One Dark Armor change


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Posted

Quote:
Originally Posted by JayboH View Post
Is that the issue? Would you rather that dark regen be autohit?
If it auto hit, it would lose it's damage. The damage isn't much, but some of us quite like it.


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Posted

Quote:
Originally Posted by Arcanaville View Post
I don't think this change makes Dark Armor better or worse. It changes how you use and possibly slot Dark Regeneration, but for every situation it makes DR better, there's another it makes it worse. As such, I don't think this is a change that makes sense overall.

Its a different kind of heal, and it takes different play tactics and slotting to leverage, particularly at the early levels. But that's part of what gives Dark Armor its unique character. I would not want Dark Regen to become essentially a power people just spam like Reconstruction, except it has to hit things. I like the fact that its *minimum* heal is still very strong, and you have to think about it to get the most from it.
Okay, is there other solutions that you could present for problems that affect freebies?


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Posted

Quote:
Originally Posted by BrandX View Post
If it auto hit, it would lose it's damage. The damage isn't much, but some of us quite like it.
I agree, I always thought the problem was massively severe end cost for a heal that is generally overkill in the majority of PVE.


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Posted

Quote:
Originally Posted by JayboH View Post
Okay, is there other solutions that you could present for problems that affect freebies?
How about we start with a presentation of an actual problem?

I'm the guy with the video of a softcapped dark tank. He also has a SO's only build that has run STFs.

Would you like to try to make an argument with math now?


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Posted

Quote:
Originally Posted by Dechs Kaison View Post
How about we start with a presentation of an actual problem?

I'm the guy with the video of a softcapped dark tank. He also has a SO's only build that has run STFs.

Would you like to try to make an argument with math now?
No need to get defensive and bait me - I am trying to gather information and ideas.


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Posted

Overall this doesn't change much really, other than when you don't have extra targets to feed off in which case it is a nerf.

I'd much rather they do something about CoF.


 

Posted

Quote:
Originally Posted by JayboH View Post
I agree, I always thought the problem was massively severe end cost for a heal that is generally overkill in the majority of PVE.
I'll have to disagree. I have a heal that gets me close to a 50% heal, every 14-18 seconds.

Which is much like Reconstruction, only now I'm using WAY more END for a little less on the heal.

But the advantage imo, is in normal PVE play, which I've used it as such. Close to a sliver of life...DARK REGEN of the mobs! \o/ Full Health! Whooot!

And I've found times where going to full health was enough of a deciding factor over Reconstruction's less than full heal over the same amount of time.

Also, Dark Regen does damage.

Maaaybe it can use an ENDRED, I wouldn't be opposed to one mind you, I just think for any change to DA, I'd rather have the one I mentioned earlier in the thread than any other change.


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Posted

Quote:
Originally Posted by JayboH View Post
No need to get defensive and bait me - I am trying to gather information and ideas.
Not trying to bait you. I'm asking you for an explanation of why Dark Armor needs adjusted.


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Posted

Quote:
Originally Posted by Dark_Impact View Post
Overall this doesn't change much really, other than when you don't have extra targets to feed off in which case it is a nerf.

I'd much rather they do something about CoF.
Thing is, in most situations, having less targets means you usually don't need a huge heal.

Everyone is jumping on the scenario of fighting AVs and other extreme situations.


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Posted

Quote:
Originally Posted by JayboH View Post
Everyone is jumping on the scenario of fighting AVs and other extreme situations.
You're the one that mentioned this is for tanks. Tanking is most needed against AVs and other extreme situations.


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Posted

Quote:
Originally Posted by BrandX View Post
I'll have to disagree. I have a heal that gets me close to a 50% heal, every 14-18 seconds.

Which is much like Reconstruction, only now I'm using WAY more END for a little less on the heal.

But the advantage imo, is in normal PVE play, which I've used it as such. Close to a sliver of life...DARK REGEN of the mobs! \o/ Full Health! Whooot!

And I've found times where going to full health was enough of a deciding factor over Reconstruction's less than full heal over the same amount of time.

Also, Dark Regen does damage.

Maaaybe it can use an ENDRED, I wouldn't be opposed to one mind you, I just think for any change to DA, I'd rather have the one I mentioned earlier in the thread than any other change.
Yeah, that's my point, and I don't know if that would be OP - no doubt lowering the end cost would require a nerf to the heal.


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Posted

Quote:
Originally Posted by Dechs Kaison View Post
You're the one that mentioned this is for tanks. Tanking is most needed against AVs and other extreme situations.
Correct, as it affects them, even though they are only one of four archetypes that this change could improve. Without IOs/incarnate powers, Dark tankers struggle against AVs considerably if you remove all other buffs/debuffs and just compare performance.

Do we balance a set that affects 4 archetypes in all scenarios due to the times in the game when we fight AVs?


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Posted

Quote:
Originally Posted by JayboH View Post
Personally, I think one change and one change only would make Dark Armor a far more viable set, even for tankers - and don't point me to that one video of a Dark Armor tank that is listed in the owner's sig because we all know he is defense softcapped...

Cut the heal and end cost of Dark Regeneration in half. That's it. Oppressive Gloom can cause a person to use Dark Regen more often in certain situations and builds dependent on level and slotting if you think about it.

Leave the end cost of Cloak of Fear alone - everything in the whole set is balanced outside of dark regen. The heal is TOO HIGH and unnecessary which is the whole argument against the gigantic end burn, not even considering the tohit check requirement.

REMEMBER that we need the set to be viable to Freebies that only have access to SOs, and you need to weigh the cost of Acrobatics on top of everything else.

Remember that the Cloak of Fear issues and Dark Regen's values are not the only hurdles people need to make up for. Knockback protection is another big hole (yes, easily fixed, but still, we need to remember Freebies with their SOs.) The number one complaint even after the revamps years ago has always been end cost - always. The toggles are fine, even with Cloak of Fear, considering how useful that power is. Dark Regen is the true endurance destroyer, considering how often you need to use it with the low resistance values of the set. Cloak of Fear and Opressive Gloom are the tools that make up for those low resist numbers - and running them all, at all times, should be the main goal in my eyes, like every single other set in the game. It's Dark Regeneration, even fully slotted with level 50 vanilla IOs for end cost, STILL takes a big bite out of your end.

Thoughts?
I think you're forgetting the fact that the game existed without IO's for, what, four years? (I don't recall the official release date of I9, and Paragon Wiki is down at the moment). The concepts of the game were all designed around Single Origin enhancements. IO's are our "End Game Content" or "Loot System", they're not required but are instead a more immersive system provided by the developers to both keep the game fresh and expansive for all players and also giving them the opportunity to create harder content for players that step it up and power-game on occasion.

Trying to say, now, seven years later, than one set doesn't work cause "oh noes, someone has to use SO's again?" There's no validity in that argument. Dark Armor is one of the most powerful secondaries available, and to change something for freebies would dinadvertently cause damagingly overpowered effects to those who are paying for the invention system. In either situation, and especially in the case of SO builds, things are more than compensated with proper slotting. Yes, Dark Armor does come with an abundance of toggles, but that is in part to its unique bag of tricks. DA is the only secondary that can walk into a mob and instantly reduce 50% of its potentially incoming damage simply by standing there.

But lets run some basic mental math here about Dark Regen in specific (since this is what you're nit-picking). Dark Regen can be reduced to 15-20 End per use, for a potentially 100+% Heal. Reconstruction hits for 5-8 end per use for a rough maximum of ~50%. DR can do a base of 40+% off a single target; and in terms of using only one target, 20 end is a steep price, but you're often not using in this circumstance. Is 20 end a fair price for an 80% heal? Its definitely better. 20 end for a 100% heal? Yes, actually, that's pretty darn balanced.

The sets not broken, and the Free accounts aren't getting a bad play experience, they're just getting the Pre-I9 Experience.


Quote:
Originally Posted by Arcanaville
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Posted

Quote:
Originally Posted by JayboH View Post
Without IOs/incarnate powers, Dark tankers struggle against AVs considerably if you remove all other buffs/debuffs and just compare performance.
Could you please present some math to back up statements like this?

Because everything we've seen so far contradicts.


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Posted

Quote:
Originally Posted by JayboH View Post
Okay, is there other solutions that you could present for problems that affect freebies?
-buy the invention stuff for 30 days
-slot end redux into everything
-get an epic with conserve power/physical perfection
-toggle management, because you don't need that damage aura vs a single boss and you don't need that s/l resist against full psi mobs, right ?
-kiting and proper use of the powers instead of spamming
-pair it with a primary with end recovery (like dark melee... oh wait, there might even be a thematic pattern !)
-team up with some end buffing character (that's not a solo game, though sadly interdependancy between archetypes tends to be lower and lower)

Whatever... the only "problem" i can see with DA stands behind the keyboard. Each powerset has its drawbacks, DA pays the price of being end heavy, having a KB hole and no "god mode" power for being one of the best armor sets all around. Lowering the heal and end cost of Dark regen sounds like removing the damage/recharge penalty of granite and reducing its movement penalty while lowering the resistance/defense value. That quite defeats the whole point and fun of the powerset.

Some powers are supposed to be awesome but have huge penalties for using them, and that still doesn't change the fact that Dark regeneration is the best heal in the game AND the best power in the set on top of being borderline OP with a decent build (i'm not talking purples, just buy a single proc and stick it there, problem fixed). So if a free player really has an issue about being gimped compared to a fully slotted incarnate toon, i'd say Dark Armor isn't exactly the issue. DA has been like that for years with tweaks here and there so it's not exactly something new and that's why some peoples love it. So leave DA alone for the sake of diversity and for peoples who actually enjoy min/maxing and a bit of challenge in that game. There are enough powersets like that for roflstomping everything without even watching.

If anything i see the KB hole as being a FAR bigger hurdle to a free player with Dark Armor, because honestly, being knocked back constantly for a melee character plain sucks. But even that can be solved (hello acrobatics). Though i guess looking at the pool powers instead of slotting damage into everything and taking all attacks might be too much of an effort as well.


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Posted

I guess that recharge is something we haven't touched on - is it better to hit dark regen twice during hard target battles with the values cut in half where most scenarios would need it once after an alpha, or is it better to use it once vs hard targets with double the end cost in other mob groups?


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Posted

Quote:
Originally Posted by Dechs Kaison View Post
Could you please present some math to back up statements like this?

Because everything we've seen so far contradicts.
Sure, where's that video? ...the one that shows dark tankers are suddenly viable when softcapped?


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Posted

Quote:
Originally Posted by JayboH View Post
Sure, where's that video? ...the one that shows dark tankers are suddenly viable when softcapped?
So ... soloing +4/x8 Malta is what's required to satisfy viable? Please.

Again, my tank has done STFs just fine on SOs alone.

Now would you like to try again, except with math?


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Posted

Out of curiosity, how many Dark Armor characters do you have?


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Posted

Quote:
Originally Posted by William_Valence View Post
Out of curiosity, how many Dark Armor characters do you have?
Five, currently.

Two tanks, both at 50. One brute at 50.

One scrapper and one stalker stalled in the 20s.

I had another stalker that I deleted at 43 because I disliked Ninja Blade.


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Posted

Quote:
Originally Posted by Celidya View Post
Each powerset has its drawbacks, DA pays the price of being end heavy, having a KB hole and no "god mode" power for being one of the best armor sets all around.

If anything i see the KB hole as being a FAR bigger hurdle to a free player with Dark Armor, because honestly, being knocked back constantly for a melee character plain sucks. But even that can be solved (hello acrobatics).
I addressed that too, with the scenario where one should expect to run all the armors except for the CoD perhaps. The question is if the huge end cost and heal + all toggles are balanced vs survivability.

The kb was always a minor annoyance in this set vs all the complaints against the end cost. End costs were lowered for all the toggles outside of CoF many years ago to address this, and it is still the number one complaint about dark armor.

I just took some time to look at the set in general and considering everything, dark regen seems to be the problem child of the set. The heal could be argued to be better if it did, in fact, compare to reconstruction/healing flames and be used as such, simply because it requires a tohit check, unlike those other powers, still keeping it balanced due to the protection OG and CoF provide.


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Posted

Quote:
Originally Posted by JayboH View Post
Okay, is there other solutions that you could present for problems that affect freebies?
3 Slot for endurance cost. 1 slot for accuracy. That should lower end cost to a more manageable 17.34. Still no pocket change but still extremely powerful.

As it stands, Dark Regen can be insanely powerful and its endurance cost technically keeps it in check. A decrese on it's endurance cost would force a heavy recharge nerf, one that may not necesarely be proportionate to the endurance reduction (it may be much more than 2x the current recharge.)

As for Oppressive Gloom, and Tanks: you dont need to run it all the time. That being said, an endurance starving dark armor tank that is restricted to SOs may want to consider using Oppressive Gloom as his taunt aura, and not run Death Shroud nor Cloak of Fear.

Since the power does damage based off your melee damage modifier. This means tankers already suffer way less damage from the power than scrappers. 71% the damage to be exact.

Not only is the damage lower for tankers, but their extremely higher HP means that tankers take a 50% less proportional damage than scrappers do. The damage it removes by stunning just one or two minions should be enough to make up for the self inflicted damage.


 

Posted

Quote:
Originally Posted by Dechs Kaison View Post
So ... soloing +4/x8 Malta is what's required to satisfy viable? Please.

Again, my tank has done STFs just fine on SOs alone.

Now would you like to try again, except with math?
Yeah, so does my SR/Ice tanker. The math will always support softcapping which isn't the norm, no matter how much a person is aware that the forums present a very tiny section of players.


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Posted

Quote:
Originally Posted by William_Valence View Post
Out of curiosity, how many Dark Armor characters do you have?
Two currently.


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