Field or 9/10's of the other ideas on this thread. Ever.
Edit:
I'm not trying to "call you out", Castle, I just don't know how else to do this. This is a very important issue to me and I'm very concerned that changes will be made to my favorite toons that would, IMHO, ruin them. -
[ QUOTE ]
[ QUOTE ]
I've put together another video starring everyone's favorite FF heroine, WhisperWitch. This video uses no Mind or temp powers or inspirations. It demonstrates how to use chaos control and hibernation to survive a team wipe and was shot by running a 7 man unyielding mish solo.
Staying Alive With Force Fields Tutorial
[/ QUOTE ]
Why the edit at around 3:50?
That video is crazy. I would've died at least 3 times. Long before that if I was dealing with Rikti, who would have put me to sleep and killed me several times over.
[/ QUOTE ]
The original title to the video, "Stayin Alive", was confusing some folks. They were asking "Why not just stay inside PFF?", which is a reasonable question if your only goal is to survive.
Changing the title made it clear I was focusing on chaos control and hibernation.
Edit:
I also took off the word "tutorial" because, as PK pointed out, it's hardly a step by step tutorial. There's no such thing as a step by step method for chaos.