I'll start by clarifying what i mean by"offensive powers"; anything that is used to debuff a target's resistance, and/or applies damage, or a damage buff to the user... Defensive powers would include self heals, powers that reduce damage taken, things that reduce the enemies damage to the user...And support powers would of course be heals to other players, shields (when used on other players), and crowd control, i'm putting crowd control in support as it can be used to support both offensive and defense.
Now obviously some powers do a bit of everything, in that case i would categorize said powers by what appears to be their core function. An example would be lets say.. Knocks.. I would place knocks as an offensive power if their focus is on fall damage.. So lets say uppercut is an example of a power that is focused on dealing damage via knocking, and is therefore an offense power. On the other hand i would place something like rising knee under the support category as it's focus is on restricting movement over dealing damage...
Now that is out of the way..
I've noticed a trend in the way a lot of people make their builds. They will take one offensive damage dealing power, and then take the rest of their powers as defense...Powers i frequently see this done with are things like dragon's wrath, and haymaker..Now why do i take issue with this?
Well, it basically means that offensive powers have poor synergy. This also raises certain balance issues, and is probably one of the major culprits behind the do-everything-well builds often seen. Why would you take other damage dealing offense powers when you only really need one?
There are so many offensive damage dealing powers that just never get taken because they aren't needed when you don't need synergy to put out good damage.
Lets use might as an example of a framework with many damage dealing powers that simply aren't necessary due to one damage dealing power being good enough.
Mighty kick
uppercut
roomsweeper
havoc stomp
Unleashed rage
nuclear shockwave
beatdown
power chord
iron cyclone
iron chain
hyper voice
demolish*
This list would obviously be much much longer if i were to use all frameworks.. But you get the idea..In that one framework you have twelve unnecessary powers.
Why would you take any of these other powers for the purpose of putting out damage when haymaker just does it better? Sure, you'll miss out on some AOE, but a self heal, or an active defense will serve you better.. Afterall, it just means you have to punch each one individually, and so having an AOE is just a time saver, and not a necessity, and when you have lots of defense powers, you have all the time in the world. Demolish is still on the list as it does have SOME synergy when it comes to increasing damage output, but even then by the time you've charged demolish you'd have likely put out more damage had you just charged another haymaker...
So why is it defensive powers are just a more useful choice in this case? Because your overall damage isn't really going up at all by taking multiple damage dealing offense powers; but when you take defensive powers they all stack and work with eachother, increasing your overall survivability by a large amount.
There really needs to be more synergy between damage dealing offense powers so that it doesn't make so many of these powers unnecessary...I'd like to see less damage from standalone powers, and i'd like to see more attention being given to using offensive powers together to deal good damage.
In turn, do-everything-well builds will no longer do everything well, but instead they'd be a jack of all trades build, and a master of none; as opposed to master of all. Which only seems fair...Not only that, but this would put an end to just mindlessly pressing the same power over and over when fighting cosmics, and things of the like; you'll have to time things better.
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Epic Stronghold
Block timing explained
- Be safe and have fun, champs - for science!
A lot of the things you mentioned increase offense pretty minimally when compared to stacked defense. You have bubbles, you have self heals, block, active defense; all of these increase your overall defensiveness considerably, and stack in tandem with eachother;, but on the offensive side the improvements are minimal... Most of the debuffs are pretty minor, in some cases the time used to put them on is wasted as you'd have put more damage out had you not used it; the only good buffs that pretty much everyone takes on whatever build they're using anyway are the stackers, which also double as energy builders, and an active offense; but even then, the active offense isn't a necessity for a good damage output. So all you need really is one heavy single target attack, and a stacker, and you're pretty much good to put out really solid damage.
This of course doesn't apply to every framework, there are some i feel have great synergy, like the fire framework, where everything builds up to a large damage output, so you have to actually commit more of your power points to getting good damage, instead of just one or two.
But for something like might? haymaker and enrage is all you're really going to need to have a really decent damage output, and this bugs me because on my might build, it is frustrating that i rarely find a moment where i'd use any of the other powers i've taken. I'd like to use the other powers that i have, instead of just repeatedly pressing haymaker, but there never seems to be an opportunity where it'd be more beneficial to do so.
Remember that some folks play this game as a dress up simulator, or more accurately, a pretend to be the hero you read in comics simulator. For that some folks may take many offensive (or even defensive powers) if it allows them to mimic or pay homage to their favorite superhero.
Here's the guide: https://forum.arcgames.com/championsonline/discussion/227540/demon-keypos-tips-to-balanced-building
Anyhow, the really important part of that guide that I always think back to when I'm trying to come up with a build is Step Four. It's about the REAL trinity for this game. Not the DPS/Tank/Support trinity, but the Damage/Mitigation/Healing trinity. If you are focused on just one of those, you'll have a hard time. You need to mix it up. Get two of the three and you'll have a much easier time. Balance all three and you're unstoppable.
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Again, you can stack on the defense/heal powers all you want, but as a committed dps ur still using an offensive passive, and even then ur less likely to use all those defensive tools for most encounters vs. as a tank. Most encounters as a proper dps can be handled w/ a short-cd self-heal, an AD, and a threat wipe or self-res (and for higher-end stuff, a block enhancer); beyond that, ur likely getting minor return on ur other defensive tools. As for dps-hybrids, they lose ~25% vs. a dps role as is, and quite more if also using a defensive passive (in the range of 45%+ lower dps; I think that's large enough of a gap). I'm not seeing how this isn't already the case in CO? Role and slotted passive differences already accomplish most of this separation w/o much else needing to be done. Its not like we still have that much stuff like the 65%+ cd reduction, OP 'tack-on' powers, or crazy dodge rating/gear of olde tymes to throw a huge wrench into the whole 'role balancing' thing.
I have a feeling most of these complaints are borne out of 1v1 PvP, which ofc doesn't reflect the rest of the game, nor is a focus of it.
- Be safe and have fun, champs - for science!
Again, you can stack on the defense/heal powers all you want, but as a committed dps ur still using an offensive passive, and even then ur less likely to use all those defensive tools for most encounters vs. as a tank. Most encounters as a proper dps can be handled w/ a short-cd self-heal, an AD, and a threat wipe or self-res (and for higher-end stuff, a block enhancer); beyond that, ur likely getting minor return on ur other defensive tools. As for dps-hybrids, they lose ~25% vs. a dps role as is, and quite more if also using a defensive passive (in the range of 45%+ lower dps; I think that's large enough of a gap).
I'm not seeing how this isn't already the case in CO? Role and slotted passive differences already accomplish most of this separation w/o much else needing to be done. Its not like we still have that much stuff like the 65%+ cd reduction, OP 'tack-on' powers, or crazy dodge rating/gear of olde tymes to throw a huge wrench into the whole 'role balancing' thing.
I have a feeling most of these complaints are borne out of 1v1 PvP, which ofc doesn't reflect the rest of the game, nor is a focus of it."
So you're fine with a lot of the damage dealing powers being pretty much useless, and just pressing the same attack over and over again? Don't you find that boring? Don't you think it'd be more fun to use a wide array of damage dealing powers that all work together?
PvP is an important part of the game to me, and i think it should be a focus; but despite that, i just think it'd be more fun than repeatedly pressing the same attack over and over, and it would bring everything builds into line a bit more, which is a problem in PVE too if you ask me. .I mean, i don't like it when someone can do everything, because it means i'm less useful to the team than they are, and It renders other people obsolete to a degree if one person can just do everything without assistance.
I just think if someone invests so much into offense, someone shouldn't so easily be able to reach a similar damage output without similar investment.
It's why in some cosmic content the organizers specifically request people bring pure dps instead of hybrids.
In the reality of the game someone who focuses on dps is going to out dps someone who doesn't. Do you really believe that a hybrid will do more dps than someone who focuses exclusively on dps. And when I say focus I mean: stats, powers, slotted gear.
I don't think you're coming at this from what's actually happening in the game.
EDIT:
I have to ask now, how much of the higher level endgame content BESIDES PVP do you actually participate in?
Secondly, do you understand why a pure dps character might be better in an encounter like the Teliosaraus Cosmic fight than someone trying to do "everything" or a hybrid?
Noone is forcing you to use only the most optimal dps attack in each framework, though. You even mentioned multiple times that you aren't referring to min-maxed dps here. Even sub-optimal attacks can still produce decent dps if built around, assuming we aren't going for max set dps as is. There's also plenty of debuffs and utility powers (CC, buffs, debuff refreshes, Restoration adv procs, EU procs, etc) to pad out an FF build with, and which can mix things up and prove useful in fights that go beyond tank n' spank. There's also alternatives to ye olde Guard/Wardicator specs that can change up a rotation and/or conditionally be better for dps or group dps (AvMastery, Setup, Flanking, RA, Preemptive Strike, Trapped, Wither, etc). Many of these change-ups do involve devoting more power slots to offense or utility, and not directly to self-defense, and can still be quite viable.
- Be safe and have fun, champs - for science!
Epic Stronghold
Block timing explained
- Be safe and have fun, champs - for science!
When fighting cosmics, including my active offense and toggle, i'm using roughly four powers, and two devices. And i'm usually pretty high on the board. Those powers are :
Haymaker
Enrage (toggle)
Unstoppable (passive)
Aggressor (active offense)
Now i'm not saying my damage is the best, but with just four powers i'm able to achieve very good results.
Four powers out of fourteen. Do you see the issue here? It is way too easy to achieve good offense with little power investment. And worst of all, the only thing i'm pressing that is an actual attack, is haymaker; there are no other damage dealing powers necessary.
The funny thing is, this issue doesn't really impact PVP that much, because you're forced to use a wider array of damage dealing powers depending on the circumstance. In "endgame" PVE you can get away with just haymaker. How do i know? Because i do.
But you see, people only resort to attempting to discredit the person when they've got no argument.
Would you be able to share what those powers are?
So even as your best DPS, you're only using six powers..That leaves eight powers for everything else..Now i'll take off two from that as i'm assuming you're using a toggle and a passive; that leaves six powers. Unless of course you included your passive, and toggle when you were referring to "attack powers".. In which case, it is still eight powers available.
Six powers left even when outputting the best damage. Now remember, i'm not even talking about "the best damage" but just very decent damage.
Six powers is a lot, it is one short of half the powers available. Surely someone dedicated to offense would use well over half to get the best damage? Not on champions online.
Now if we compare someone who is dedicated to defense; how many powers do they use? I'd be willing to bet it is well over half that are defensively based.. If you look at the powers from just their defense potential, they all stack together.
Why are defense builds so easily able to stack up their defense by taking defense powers, and it boosts their overall defense by doing so, where as i, as an offense, am stuck with just a handful of powers to up my damage output, and only require one attack? Why do hardly any powers work together to boost overall damage; but with defense they all stack together?
Epic Stronghold
Block timing explained
Also, in regards to it impacting cross-framework builds, i would say that it all depends on the advantages of the powers. Like take fireball for example, you can take a debuff that helps the fire framework more, for those that want it, or you can simply rank it up for plain damage, which would be what a cross-framework builder would do presumably do.
What you're doing looks more like what i'm suggesting for more powers; you're using your attacks to build up to a strong attack; and you're using it with a passive that allows for a lot of synergy between those particular powers. And as i stated in my original post, it is not all frameworks that are subject to poor synergy, but there are a lot that are.
Take wind for example.. Where is the big payoff there? Earth? No payoff there either. . Heavy weapons does have some good synergy, but it doesn't really build to anything that is stronger than just repeatedly charging Annihilate over and over. Ice is in a similar situation, where you have a lot of powers that build up to shatter, but you're just going to put out more damage by repeatedly charging icicle spear. Archery also has no payoff, and no real synergy either when you compare it to something like fire, or single blade. Dual blades is just a one power framework unless you're going to try and get the shredded debuff....Dragon's wrath has to be the most picked power on the game from what i've seen..nearly every melee damage dealer i see uses it because it is just a really strong standalone power.
Then take something like singleblade, huge payoff. Then fire, also a huge payoff (but it takes longer to get there than singleblade), and a lot of powers are used to get there; same with electricity (not the best synergy, but puts out a lot of damage when you followup a gigabolt with lightning ark and use the electrocute debuff)... These powers can either be used in quick succession for high damage, or build up to high damage for a big payoff.. Then just looking back at dual blades; dragon's wrath, and that is all you really need.. I mean, come on..
Fire for me is the staple for what i feel more frameworks should aspire for; all powers do some damage alone, but when used together they build up to something quite strong. Ice could be like this too if when shattering ice objects it put out more damage, and the ice objects were not so easily destroyed, and chill was applied with more ice powers.
Overall, I think that a set getting strong (not necc the most optimal) ST dps from 2-3 attacks is fine, and this seems to be the pattern for the revamped sets. This is esp since pure ST dps is only one aspect of the game, and having too complex in-set rotations or interactions interferes w/ CO's bedrock: customization.
(that said, I'm not even really against a few cases of 'one-attack-rules-all' approaches, like DW- just have alternatives be good too; part of embracing customization is allowing both complex and simple stuff to fly, since not everyone plays the same way, has the same goals, or has the same standards)
And once again, just cause you have the option to get more defensive powers, doesn't mean you'll end up getting good return on them as a dps. You could get 3 ADs and 3 self-heals as a dps, sure, but I can't envision needing all of that for PvE- unless you regularly have things go pear-shaped or something. The risk of getting too much defensive stuff is that you won't end up using all of it that much, and then ur carrying dead-weight in ur build that could have been used for other things.
- Be safe and have fun, champs - for science!
Personally, every one of my builds uses every power chosen. I may not need to use my AOE attacks in a Cosmic battle, but I still need them for other content. At most, I will have 1-2 powers that are simply for theme, but even my Active Defenses help my DPS by allowing me to attack through Snow Storms, etc. so that indirectly increases my dps.
Haymaker (single target DPS, plus Enrage proc)
Demolish (single target debuff)
spammable AoE (multi-target DPS, plus Enrage proc, like Thunderclap, Room Sweeper, or Iron Cyclone)
Agressor (AO)
Unleashed Rage (ult)
Mighty Leap (lunge)
This is required for even just a pretty good Might DPS build. It takes more than spamming one power.
Whoever you are, be that person one hundred percent. Don't compromise on your identity.
Still, my point stands--a great might build needs more than one power to work well.
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.