I've been reading many things about support role, and they all point to one main topic of interest to me.
Support=Healing.
Sure, you've got things like IDF and PF or even AoRP, maybe even RF if you get it right(though thatll limit you to maintaining one power so, pretty niche if ya ask me). That's what? 4 powers(3 of the 4 are more commonly chosen for the DR). Healing, I understand, is a viable part of support(hence the %boost in support), but what if we could have more than just grabbing the
same handful of support powers for every support, or without having to go to extremes to help the team without healing?
Traps: Traps should have many more viable CC and buff abilities. Maybe a FF Generator that has a chance for +Shield HP through pulses every 2(?) sec that's mobile(say, a duration of ~15 sec?). This can scale of INT maybe(an alternative to every support having to grab PRE as a stat to be viable at the role) Recharge: 25s
Acid Grenade: Lowers enemies(adv could turn it into an AoE for 2pts. Not too great at names though :P) by %amount, low DoT(much like TN), DMG res debuff could scale with EGO along with the DoT(but the DoT gets a smaller boost when scaling as to not become OP). Again, as an alternative to going standard PRE. Recharge: 14s Duration:12s
Microbots: +CC Res and escalating +DMG buff(2 2pt advantages: One changes the +DMG into a escalating HoT(PRE based), one changes the +CC Res into a flat +RES buff(say, 30%)). Recharge:45s Duration:25s. Recharge affected by INT.
Sensory Relay: +Per, +Dodge Chance(2pt adv. adds a +Rech to abilities) can be used as a self buff or ally buff, allies get a slightly more potent affect. Duration: 25s, Rech: 40s. Scales with INT, or PRE. Still affected slighty by DEX.
Ult: Overload: +Random Buff(Random could be:+Healing(received or done), +Recharge, +DMG, +RES, +CC Resist, +Shield strength, +Dodge Chance..pretty much any buff in the game(of course at slightly lower values :P). R2 & 3:Plus potency/-recharge. Base Recharge:1m 25s(I think that's GD's recharge as an Ult?) Duration:30s. Can be used on self or allies. Unique: After the effects wear off, you lose %effectiveness at whatever buff was applied(say you got +Dodge Chance, after the Overload wears off, all abilities buffing dodge chance will have a %reduction(no more than say, 5%?). Scales with INT or PRE
Passive: Gadgeteer: +Effectiveness of Gadgeteering abilities by %value, scaling with INT or PRE.
EU: Mechanical Heart: Grants an escalating energy boost(like overdrive) when using apply a gadgeteering ability to an ally, Scales with INT or PRE, still affected by REC or END SS.(Abit diff from standard EUs, this is to not have people worry if they go, say, INT/PRE/END(could happen :P), it has a little more flexability.)
Anyway, thats just a thought..about support role...that turned into a suggestion...for gadgeteering.
Buffing everything to stupid high levels and nerfing everything to piss poor levels yields the same results, but not the same community reactions.
42 40s, LTSer.
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Silverspar on PRIMUS
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42 40s, LTSer.
Arcane Calrity is actualyl really powerful, but again, people don't see it tangibly because none of their numbers phyiscally change, they'd have to have a meter to notice the difference and actually do thing like charge powers. Arcane clarity would turn otherwise burst effect for most powers (some powers are better to charge than others) into DPS effects, IE charge them all the time, but again, people don't see it as a tangible result.
Ebon Destruction is very powerful when utilized correctly, and is very devastating on pet builds to boot.
And the major problem with debuffing and such is how to balance it correctly. And frankly, the pet hate makes using pet based stuff a tad of an annoyance. The one sigils I find useless are the ones that hide people and wish others would stop using them, especially around the tank. Damage reduction ones can be golden, of course, would probably help to make certain fights in TA more manageable, but of course again pets tend to get rekt in TA and it becomes an annoyance thing.
Silverspar on PRIMUS
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Arcane Calrity is actualyl really powerful, but again, people don't see it tangibly because none of their numbers phyiscally change, they'd have to have a meter to notice the difference and actually do thing like charge powers. Arcane clarity would turn otherwise burst effect for most powers (some powers are better to charge than others) into DPS effects, IE charge them all the time, but again, people don't see it as a tangible result.
Ebon Destruction is very powerful when utilized correctly, and is very devastating on pet builds to boot.
And the major problem with debuffing and such is how to balance it correctly. And frankly, the pet hate makes using pet based stuff a tad of an annoyance. The one sigils I find useless are the ones that hide people and wish others would stop using them, especially around the tank. Damage reduction ones can be golden, of course, would probably help to make certain fights in TA more manageable, but of course again pets tend to get rekt in TA and it becomes an annoyance thing.
Oh yeah, I see AoAC as amazing personally and have a CC build with it. But CC, alas, she is terribadomgwhy . ED? Have one of those too. Practically every Aura I have, some twice, some once. I've used just about every buff and support ability in CO(save this new neuro thingy, but working on it). And can say, a lot are great as is, more are not. And that more, is based on the offensivy-support, such as stated in my opening sentence. Passives and forms are all great, even the heals and some buffs. But there's more to be done to make support like you said in the your first post. Currently, it's about..50% there.
42 40s, LTSer.
Silverspar on PRIMUS
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Hehe you never played with perma doms then if you think PvE never could perma hold. It's how CoV was forced to use for most teams to even beat the Master Recluse Run because 8 level 53 heros were a tad too difficult for most team make ups to handle if you wanted a perfect run. I know they destroyed dominators later, but PvE was still perma hold if you knew what you were doing. And again 40 seconds of hold power, is still too long. Yes, they were that powerful, no you didn't play CoH all that much if you think that PvE holding wasn't that powerful.
Silverspar on PRIMUS
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Hehe you never played with perma doms then if you think PvE never could perma hold. It's how CoV was forced to use for most teams to even beat the Master Recluse Run because 8 level 53 heros were a tad too difficult for most team make ups to handle if you wanted a perfect run. I know they destroyed dominators later, but PvE was still perma hold if you knew what you were doing. And again 40 seconds of hold power, is still too long. Yes, they were that powerful, no you didn't play CoH all that much if you think that PvE holding wasn't that powerful.
I've played with perma dom. I had 2 of my doms at it multiple times :P MLRSF, I've been on one before and it was I believe, me(DS MM, another MM, a brute, 2 Corrs, I think a scrapper? A def, and..a stalker?). Not a prob, and no deaths at 8 53 AVs and we bum rushed em all. This wasn't a pre-built leet team either. Perma hold in PvE?, Y'know, actually after I think about it, ya may be on to something. At least when it comes to minions and lts. and bosses, but no, not AVs. Seriously never, at all, ever. Not even a troller can do that. Oh, and I had 21 Level 50s. I actually heard you ditched right before GR when CO launched so(i6 vet here)... It seems your trying to impose knowledge on a game you didn't even like because of PvP, I'd suggest you do that for CO, since that's your game to know about.
42 40s, LTSer.
Also, debuffing is NOT CC. You can believe it is if you want, but dont try to convince me it is. Crowd Control is as it's name implies, controling the crowd. You lock enemies in place, move them where you want them, group them up, spread them out. That is what crowd control is, it's not reducing the damage enimies do or increasing the damage they take. Anything other than controling the movement of enemies is a side-effect of CC, not the direct effect or intent of CC.
Debuffing is however support, but a form that is dwindling in function. There are very few damage resistance debuffs that arn't damage type specific now, and with the direction Cryptic seems to be going the few that remain will be changed before long. Damage debuffs are few and far between as well.
There is no doubt that suppport needs more viable options in CO. A it stands the most viable option is healing. We don't have very effecive proactive forms of support... the most effective proactive support we have is Shielding which has so few options available to it that all shield builds are virtually identical.
As far as debuffing goes, I've actually pretty easily slipped some debuffing ability into my healer. I lower the damage enemies do, and increase the damage they take from all attacks, and the amount is not insignificant. If someone actually deliberately created a straight up debuffer character, they would be adjusting the numbers in and out in a fight pretty significantly.
My super cool CC build and how to use it.
42 40s, LTSer.
42 40s, LTSer.
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The other side is that there are many who rally against it (the mechanic) because of misguided PvP fears. I use the word "misguided" with the intention that if CC was tackled in the manner which I have suggested billions of times...the aspect of PvP fears would not / hardly be an issue.
There is also the problem that it has not actually been properly updated and brought up to standard with the rest of the game. Manipulator was the first step, but to get to where it needs to be, many more steps need to be taken.
Steps which it seems, some players do not want it to take.
The easiest thing to do is to deal with stuns in Champions Online, rectify their behavior (as I've pointed out loads of times) and more players will see how lacking CC is.
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I specifically stated that adjusting it for PvP would be tackled AFTER it works as it should in PvE.
The main bulk of the game is PvE. As a result things should be balanced towards PvE in the main.
As I've said before, balancing things around PvP is probably the most stupid thing you could do in a game like CO.
Making CC innately more valuable, so it is a rewarding and strong mechanic (like everything else) is not broken.
Enhancing enemies to make CC more valid is not broken.
If you honestly think my suggestions would be "broken in PvP" you didn't read them properly, that is a common issue that players have to overcome when trying to understand CC suggestions.
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any ways xcel, I organized your text a bit more to make it easier to read.
My super cool CC build and how to use it.
I object to players gaining insane resistance to CC on top of having multiple counters to CC already. The fact is that players just can't be bothered to use them so THINK that there isn't enough resistance to CC for players, which is complete BS.
Anyway, Spinny is right. If you wanna talk CC, go and put it in my thread (linked in my sig) and we'll talk there. I shouldn't have brought it over here.
Apologies to the OP.
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- Protection Field: +Shielding. Basically a Healer power.
- Redirected Force: +Damage Resistance. I don't believe I've ever seen anyone use this.
- Neuroelectric Pulse: most commonly used as a self-buff if your build is ridiculously energy hungry.
- Bionic Shielding: Healing. Basically a Healer power.
- Mindful Reinforcement: +Shielding. Basically a Healer power. Usually very slightly outclassed by Protection Field.
- Hyper Voice w/adv: not really enough information to evaluate at this point, but its cooldown is too long to be a staple power in a build.
- Illuminate: almost totally useless on its own, it's basically a setup power for other abilities in the set.
- Palliate(Absolve): normally used as a personal threat wipe, occasionally used as a threat wipe for others, but it also buffs presence and stealth. I don't normally see it used for either.
- Sigils of Radiant Sanctuary: provides damage resistance, stealth, and heal over time. Suffers from blinding graphics and being obliterated by PBAoEs.
- Howl: the buff aspect is nearly useless, anyone who would get much out of an enrage stack probably already has them, but it's a decent area debuff.
A good start might be fixing the sub-par powers. I would suggest something like:- Redirected Force: change from a damage resistance effect to a shielding effect. Change to buff the shielded character, instead of the shield owner.
- Illuminate: make it do... something relevant on its own. Or delete the power and make illumination a side effect of another power, such as Rebuke.
- Howl: change enrage to something more likely to be broadly useful. Perhaps Frenzy.
Gadgeteering is a fairly natural place for buffs, but the set is kind of bloated already, so might be nice to find ideas in other sets. For exampleIce Rink: creates a large zone; within this area, allies have +running, opponents are snared and have a chance to be knocked prone.
Epic Stronghold
Block timing explained
Epic Stronghold
Block timing explained
If you want to go through all that again.
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My super cool CC build and how to use it.
This is the results I found:
6% resistance no RF = 1415 (1500) {1500 / 1.06 = 1415}
6% resistance w/ RF = 1179 (1500) {1500 / 1.06 = 1415 / 1.2 = 1179} 16.6% actual reduction from RF
24% resistance no RF = 1212 (1500) {1500 / 1209... WTF? missing 0.3% resistance???...}
24% resistance w/ RF = 1010 (1500) {1500 / 1.237 = 1212 / 1.2 = 1010} 16.6% actual reduction from RF
36% resistance no RF = 1082 (1500) {1500 / 1.36 = 1102... WTF? extra 2.6% resistace from somewhere...}
36% resistance w/ RF = 902 (1500) {1500 / 1.386 = 1082 / 1.2 = 902} 16.6% actual reduction from RF
79% resistance no RF = 815 (1500) {1500 / 1.79 = 837... WTF again? extra 5% resistance from somewhere...}
79% resistance w/ RF = 679 (1500) {1500 / 1.84 = 815 / 1.2 = 679} 16.6% actual reduction from RF
the 6% base is from Sentry Aura...
24% resistance is from Nem gear (310/179/175 INT/Pre/End, 75.6 Def (18% Res), 6% SA)
36% is from AoRP no gear (106/69/65 INT/Pre/End, 0 Def, 30% AoRP, 6% SA)
79% is AoRP w/ Nem gear (310/179/175 INT/Pre/End, 75.6 Def (18% res), 55% AoRP, 6% SA)
Support role for all of it
Running the numbers I found it apparently isn't actually 20% reduction it's 16.6~% Reduction... because it's applying via cryptic math as if it were resistance... but it's not on the same layer as resistance... it is applied separately... calculating it as an added 20% resistance results in depressingly less reduction the higher you level is as would be expected with resistance, but the final result is still less than the 20% reduction it's supposed to be giving... it is however consistently 16.6% actual reduction.
I wouldn't say that the missing 3.3~% resistance is really "disappointing"... sure it's not the 20% actual reduction as advertised, but it's also not just another 20% resistance added to your existing resistance, it's applied on a separate layer so the entire 16.6% applies 100% of the time.
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Block timing explained
er wait... what was your result with just ebon void? I'd presume it'd be 1154 (1500)... but if it's not... then there might still be an entirely different layer all it's own...
42 40s, LTSer.
42 40s, LTSer.
42 40s, LTSer.
My super cool CC build and how to use it.