I just left yet another team mission because of this power bug, as did at least one other valuable player. Devs, if you're going to make difficult content, fine, but how about letting our powers work as intended?
"Just unslot it." Yeah, I can do that and be frustrated by it but I won't. I will leave instead if I am a liability to the team. I don't need the rewards and I was only there to help others.
"Don't build with AoRP." I got rid of this power on every toon that had it, save one and it is by far the best choice for the remaining one.
I have a better answer. "Fix the power." Or if it cannot be fixed, please remove it from the game and replace it with something that does work. "But that costs time and money." Fine, I've paid you (insert wildly inappropriate amount) in the ~7 years I have been playing. Consider that my payment toward the solution.
I see bug mentions going back to at least 2013. Why has this not been addressed?
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So what exactly is wrong with AoRP?
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If two players on the same teamup have AoRP running, it can show your block animate when activated but not mitigate any damage (it won't even say "block" even though your toon is clearly animated as blocking). Likewise, if two players using it within 100' of each other on a mission it can also happen.
There's nothing like going through the entire mustering process and getting into the mission and then realizing you have to either give up your DR or leave so as to not kill others in the group. Or worse yet causing a wipe because you didn't realize someone else has it and the tanks just died. I've done missions several times without the use of the block and gotten used to working around it but others have not built their toons to handle "OK suppose you have no damage mitigation from block for Qwyjibo's AoE."
Interestingly enough, under this bug the block still eliminates the Dinomom's poison DoT but not the damage from the spike/dart thing.
I'm saying it has been years. Even when CO was in maintenance mode this qualifies as, um, maintenance at least. If it can't be fixed then lets at least admit it and eliminate the power from the set.
My super cool CC build and how to use it.
Actually, in our previous tests, we found that the AoRP bug reverses the block layer's bonuses, making you take MORE damage as you are blocking rather than less. We aren't quite sure why that is the way it is. The bug doesn't always appear when multiple AoRPs are up either, but the more of them there are the more likely the bug will appear.
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Ahem. What I mean is that aura is not as effective as the % numbers would make it seem even when it is working. I don't consider it OP. For non-endgame content, easy mode is putting everyone with CON SS and Invulnerability, turn on EB and go have a sammich. For endgame content, people with maxed out AoRP die just like everyone else.
My super cool CC build and how to use it.
My super cool CC build and how to use it.
Saying that AoRP is "super overpowered" is bad for the game, because if the devs somehow thought you were onto something, it's possible they'd nerf it down into near-uselessness. But right now, AoRP should be the best defensive aura because that's all it does. Any protection benefits bestowed by the extra stats from AoPM or faster cooldowns and cheaper costs of defensive powers through AoAC deserve to pale in comparison because those auras also contribute offensive benefits to the group. The only other defense-based aura passive I can think of is Medical Nanites, but I have no idea how good it may be because I haven't really done much with it.
With DR math, that means going from resisting 71.5% of damage to resisting 79% of damage. I hardly notice.
Squishy DPS, though, notice plenty. Many DPS are only starting at around 50% damage resist, and your AoRP toon (w/Sentry) really helps them a ton.
Just not the tanks.
Whoever you are, be that person one hundred percent. Don't compromise on your identity.
Don't worry aesica, the devs have been onto this one for quite a while. I think you might be one of the few people who hasn't caught on to this fact yet.
PS - if you don't think AoRP contributes to damage then you're not thinking right. DPS who don't have to block and can just spam attacks do a lot more damage than dps that have to block. AoRP is still the best aura - luckily though, by the time that gets changed we'll all have been weaned off of it thanks to the bug.
And yeah, you should know better than to respond to a SpinnyTop post by now - you always end up looking pretty silly when you do that. Try to control yourself next time.
My super cool CC build and how to use it.
But looking through my cosmic logs, the Tanks take about 3-6X the number of hits that DPS do. And Tanks take about 10-25X the base damage that DPS does. So even if the benefit to a Tank is 10X smaller......it's still significant when accounting for the entire fight. I'm just talking about fights where it's even worthwhile to get into high-end enough stats to be talking about DR.
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Anyway, if it really can go that high, provided you're comparing the same amount of con for Defiance to the same amount of presence for AoPM, then DRing the bonus given to teammates while leaving the rest alone is probably the best route to go. I'd hate to think that the self-protective benefits well as the team-member benefits for lesser-geared players had to suffer just because GCR stats are scaling everyone up into absurdity.
Being undergeared or low-level in this game sucks enough. Making things worse isn't how a game retains new players. Now you're really grasping for straws. The same could be said about healing and absorb shields. "Why block when I know this hit won't kill me and the healer tops me back off. It's a protection/healing/support function and will not change sustained damage unless the player stands in the bad. Besides, all of the real endgame content makes sure you block the important things with other cheap mechanics, such as dots, if you don't.
But if it makes trivial content like smash/grab/burst alerts easier, then yeah. Making things easier to survive in is kind of what a support/healing character's job is. https://www.youtube.com/watch?v=FopyRHHlt3M
No, it's more about the fact that replying to your posts typically leads to "NO YOUR OPINION IS WRONG AND MINE IS RIGHT" nonsense because you're bullheaded and pretty much blind to any perspective that isn't your own. A totally unpleasant combination of personality traits.
So again, if AoPM really is "overpowered" and in the devs' crosshairs, all I can hope for is that they have the wisdom to change it in a way that doesn't make it totally awful for lower-level characters. I'd hate to think that the design direction for this game is "terraform everything for the endgame players at the expense of everyone else."
Edit: This site embeds youtube video links strangely...oh well.
My super cool CC build and how to use it.
Here's some actual numbers from a level 40 character wearing only armadillo gear with no talents, specializations, or other stat modifiers:
1) AoRP Rank 3 provides the following benefits with PSS Presence, SSS [anything] x2 (I used End and Rec)
- Hybrid: 80% to self, 41% to party
- Support: 51% to self, 72% to party
2) Defiance provides up to 102% (17 * 6) to self with PSS Constitution. SSS doesn't matter in this case.
3) Invulnerability R3 provides 67% to self. PSS/SSS combination doesn't matter in this case. While lower than either, it makes up for this with its flat reduction and by being more flexible by allowing you to use any SS combination to boost its effectiveness.
In terms of stats, an all-5s bare character with only PSS/SSS selections and armadillo gear has the following stats:
PSS: 289
SSS: 155
So having said that, while I admit the party bonus under support might be a bit high, it's still a far cry from "literally turns everyone into a tank" because it's still lower than maximum defiance stacks and lacks the flat reduction offered by Invulnerability. (Plus they don't magically grow a bunch of tank cooldowns and abilities or bonus threat generation per hit) You need considerably more presence to boost the party damage resistance of AoPM R3 to a certain value than you would need for constitution to boost max-stack Defiance to the same value.
Anyway, in terms of "fixing" it if it really is in the devs' crosshairs, a good place to start would be to replace support's party bonus with hybrid's current party bonus, then have hybrid's new party bonus be about half that. If that still proves to be too powerful, DR it so it isn't complete trash for lower-level and undergeared players. And just for good measure, I'll repeat this: the personal bonuses are fine as is and should remain unmolested.
I look at damage my tank takes from Cosmic main attacks: usually around 2000-3000 with blocking, 7000-10,000 without. Flat damage mititgation of 150 or 200 points matters quite little, especially if healers are tap-healing for 1500-2000.
It matters, but not much, for my tank.
Again, for squishies, who likely are only getting aura healing and an occasional active heal, the flat damage mitigation is more significant.
Whoever you are, be that person one hundred percent. Don't compromise on your identity.
My super cool CC build and how to use it.
And irrelevant to the actual point of this thread, which you somehow masterfully derailed. As usual.
The ACTUAL $%^&ing bug that had been around for ages, should be finally fixed by the devs.
Yeah. I'd love to be able to take this passive again, but now that I'm taking part in larger-scale team content, I can't do so without risking huge problems. Have there been ATTEMPTS to fix it, at least? Effort put into finding the source of the bug? I entirely understand if the solution has been elusive all this time, but it'd just be nice know whether or not it truly is a consideration of any sort. X)
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Block timing explained
My super cool CC build and how to use it.
I don't have AoRP anymore and two players near me did have it in both encounters. One of the players left the Qw encounter after I mentioned it and my block returned to normal. Also, when one of the other players in the Dino fight moved to heal the baby tank my block returned. I'm not saying that is absolutely the cause but it is a good bet it is still around.