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Force of Will for everyone.

stergasterga Posts: 2,353 Arc User
edited January 2017 in Suggestions Box
All PSS have a buff to defense, most of them are just crap compared to juggy. This isn't meant to be an ideal solution, just a minimal effort one to make other stat choices more interesting. Trying to balance the game is probably never going to happen at this point.

1: Remove Juggernaut, Gear Utilization, Armored, Tinkering from the game and replace with Force of Will.
2: Buff Force of Will to .15/.3 (basically, it ends up being equal to juggy)

- Easier to buff Force of Will than to re-balance a bunch of content that probably took Juggy builds into consideration.
- Easier than changing Guardicator / Wardicator meta as it would require a whole lot of mob re-balancing.
- No one is pissed off that their end game tank just got nerfed.

- More PSS become potential options.
- Less emphasis on Con as the king of stats. (A little bit anyway.)
- Ranged tanks can be more appealing as end game tanks. (Using stats ideal for them instead of str pss for juggy)

- Current Juggy con party builds aren't horrifically gimped. They might get a tiny buff. (Like they invested into the other secondary stat.)
- It's easier to dump the extra point for the removed 3pt skills into a different skill than to figure out what to take a point from in 2pt skills.
- Str is still good for melee toons and not suddenly trash.

- DPS tank healers already exist in the game. This would just give people more options for it.
- No one needs to buy batshitcrazy expensive con mod to have a Beefy McCakes build.
- Free stat respecs for all toons. Or just regular respecs, if that's not possible. It's not like proper respecs are given out all that often.


Simple suggested point changes, but ultimately I don't care:

Str: Brutality +1pt
Dex: Power Swell +1pt
Int, Con: No change
End/Rec: Withstand +1​​
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Comments

  • raighnraighn Posts: 2,339 Arc User
    sterga said:

    All PSS have a buff to defense, most of them are just crap compared to juggy. This isn't meant to be an ideal solution, just a minimal effort one to make other stat choices more interesting. Trying to balance the game is probably never going to happen at this point.

    1: Remove Juggernaut, Gear Utilization, Armored, Tinkering from the game and replace with Force of Will.

    Tinkering & Gear Utilization are a bit iffy to be removed, considering they grants an increase in Offense as well... for Endurance & Intelligence it's certainly less of an issue due to Power Overwhelming & Tactician granting Offense from secondaries... But for recovery the loss of Gear Utilization would be a removal of it's only offense granting spec...
    sterga said:

    - More PSS become potential options.

    Certainly a great thing...
    sterga said:

    - Less emphasis on Con as the king of stats. (A little bit anyway.)

    Not really... since Force of Will scales off Secondary Super stats... and the main thing that makes Juggernaut so powerful is the con scaling... it's a double layered defense, more Con = more HP & more defense... Con would still be the go too stat for many...
    sterga said:

    - Ranged tanks can be more appealing as end game tanks. (Using stats ideal for them instead of str pss for juggy)

    Assuming they make Force of Will actually scale properly instead of this weird thing it does when you don't keep both secondaries close... Since for some strange reason 200 in both secondaries grants more defense than 300 in one and 100 in the other despite the total still being 400... atleast last I checked (which admittedly has been a while)
    sterga said:

    - Current Juggy con party builds aren't horrifically gimped. They might get a tiny buff. (Like they invested into the other secondary stat.)
    - It's easier to dump the extra point for the removed 3pt skills into a different skill than to figure out what to take a point from in 2pt skills.

    Both very good considerations.
    sterga said:

    - No one needs to buy batshitcrazy expensive con mod to have a Beefy McCakes build.

    This actually wouldn't change, because as mentioned, Juggernaut is as powerful as it is now not just due to the higher scaling value, but because of it's reliance on Con. Con granting Defense is a HUGE bonus... so anyone who wants that "Beefy McCakes build" would still have to fork over an arm and a leg for those con mods...
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  • aesicaaesica Posts: 2,538 Arc User
    I'd love to see something like that. The fact that Str as PSS is better for tanks than Con has got to be one of the most retarded design choices I've seen in any game, ever.​​
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  • aesicaaesica Posts: 2,538 Arc User
    edited January 2017
    gradii wrote: »
    They should be equal choices given the thematic value of STR for brick type superheroes.
    The whole specialization system is a pretty big mess and it probably shouldn't lend as much to survivability as it does, and that's part of the problem. And no, I don't advocate making everyone squishier. I just want to see the survivability not be so reliant on picking "the right" specializations. Juggernaut, guardi/wardicator, etc.

    But strictly in terms of balance, why should Str--a stat which primarily boosts damage--be on equal footing with Con--a stat which boosts health? Logically, it makes little sense, because the way I see it, brick-type superheroes have both Str + Con as superstats, so why can't we just say their resilience comes from having Con PSS instead of Str?​​
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  • edited January 2017
    This content has been removed.
  • stergasterga Posts: 2,353 Arc User
    "Tinkering & Gear Utilization are a bit iffy to be removed[...]"

    Here's what you do. Dump str pss and take Int. Which one gives you way better defense especially with *icator builds? Hint, it's not tinkering.

    When I dumped Str PSS on my current laser sword build for dex pss, the loss of defense and offense from juggy wasn't even remotely compensated by having Gear Utilization. Didn't even have to leave the power house to see how bad that idea was.

    I also did another experiment. I ripped out my r7 Impact core for a gamblers and my defense loss from flat offense was around 5% on the tooltip. Even with the percent increase in offense from gear, it's wasn't that much of a drop. Those specs can't even compare to how much better flat defense is.

    "Con would still be the go too stat for many..."

    Str PSS with con stacking works best in Enrage builds.

    Think about a Focus based tank. Even with Str Pss, I need to focus mostly on Dex which is already putting my build at a disadvantage. Enrage builds can get away with only dumping into Str and Con, but a Focus build needs to have high dex as well as decent con. If Juggy was replaced with Force of Will, a MA tank would be able to get as much defense as an Enrage build, even if their HP is lower. The focus build might even be able to get more defense since it wouldn't need to put anything into Str for it's form, even though the HP would be lower.

    Not everyone is a min/maxer or has globals out the wazoo. Not taking Con or going juggy wouldn't put a build at such a high disadvantage especially in the end game content we've been getting. My Laser Sword build would be much more powerful if I wasn't using Int for my form and energy unlock. Simply by going with an Enrage build, I would be splitting most of that Int between Str and Con.

    "Assuming they make Force of Will actually scale properly instead of this weird thing it does when you don't keep both secondaries close... Since for some strange reason 200 in both secondaries grants more defense than 300 in one and 100 in the other despite the total still being 400... atleast last I checked (which admittedly has been a while)"

    Guess the dev would have a damn good reason to fix that, if it's still an issue. I wouldn't have thought there was any difference between 400 and 400, but that's what happens with complexity for complexity's sake.

    "This actually wouldn't change, because as mentioned, Juggernaut is as powerful as it is now not just due to the higher scaling value, but because of it's reliance on Con."

    It wouldn't change for min/maxers or people with shitloads of globals to blow. For everyone else, they have more interesting choices. Most of the people who play CO are not loaded with fake money or min/max. I really don't care if these changes essential do nothing for a tiny portion of players.​​
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  • pantagruel01pantagruel01 Posts: 7,091 Arc User
    I would just make Juggernaut function like Force of Will. It would be a bit of a nerf for max-con tanks, but that's not actually a disaster.
  • chimerafreekchimerafreek Posts: 411 Arc User
    Absolutely boost Force of Will.
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  • opalflameopalflame Posts: 207 Arc User
    edited January 2017
    Having more options would be awesome. It has always bothered me that str PSS is the only one that has a good defense spec.

    I would just make Juggernaut function like Force of Will. It would be a bit of a nerf for max-con tanks, but that's not actually a disaster.

    I don't think I like this idea. As it is now, Juggernaut is the only way for a tank that isn't Wardicator or Guardicator to get high defense. It probably wouldn't hurt Wardicator or Guardicator tanks much but for some other builds this could actually be a pretty big nerf.
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  • notyuunotyuu Posts: 1,121 Arc User
    opalflame said:


    As it is now, Juggernaut is the only way for a tank that isn't Wardicator or Guardicator to get high defense. It probably wouldn't hurt Wardicator or Guardicator tanks much but for some other builds this could actually be a pretty big nerf.

    You say that as if Wardicator tanks don't already use Juggernaut to crank out some insane numbers.
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  • raighnraighn Posts: 2,339 Arc User
    edited January 2017
    I hope you didn't take my comments the wrong way... I'm actually for doing away with Juggernaut and replacing it with Force of Will... in fact I tried to suggest the same thing back when specs launched but was shot down by everyone... and regarding Tinkering/Gear Utilization, I was mainly pointing out that those 2 specs are a source of offense as well as defense, and especially the only source of offense for Rec PSS... I don't think removing those 2 specs out right is the right option for them, but an alteration to the spec might be... for End and Int replacing them with Force of Will would be fine since both specs already have a spec that grants Offense from stats... but for Rec it might need something that grants Offense & Defense from stats to fill its void.. probably to a lesser degree than the others, but then again even if it was equal it probably wouldn't be an imbalance considering how poor of a choice Rec PSS is for nearly every build out there... Since Rec PSS is only actually valuable for builds that push for absolute minimum CDR...

    The whole point in my earlier post was just to point out some concerns... truth be told I'd like to see the entire Spec system re-evaluated as there are numerous specs that are overperforming to the point that they are almost required (TBD+AS) and others that are so bad that they are overlooked even by the builds that they were designed for (the entire Commander tree)...

    As Aesica pointed out, there's a huge problem when Str PSS provides better survival for tanks than Con PSS when Con has always been the survival stat, and it's whole spec tree is aimed at survival... Additionally, there is the problem with Guard/Wardicator providing exponentially better survival than any combination with Protector (the dedicated Tanking spec) ever could, while simultaneously offering a greater offensive benefit than any Brawler or Avenger combination... Guard/Wardicator is supposed to be a hybrid spec build offering reliable offense and defense, it shouldn't be the best option for both offense and defense like it has been since specs launched...


    Changing Juggernaut would be the first correct step in a much larger process...
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  • opalflameopalflame Posts: 207 Arc User
    edited January 2017
    notyuu said:

    opalflame said:


    As it is now, Juggernaut is the only way for a tank that isn't Wardicator or Guardicator to get high defense. It probably wouldn't hurt Wardicator or Guardicator tanks much but for some other builds this could actually be a pretty big nerf.

    You say that as if Wardicator tanks don't already use Juggernaut to crank out some insane numbers.
    I know they do, but most Wardicator tanks have so much defense that they are already hitting DR pretty hard. A nerf to Juggernaut wouldn't hurt Wardicator tanks anywhere near as bad as it would hurt tanks that aren't Wardicator or Guardicator with str pss. That's why I don't want to see Juggernaut nerfed. It would make Wardicator and Guardicator the only options for high defense. More options are always better than taking away options.
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  • raighnraighn Posts: 2,339 Arc User
    opalflame said:

    notyuu said:

    opalflame said:


    As it is now, Juggernaut is the only way for a tank that isn't Wardicator or Guardicator to get high defense. It probably wouldn't hurt Wardicator or Guardicator tanks much but for some other builds this could actually be a pretty big nerf.

    You say that as if Wardicator tanks don't already use Juggernaut to crank out some insane numbers.
    I know they do, but most Wardicator tanks have so much damage resistance that they are already hitting DR pretty hard. A nerf to Juggernaut wouldn't hurt Wardicator tanks anywhere near as bad as it would hurt tanks that aren't Wardicator or Guardicator with str pss. That's why I don't want to see Juggernaut nerfed. It would make going Wardicator or Guardicator the only options for high defense. More options are always better than taking away options.
    TBD+AS offense/defense loop really needs to be broken... the spec was overpowered from day 1... initially people rationalized that with offense/defense values available at that time that the total bonus it would grant was still less than what you'd get with a straight offense of straight defense spec setup... which was true at the time, but of course we got stronger gear shortly thereafter and the values skyrocketed and kept climbing with each new set of gear that was released... now the damage and resistance values from TBD+AS out perform any pure offense or pure defense spec at every turn... an outcome that was 100% predictable (and was predicted from day 1.. Did anyone listen? no... of course not... this last year I've been excited that people have finally started to speak out against these imbalances... hopefully now that I'm not the only one concerned with it things might actually get fixed finally...
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  • pantagruel01pantagruel01 Posts: 7,091 Arc User
    opalflame said:


    I don't think I like this idea. As it is now, Juggernaut is the only way for a tank that isn't Wardicator or Guardicator to get high defense.

    Juggernaut works better with wardicator than with other spec setups. If wardicator didn't exist (or were changed to only count defense/offense from gear) juggernaut wouldn't be anywhere near as OP.
  • opalflameopalflame Posts: 207 Arc User
    edited January 2017

    opalflame said:


    I don't think I like this idea. As it is now, Juggernaut is the only way for a tank that isn't Wardicator or Guardicator to get high defense.

    Juggernaut works better with wardicator than with other spec setups. If wardicator didn't exist (or were changed to only count defense/offense from gear) juggernaut wouldn't be anywhere near as OP.
    Yeah it works better with wardicator, but that doesn't change the fact that nerfing juggernaut would nerf more than just wardicator tanks. My tank (who doesn't use wardicator or guardicator and has a little over 350 defense) would lose over 1/3rd of his defense if juggernaut were nerfed to be the way force of will is now. A wardicator tank without juggernaut could still easily get defense over the amount I currently have. Nerfing juggernaut won't make the problem any better when wardicator will still give the best defense. It would just make it harder for other tanks to get good defense.
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  • raighnraighn Posts: 2,339 Arc User
    edited January 2017
    opalflame said:

    opalflame said:


    I don't think I like this idea. As it is now, Juggernaut is the only way for a tank that isn't Wardicator or Guardicator to get high defense.

    Juggernaut works better with wardicator than with other spec setups. If wardicator didn't exist (or were changed to only count defense/offense from gear) juggernaut wouldn't be anywhere near as OP.
    Yeah it works better with wardicator, but that doesn't change the fact that nerfing juggernaut would nerf more than just wardicator tanks. My tank (who doesn't use wardicator or guardicator and has a little over 350 defense) would lose over 1/3rd of his defense if juggernaut were nerfed to be the way force of will is now. A wardicator tank without juggernaut could still easily get defense over the amount I currently have. Nerfing juggernaut won't make the problem any better when wardicator will still give the best defense. It would just make it harder for other tanks to get good defense.
    That's one of the big reasons why this thread is suggesting to fix the defense from Force of Will to be equivalent to the output from Juggernaut... I understand why Force of Will was lower than Juggernaut... but the reasoning for it was only good on paper... in practice it was a horrible decision...

    On paper +2 from 1 stat and +1 from 2 stats are equivalent values... but in practice you quickly learn that +2 from 1 stat is a MUCH greater value than +1 from 2 stats... and that +2 from 2 stats is closer to equivalent to +2 from 1 stat than +1 from 2 stats ever was... On paper everyone was assumed to have a 50/50 split on their secondary stats... in reality that is rarely the case... you only ever see a 50/50 split if your using heirlooms... beyond that you're almost always going to favor one secondary over the other, for Str PSS users that favor was always on Con... for anyone that had Force of WIll instead of Juggernaut they had to split 50/50 to get the best result, and that result would never come close to measuring up to Con heavy Juggernauts... 200x2 x1 =/= 400 x2... that's basically the situation we ended up with.

    Note: I am not using the actual values from Juggernaut or Force of Will, simply because it's easier to express the problem with whole numbers. If you can't handle that, then please feel free to re-write it with the actual values.
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  • servantrulesservantrules Posts: 313 Arc User
    gradii said:

    Lets not talk about nerfing tanks until Cosmics are adjusted to be less stupid high damage.

    Let's just not talk about nerfing tanks AT ALL IN ANY SHAPE OR FORM and keep it to what can be added/improved with the other builds to balance things out.
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  • stergasterga Posts: 2,353 Arc User
    "I would just make Juggernaut function like Force of Will. It would be a bit of a nerf for max-con tanks, but that's not actually a disaster."

    You're looking at the game from a vet power player perspective. Balance changes tend to impact high end players the least and everyone else a whole lot more. All this would really accomplish is make a lot of our new content less accessible to more people. Plenty of people make ATs. The tank ATs could certainly use a fantastic buff like Force of Will. Even something like the new Clarence fights are harder for a Behemoth to tank than my solo farm toon.

    "I hope you didn't take my comments the wrong way..."

    No, but percent offense from gear blows. It's really only useful if you have high offense from something like the Justice set. Something that I doubt many people have. Most gear gives really pitiful offense. A percent of a low number is still a low number. Flat defense is significantly better than % offense. Flat defense is also much better for the secondary trees that often give % increases to offense from defense.

    "I'm actually for doing away with Juggernaut and replacing it with Force of Will... "

    I would rather see this, however, re-balancing parts of the game would probably be needed. That's a ton of work that I don't see happening. Changing *icator to not be so OP would be nice too, but would also require a lot of additional work to mobs.


    Sad state of the game is that flat defense is better for both doing damage and taking damage. Sweeping balance changes to trees and the game don't seem to be in the cards. At least having something like a buffed Force of Will for every PSS would open up some nice build choices. I'd dump Str PSS in a second if Dex or Int had Force of Will.​​
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  • nacito#6758 nacito Posts: 984 Arc User



    Let's just not talk about nerfing tanks AT ALL IN ANY SHAPE OR FORM and keep it to what can be added/improved with the other builds to balance things out.

    ^ I agree
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  • pantagruel01pantagruel01 Posts: 7,091 Arc User
    sterga said:

    "I would just make Juggernaut function like Force of Will. It would be a bit of a nerf for max-con tanks, but that's not actually a disaster."



    You're looking at the game from a vet power player perspective. Balance changes tend to impact high end players the least and everyone else a whole lot more.

    Eh, it's the high end players who have the 700 Con builds. Force of Will just uses the average of secondary superstats instead of Con (if your secondaries are equal it's identical to Juggernaut), it's just that Juggernaut is better when you go all Con.
  • spinnytopspinnytop Posts: 16,467 Arc User
    What the vets are doing always seems to change to adapt to what the speaker doesn't want to see nerfed. I'm sure that a change to Juggernaught would effect a lot of high end builds, because it's possibly the most high end spec choice in the game.
  • raighnraighn Posts: 2,339 Arc User

    sterga said:

    "I would just make Juggernaut function like Force of Will. It would be a bit of a nerf for max-con tanks, but that's not actually a disaster."



    You're looking at the game from a vet power player perspective. Balance changes tend to impact high end players the least and everyone else a whole lot more.

    Eh, it's the high end players who have the 700 Con builds. Force of Will just uses the average of secondary superstats instead of Con (if your secondaries are equal it's identical to Juggernaut), it's just that Juggernaut is better when you go all Con.
    Thats actually the problem with Juggernaut, the specs were balanced on the flawed assumption of equal secondaries... A build with 200 Con and Juggernaut compared to a build with 200 of each secondary and Force of Will should have the same Defense from stats. However, if that Juggernaut build forgoes their other secondary for 400 Con they have significantly more defense than the Force of Will build despite both having a total of 400 in their secondaries. This is due to Juggernaut granting more defense per point. The logic behind it giving more is valid and sound, but in practice its far more common for someone to prioritize one secondary over the other.

    Additionally, due to TBD+AS there is zero consiquence for stacking Con with Juggernaut, as all that defense gets transated into more Offense, which inturn becomes even more Defense, etc... The innate balance that should have existed in the form of sacrificing damage to stack defense with Juggernaut simply doesn't exist. It's actually become more beneficial to build Juggernaut+TBD+AS and single stat Con for most builds.
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  • stergasterga Posts: 2,353 Arc User
    Eh, it's the high end players who have the 700 Con builds. Force of Will just uses the average of secondary superstats instead of Con (if your secondaries are equal it's identical to Juggernaut), it's just that Juggernaut is better when you go all Con.

    Juggy is .3 VS .1 from Force of Will. It doesn't take much to make con better than the other two stats together without stat dumping into it.
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  • raighnraighn Posts: 2,339 Arc User
    sterga wrote: »
    Eh, it's the high end players who have the 700 Con builds. Force of Will just uses the average of secondary superstats instead of Con (if your secondaries are equal it's identical to Juggernaut), it's just that Juggernaut is better when you go all Con.

    Juggy is .3 VS .1 from Force of Will. It doesn't take much to make con better than the other two stats together without stat dumping into it.

    0.3 vs 0.1... well that throws balance out the window even from the standpoint of equal stats... at that ratio then with 400 total secondaries you'd have to have only 133 Con to have equal defense from Juggernaut as someone with 200 in each secondary with Force of Will... past 133 Con you'd surpass them. If the build with 200 in each secondary was using Con as one of them, then they would always be better with juggernaut...

    Yup... Juggernaut definately needs to be replaced with a better balanced Force of Will... absolutely...

    At this point I'm starting to question what was even going through the minds of the devs when they made the Juggernaut spec... were they intentionally trying to make the most overpowered spec in the game? Was Force of Will intentionally made to be comparatively useless? Was Force of Will at one point meant to apply to Primary Superstat instead of Secondaries?​​
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  • stergasterga Posts: 2,353 Arc User
    raighn wrote: »
    At this point I'm starting to question what was even going through the minds of the devs when they made the Juggernaut spec... were they intentionally trying to make the most overpowered spec in the game? Was Force of Will intentionally made to be comparatively useless? Was Force of Will at one point meant to apply to Primary Superstat instead of Secondaries?

    Pretty sure most of the people working on CO have been under 30. The Prefrontal Cortex isn't fully developed until 25-30 years old. It's the part of the brain that deals with complex planning, decision making, logical / organized thinking, among other things.

    It probably wasn't on purpose, it's just a horrific side effect of an industry with an obsession with youth.​​
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  • pantagruel01pantagruel01 Posts: 7,091 Arc User
    edited January 2017
    sterga said:


    Juggy is .3 VS .1 from Force of Will. It doesn't take much to make con better than the other two stats together without stat dumping into it.

    True because you can put 3 spec points into it, while force of will only allows 2. Juggernaut is (0.1) * (spec points) * (Con), Force of Will is (0.1) * (spec points) * (average of secondary SS).
  • stergasterga Posts: 2,353 Arc User
    Force of Will is only .05 per point, unless that magically changed when I wasn't looking.​​
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  • pantagruel01pantagruel01 Posts: 7,091 Arc User
    edited January 2017
    sterga said:

    Force of Will is only .05 per point, unless that magically changed when I wasn't looking.​​

    The average of secondary superstats is equal to half the value of each secondary superstat, so it is in fact 0.05 per point of secondary superstats -- it's just that you're adding two stats into the count instead of one. For characters who actually raise both of their secondary superstats it's not a big change in performance, it's just that most characters don't.
  • raighnraighn Posts: 2,339 Arc User

    sterga said:

    Force of Will is only .05 per point, unless that magically changed when I wasn't looking.​​

    The average of secondary superstats is equal to half the value of each secondary superstat, so it is in fact 0.05 per point of secondary superstats -- it's just that you're adding two stats into the count instead of one. For characters who actually raise both of their secondary superstats it's not a big change in performance, it's just that most characters don't.
    You're stating it in a more complex manner than is needed simply for the sake of complexity... there's no reason to state it as "(0.1) * (spec points) * (average of secondary SS)" when it's already been stated simply as 0.05 per point or 0.1 at 2 points... it's the same thing and one is far less confusing for people.

    And it is a big change in performance regardless of if you raise both secondaries or not. I don't know if they ever fixed the issue of it scaling differently if your secondaries were not even or not, but assuming they did. It wouldn't matter if you put 200 in both or 400 in one you'd get +40 defense. If you were instead Juggernaut with 200 in Con you'd have +60 defense or if you went with 400 Con you'd have +120 defense. Now sure, the difference between +40 and +60 may not be a huge difference, but it is a significantly noticeable one.

    Also, the simple fact that most characters prioritize one secondary over the other just adds to the problem since a character with 400 Con would have +120 defense with Juggernaut or only +40 with Force of WIll... 3x as much with Juggernaut... that's a HUGE difference... that sort of a gap shouldn't even exist...
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  • stergasterga Posts: 2,353 Arc User
    Oh are we talking about perfect scenarios in a perfect world of perfect? Because I've been talking about how people actually play the game. The real number scaling is important and your claim is inaccurate. If you use Con as a secondary stat at all, Juggy at 2pts is better with a few more points in con over the other stat. It is not true that Juggy is only better because you can put 3pts into it.

    Or do you really think anyone is going to go out of their way to perfectly balance their secondary stats just so FoW can be equal to Juggy? Or that no/low-con builds are used often? Both of those things sound like min/maxers or high-end players, but not the bulk of the player population. I already said I don't care about the tiny portion of the playerbase that these changes would least impact.​​
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  • pantagruel01pantagruel01 Posts: 7,091 Arc User
    edited January 2017
    sterga said:

    Oh are we talking about perfect scenarios in a perfect world of perfect? Because I've been talking about how people actually play the game. The real number scaling is important and your claim is inaccurate.

    It's accurate but, but yes, in real situations juggernaut is generally better. In any case, I'm in favor of nerfing juggernaut to match force of will; juggernaut is clearly overperforming. Alternately, just put diminishing returns on Defense.
  • raighnraighn Posts: 2,339 Arc User
    edited January 2017

    sterga said:

    Oh are we talking about perfect scenarios in a perfect world of perfect? Because I've been talking about how people actually play the game. The real number scaling is important and your claim is inaccurate.

    It's accurate but, but yes, in real situations juggernaut is generally better. In any case, I'm in favor of nerfing juggernaut to match force of will; juggernaut is clearly overperforming. Alternately, just put diminishing returns on Defense.
    technically... there already are diminishing returns on defense... or well in a sense... considering that after 100% resistance, each additional point of resistance contributes less and less to your actual damage reduction...
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  • pantagruel01pantagruel01 Posts: 7,091 Arc User
    raighn said:

    technically... there already are diminishing returns on defense... or well in a sense... considering that after 100% resistance, each additional point of resistance contributes less and less to your actual damage reduction...

    I mean DR on the amount of resistance granted.
  • opalflameopalflame Posts: 207 Arc User
    edited January 2017
    I would be fine with juggernaut getting nerfed if they also either break the loop in wardicator/guardicator, or give some other spec trees a way of getting equal defense to a wardicator/guardicator. Preferably the second one, because cosmics already do a ton of damage.
    Post edited by opalflame on
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  • spinnytopspinnytop Posts: 16,467 Arc User
    opalflame said:

    I would be fine with juggernaut getting nerfed if they also either break the loop in wardicator/guardicator, or give some other spec trees a way of getting equal defense to a wardicator/guardicator. Preferably the second one, because cosmics already do a ton of damage.

    I'm not really eager for that. I'd rather they think of some way to make other specs competitive without making them the same.
  • raighnraighn Posts: 2,339 Arc User
    spinnytop said:

    opalflame said:

    I would be fine with juggernaut getting nerfed if they also either break the loop in wardicator/guardicator, or give some other spec trees a way of getting equal defense to a wardicator/guardicator. Preferably the second one, because cosmics already do a ton of damage.

    I'm not really eager for that. I'd rather they think of some way to make other specs competitive without making them the same.
    The only reliable way to do that is to give each spec something that can create a stacking loop with another spec on the same level of power. Anything else would only be a temporary solution until they add yet another tier of gear... Not to mention, buffng existing spec options to the levels needed to be competitve with wardicator/guardicator would make all other specs undeniably preferable to any who don't have the absolute best gear... (Which quite honestly wouldn't be too bad)

    Ideally Brawlicator/Avengicator/Brawlvenger should provide the highest DPS output
    Guardicator/Wardicator should be balanced
    Protector+Guardian/Warden/Sentry should provide the highest defensive benefit
    etc...


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  • spinnytopspinnytop Posts: 16,467 Arc User
    Not really. Once you get rid of the loop you don't really need to give one to the other specs. In fact one might say that might be entirely counter productive.
  • raighnraighn Posts: 2,339 Arc User
    spinnytop said:

    Not really. Once you get rid of the loop you don't really need to give one to the other specs. In fact one might say that might be entirely counter productive.

    Well... yes... destroying the loop entirely would make it far easier to keep all specs competitive with eachother. And as I've made clear before I've wanted the loop broken since the first day we had specs. But sadly, more recent content has been largely balanced around the imbalance of power created by that loop
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  • stergasterga Posts: 2,353 Arc User
    In any case, I'm in favor of nerfing juggernaut to match force of will; juggernaut is clearly overperforming. Alternately, just put diminishing returns on Defense.

    I would as well, except it would also require re-balancing pretty much all of the new content we've been getting under Kai. Which is why I instead said to add a buffed Force of Will everywhere. It's a whole lot less work. OP AF builds already exist, so this suggestion isn't doing anything one way or another to change that, only open up other options for super powerful builds.

    CO needs more than a skeleton crew to do sweeping balance changes that many people would prefer.​​
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  • spinnytopspinnytop Posts: 16,467 Arc User
    raighn wrote: »
    Well... yes... destroying the loop entirely would make it far easier to keep all specs competitive with eachother. And as I've made clear before I've wanted the loop broken since the first day we had specs. But sadly, more recent content has been largely balanced around the imbalance of power created by that loop

    Correction. Content has been balanced around X power level. X happens to be the power level we currently operate at with the current spec setup - which makes sense, since they don't plan to change the specs right now it means they have to balance it for the current spec setup because if they didn't, oops!, the content would be unbalanced. You can't balance content now for what the power level will be several months down the road.

    X power level doesn't require the wardicator loop. They can trash the wardicator loop and then simply redo the specs so they still end up at X power level, just better.


    PS - the plan is to trash the wardicator loop at some point. Alot of the spec system has that "best thing to use/useless thing" syndrome that is currently being ironed out of the power frameworks, so it's gonna be a big project when the time comes.​​
  • raighnraighn Posts: 2,339 Arc User
    edited January 2017
    spinnytop said:


    Correction. Content has been balanced around X power level. X happens to be the power level we currently operate at with the current spec setup - which makes sense, since they don't plan to change the specs right now it means they have to balance it for the current spec setup because if they didn't, oops!, the content would be unbalanced. You can't balance content now for what the power level will be several months down the road.

    X power level doesn't require the wardicator loop. They can trash the wardicator loop and then simply redo the specs so they still end up at X power level, just better.


    PS - the plan is to trash the wardicator loop at some point. Alot of the spec system has that "best thing to use/useless thing" syndrome that is currently being ironed out of the power frameworks, so it's gonna be a big project when the time comes.​​

    I'm well aware of how balancing works... however, the current X Power Level is largely based on the loop for the simple reason of it is the most efficient and most used spec setup at the current date. So there is quite a bit of work that must be done to bring everything else up to par and then a solution to the loop must be devised that doesn't completely diminish the power level it is granting or else content must be rebalanced to a new lower power level.
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  • spinnytopspinnytop Posts: 16,467 Arc User
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