Interesting to note, that taking into consideration all the respondents...64% of respondents to this poll and discussion appear to not like the 'standardized' way that power sets are going...
Well when you think about it, why not? If everything becomes too standardize? Then how are roles in Alerts and so on going to be defined?
Oh WAIT they already screwed that up YEARS AGO! BRILLIANT!
Honestly, there are better ways to standarize things and give better balance to it as well. THIS IS NOT one of them. >:P
Spinny, I'd love to actually see a couple of these builds that have multiple avenues for being being effective while also being so incredibly different from all the other power sets. This way we can actually test them and see if there is something we are missing here.
I only ask because I really love your optimism and enthusiasm on these forums, but in this case you seem to only argue your point by telling everyone else they're wrong... I'd really like to believe you but you've brought absolutely nothing to the table so far.
I don't tell everyone they're wrong. Just people who make false claims like "there's only one way to build" since spreading that kind of false information can actively ruin people's ability to have fun. Imagine if somebody buys into that? They would build the same way every time and never even consider other builds which can potentially take away a lot from their experience with the game.
Now yes this is a cop out, but I don't share my builds because I don't want to contribute to the problem. Even my videos I made I worry that someone is just going to go "there is the one correct way to build with those powers I will do that". I give general advice but I don't want to steer someone towards a given build because I want them to find their build, the same way I did. But here we go I'll try to give an example.
Let's look at a part of Kagami's build.
TK Strike, TK Lance, TK Shards, TK Assault.
I get the feeling most people look at that and say "that's wrong, you have too many attacks there". Imagine their shock when I tell them that the build has 5 more attacks after that, but we'll focus on these four right now because they're all part of a single target dps rotation. Two other ways you could build is to only have Strike and Lance, and another is to remove Lance and have the other three. Three ways to build and we're only talking about the single target aspect of the build, and all three are viable and have strengths and weaknesses in certain situations - that's why I took all four, so I can use whichever has the strength in a given situation. Yes not each of those rotations is going to do the same amount of damage output, and they shouldn't because some of them face much less difficulty in many situations than other ones do. They all do what is considered "viable" dps however.
If you then look at the other 5 attacks in the build there's even more variation since clearly not everyone is going to consider those 5 attacks vital like I do, the number of potential viable builds gets pretty big ( if you want to discuss that we could do that in game if you like, I'm happy to prattle on endlessly about Kagami's build in tells ^_^ ).
Now let's consider something funny. Folks are dissing the rupture mechanic, but let's say we added a rupture mechanic to electric to serve as an alternative to Lightning Arc as a single target dps rotation? Oh look, we just made the diversity of possible builds higher by adding a mechanic to the set that other sets already have, and adding it in a way that is optional. Sure technically we made it more samey in some respects.. but also more diverse. Funny how that works.
Oh hey, I use the same set up as well, mostly because I didnt want to remove neither TK lance nor Assault
TK Shards with Restoration replaced Conviction and TK strike replaced Mental Storm for the Stress
My build didn't lost neither survability or utility
My friendship ended with Conviction, now Restoration ADV is my new best friend
POWERFRAME REVAMPS, NEW POWERS and BUG FIXES > Recycled Content and Events and even costumes at this point Introvert guy who use CO to make his characters playable and get experimental with Viable FF Theme builds! Running out of Unique FF builds due to the lack of updates and synergies! Playing since 1 February 2011 128 + Characters (21 ATs, 107 FFs) ALTitis for Life!
Yes, I believe the remade powersets are samey, but they're good guidelines for balanced gameplay.
After making my decision on what to vote, I realized that each set is being done differently. The changes are to balance out the DRs for FFs and ATs which makes nothing in game more overpowered than the other. Changes so far has been amazing and I would like to see more.
|| Main Tank || DPSer || Healer || CCer || Altoholic || @shadowolf505 in game ||
Yes, I say the remade powersets are too samey and I do not like it.
The biggest "same-y" issues for me are sets not having nice combos with other sets and too many nit picky debuffs.
Why don't Electric, Sonic, and Particle damage all share a debuff? Why have several different versions that tend to exclude at least one of the others? Laser Swords and Electricity always had a natural synergy and now it's clunky to fit them together. Then there's also the additional crap on an enemy's debuff bar from all the slightly different debuffs that make it a mess and open up teams to use all the variations to buff the crap out of certain damage types. There's already a huge damage variation between level 40 toons. Debuff add different balance issues.
Why have all of these debuffs anyway? Bosses are simply going to be balanced to assume everyone has defense pen by having more defense and / or HP. It's just a way to do more damage. Nothing interesting about it.
Seems like part of the problem is the power tiers. "We have to make these tier 0 powers be useful somehow. Let's make them all debuffs!" Instead of just making a bunch of cool powers for people to play with, we have arbitrary tiers that aren't exactly interesting. I'd rather see powers with a pool of advantages that make them interesting. Every single freaking set gets a lariat, blunt strike, and threat wipe reskin. Trauma could work on any melee power as an advantage. Stun can work on any power as an advantage. HoTs can work on any power as an advantage. The threat wipe advantage usually makes a power have a longer cooldown, which could be done with any power.
Something else that isn't helping is that you don't choose between raw damage, crits, and defense pen. You take them all and it's super easy to do so. You don't have sets that are all about the crits, you have sets that are set up to have a bit higher crit chance. You specialize in your power set, but you take everything with your stats. Seems backwards. You can't see stats. Part of a build is the visuals. Probably a big part for many people. I think most would prefer more flexibility in cross set use and specializing in their stats. Especially since there wouldn't be a problem with picking which arbitrary stat devs want to attach to each power frame. Not having a build hosed because devs want to fool around with stat scaling would be super too. We don't get questionite to rip out mods if our builds suddenly rely on a different stat.
No, I think the remade powersets have plenty of variety.
There's more to the game than "bosses".
Also I love how quickly people's feelings change. One day we're cheering because they took sorcery powers and made versions of them for other sets, and because they started making visually thematic versions of powers for various sets so we could have the effects we want while keeping visuals concurrent with our theme. Now we're saying sets are "too samey".
The other hilarious part is that for years I've been criticizing the game's powers for being too similar and that their differences were superficial. Now that I see power sets get actual identities and start to actually look diverse from one another and am satisfied with the variety we're getting... people say they're too samey. Of course some people are saying "too samey" when they actually mean "they're too different for me to make them work together"... which is itself odd.
Also Sterga, don't act like powers suddenly stop working if you take some from different power sets together. The synergies are pretty localized in which powers they ultimately effect. The only set where that literally happens is power armor.
Why don't Electric, Sonic, and Particle damage all share a debuff?
I'd actually take it a bit further and instead ask, "why can't the 'debuff' include all damage types, but only for that player?" That way, if my theme is fire and swords, great! I can throw a fireball, then hack away at my debuffed target. Or maybe my theme is guns and darkness. Debuff with a gun power, then use darkness powers for damage. Or vise versa. Right now, I'm at the point where, in order to mix themes, I have to pretty much fake it by coloring powers.
Why have all of these debuffs anyway? Bosses are simply going to be balanced to assume everyone has defense pen by having more defense and / or HP. It's just a way to do more damage. Nothing interesting about it.
I get why they did that--they wanted to add more depth to gameplay than just 333333333333333333 until the boss dies. But yeah, I'm not sure that the current approach is the best one. Plenty of older, successful MMOs have lots of diversity without the whole damage debuff + count to 5 and blow the stacks thing CO is overusing.
Seems like part of the problem is the power tiers. "We have to make these tier 0 powers be useful somehow. Let's make them all debuffs!" Instead of just making a bunch of cool powers for people to play with, we have arbitrary tiers that aren't exactly interesting.
You are quite possibly one of the only other people here who gets this. If tiers were demolished and all powers had their damage normalized, there could be a huge amount of diversity instead of the "every electric user spams ball lightning and lightning arc" like what we have now.
Also I love how quickly people's feelings change. One day we're cheering because they took sorcery powers and made versions of them for other sets, and because they started making visually thematic versions of powers for various sets so we could have the effects we want while keeping visuals concurrent with our theme. Now we're saying sets are "too samey".
Being "too samey" doesn't mean having similar powers. It means having a similar interaction between those powers. Let's assume Gadgeteering gets the next revamp. A "samey" approach would be to bump Pulse Beam Rifle up to tier 3 while turning Experimental Blaster into some sort of particle/sonic damage debuffer. A unique approach would be to normalize the damage between Pulse Beam Rifle and Experimental Blaster (so the player can choose big charged hits or a steady maintain--or both!) then add some new power with a ~30 sec or so cooldown (let's call it Pulse Blast) that deals decent damage. Damage dealt by Pulse Beam Rifle or Experimental Blaster would have a chance to instantly reset the cooldown on Pulse Blast.
See, one is just more of the same, but the other offers a brand new type of playstyle.
(Hopefully) Useful CO Resources: HeroCreator (character planner), Cosmic Timers/Alert Checklist, Blood Moon Map, Anniversary Cat Map, and more (eventually, anyway).
Yes, I believe the remade powersets are samey, but they're good guidelines for balanced gameplay.
There's no possible way to make and keep literally everyone happy. We, as a playerbase, have different likes and dislikes. And even as individuals our preferences change over time. Top that off with how notoriously bad people are at articulating or even knowing what they want...and you've got a real nice mess.
There is always going to be tension between customization+freedom and balance+developer vision. And ignoring either side actually undermines the whole game. Pretty much from the time of Free For All launch up until the Cosmic Revamp, we've had everything done in the name of customization and freedom but have lacked in well informed efforts towards achieving balance and have had 0 vision with regards to future content.
I think the redone powers lean a bit further towards the balance+developer vision side, but in a good way.
Given the small team, legacy dependencies, and crunched timeline I'd rather have the powerset revamps and have them work well and have them feel similar-ish than wait for way longer for way fewer changes that would also be balanced but more diverse. I think the decision to move faster to revamp more powersets as opposed to take much longer and have most players be stuck with outdated sets in the face of the new content released over the last year is likely the right call.
Being "too samey" doesn't mean having similar powers. It means having a similar interaction between those powers.
Well then good news, the power sets aren't too samey. \o/
Yeah, they're going to be similar. Two maintains are both maintains. A damage debuff is a damage debuff. But Ball Lightning is not Pillar of Poz, Chain Lightning is not Skarn's Bane, and Life Essence is not Absorb Heat. Three very different methods for procing an energy unlock, applying a damage debuff, and healing yourself. Yes if you look at it through the most strictest of lenses you're either just tapping a button or holding it, but then you're also just sitting in a chair looking at light coming off of a screen while poking a piece of plastic.
Again, thinking the power sets are too samey is much easier if you only look at them in regards to how they're used at cosmics, or if you're still using the meta from 2013 ( as few attacks as possible, ADs, heals, AOs ). There are mechanical differences between the sets, you just have to use them - and be doing content where doing that has a point.
And sure, this is subjective and everyone has their opinion on what's too samey and what's not samey enough. But if it's about how powers interact with each other and how they interact with the environment, there's a good amount of variety there. We just need to get away from "throw stuff at the one giant thing until it falls over".
Oddly enough with cosmics we are now in the reverse version of the problem this game used to have. It used to be that single target damage didn't really matter since the majority of content was just steam rolling things with aoe.
Oddly enough with cosmics we are now in the reverse version of the problem this game used to have. It used to be that single target damage didn't really matter since the majority of content was just steam rolling things with aoe.
Majority of content still is that way. CC doesn't matter there either. Which is partly why when we swap to Cosmics the learning curve is a bit higher than usual.
Majority of content still is that way. CC doesn't matter there either. Which is partly why when we swap to Cosmics the learning curve is a bit higher than usual.
I was talking more about endgame. Technically nothing matters before that. Single target, aoe, CC, healing, damage resistance, none of these are particularly important on the path to 40. It's once you hit 40 that you start to think about which of these are important for succeeding and with the current focus on cosmics single target is king, and aoe is irrelevant.
I was talking more about endgame. Technically nothing matters before that. Single target, aoe, CC, healing, damage resistance, none of these are particularly important on the path to 40. It's once you hit 40 that you start to think about which of these are important for succeeding and with the current focus on cosmics single target is king, and aoe is irrelevant.
Well yes, with the Cosmics it is. AoEs capping out at 5 targets balanced against single target dmg, it'd be tough to conceive of 30-50 person open world content where it'd be optimal for each person to hit that target cap and make aoe more optimal to use than single target. Some hints as to how to make that happen without overrunning the map with mobs might be in the Eido fight. There are times when the Orbs / Crystals / Portals spawn close enough together that AoEs are more optimal to use.
AoE DPS was also important when Therakiel's Temple first came out since getting through the mobs took as much if not more time than the bosses. So another instanced lair might help, but not sure if that will happen given the popularity of open-world content.
I would note that creating 'different, but equal' game play is horrendously hard even on class-based MMOs, and freeform doesn't make anything easier.
Creating a fair and balanced system is ALWAYS hard. You find the same issue with Match Maker in World of Tanks, Warships, and Warplanes. Teams in balance could at times be one sided.
A lot of the issue goes into game mechanics and algorithms as well. That's life in gaming, but what I am concerned about is how much more the roles players define themselves as in PvE matches how much that dumbs down the game. If all powersets are balanced? Then where does that leave that person's place in a team? Sure freeforms are more customized, and ATs are pretty much set, but again if too much balance is done that there is no defined class for Tanking, DPS, or Mob Control? It takes the fun and purpose away from the game.
My Kabuki Baka is more of a charge in and blow them away of an Unleashed AT. Sure great in damage, but glass cannon in defense at times.
And why you might ask? Think of the suicide orc with a giant grenade or explosives on it's back the battle at Helms Deep. Charge in and BOOM!
Same way with this guy. UNLEASHED! To his potential. XD
With the electric rebalance having recently been released, I kind of noticed how generally similar elec's setup was to play compared to Sorcery, and how that powerset set itself up for single-target DPS (though a bit harder for elec honestly, since it doesn't have a 'Willowisp+Guide' ability yet). When I really got down to it, though, it seemed that all the redone powersets seem to all boil down to the exact same core components, depending on whether they were ranged or melee.
That's funny, just yesterday I realized how similar the Electricity and Fire frameworks are. Other people pointed out how similar they are to Sorcery, etc. Yeah, I think they are way too samesy and it isn't cool. It goes against everything that Champions / Hero System stands for. Actually, the same basic powers for each set isn't that bad, but it would be nice if there were more advantage choices to be able to differentiate the sets more.
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SIGNATURE:
Used to be coach on the forums. Still @coach in game.
Creating a fair and balanced system is ALWAYS hard. You find the same issue with Match Maker in World of Tanks, Warships, and Warplanes. Teams in balance could at times be one sided.
A lot of the issue goes into game mechanics and algorithms as well. That's life in gaming, but what I am concerned about is how much more the roles players define themselves as in PvE matches how much that dumbs down the game. If all powersets are balanced? Then where does that leave that person's place in a team? Sure freeforms are more customized, and ATs are pretty much set, but again if too much balance is done that there is no defined class for Tanking, DPS, or Mob Control? It takes the fun and purpose away from the game.
I suspect that the person you are quoting is not using "balanced" to mean everything is equal everywhere. Everybody, including the devs, knows that would suck. Your choices would not be consequential...they would not be choices at all when it comes to mechanics.
The game can be *both* balanced and diverse...by ensuring that different mechanics shine in different situations. That's the hard part.
That's funny, just yesterday I realized how similar the Electricity and Fire frameworks are. Other people pointed out how similar they are to Sorcery, etc. Yeah, I think they are way too samesy and it isn't cool. It goes against everything that Champions / Hero System stands for. Actually, the same basic powers for each set isn't that bad, but it would be nice if there were more advantage choices to be able to differentiate the sets more.
Fire hasn't been revamped though. Barely touched in fact. Electric and Fire have been samey for years, and with the recent update to electric they now actually have significant differences. Of course Fire is still boring as dirt, but at least Electric is less so now.
Comments
Well when you think about it, why not? If everything becomes too standardize? Then how are roles in Alerts and so on going to be defined?
Oh WAIT they already screwed that up YEARS AGO! BRILLIANT!
Honestly, there are better ways to standarize things and give better balance to it as well. THIS IS NOT one of them. >:P
Now yes this is a cop out, but I don't share my builds because I don't want to contribute to the problem. Even my videos I made I worry that someone is just going to go "there is the one correct way to build with those powers I will do that". I give general advice but I don't want to steer someone towards a given build because I want them to find their build, the same way I did. But here we go I'll try to give an example.
Let's look at a part of Kagami's build.
TK Strike, TK Lance, TK Shards, TK Assault.
I get the feeling most people look at that and say "that's wrong, you have too many attacks there". Imagine their shock when I tell them that the build has 5 more attacks after that, but we'll focus on these four right now because they're all part of a single target dps rotation. Two other ways you could build is to only have Strike and Lance, and another is to remove Lance and have the other three. Three ways to build and we're only talking about the single target aspect of the build, and all three are viable and have strengths and weaknesses in certain situations - that's why I took all four, so I can use whichever has the strength in a given situation. Yes not each of those rotations is going to do the same amount of damage output, and they shouldn't because some of them face much less difficulty in many situations than other ones do. They all do what is considered "viable" dps however.
If you then look at the other 5 attacks in the build there's even more variation since clearly not everyone is going to consider those 5 attacks vital like I do, the number of potential viable builds gets pretty big ( if you want to discuss that we could do that in game if you like, I'm happy to prattle on endlessly about Kagami's build in tells ^_^ ).
Now let's consider something funny. Folks are dissing the rupture mechanic, but let's say we added a rupture mechanic to electric to serve as an alternative to Lightning Arc as a single target dps rotation? Oh look, we just made the diversity of possible builds higher by adding a mechanic to the set that other sets already have, and adding it in a way that is optional. Sure technically we made it more samey in some respects.. but also more diverse. Funny how that works.
My super cool CC build and how to use it.
TK Shards with Restoration replaced Conviction and TK strike replaced Mental Storm for the Stress
My build didn't lost neither survability or utility
My friendship ended with Conviction, now Restoration ADV is my new best friend
My super cool CC build and how to use it.
Why don't Electric, Sonic, and Particle damage all share a debuff? Why have several different versions that tend to exclude at least one of the others? Laser Swords and Electricity always had a natural synergy and now it's clunky to fit them together. Then there's also the additional crap on an enemy's debuff bar from all the slightly different debuffs that make it a mess and open up teams to use all the variations to buff the crap out of certain damage types. There's already a huge damage variation between level 40 toons. Debuff add different balance issues.
Why have all of these debuffs anyway? Bosses are simply going to be balanced to assume everyone has defense pen by having more defense and / or HP. It's just a way to do more damage. Nothing interesting about it.
Seems like part of the problem is the power tiers. "We have to make these tier 0 powers be useful somehow. Let's make them all debuffs!" Instead of just making a bunch of cool powers for people to play with, we have arbitrary tiers that aren't exactly interesting. I'd rather see powers with a pool of advantages that make them interesting. Every single freaking set gets a lariat, blunt strike, and threat wipe reskin. Trauma could work on any melee power as an advantage. Stun can work on any power as an advantage. HoTs can work on any power as an advantage. The threat wipe advantage usually makes a power have a longer cooldown, which could be done with any power.
Something else that isn't helping is that you don't choose between raw damage, crits, and defense pen. You take them all and it's super easy to do so. You don't have sets that are all about the crits, you have sets that are set up to have a bit higher crit chance. You specialize in your power set, but you take everything with your stats. Seems backwards. You can't see stats. Part of a build is the visuals. Probably a big part for many people. I think most would prefer more flexibility in cross set use and specializing in their stats. Especially since there wouldn't be a problem with picking which arbitrary stat devs want to attach to each power frame. Not having a build hosed because devs want to fool around with stat scaling would be super too. We don't get questionite to rip out mods if our builds suddenly rely on a different stat.
[at]riviania Member since Aug 2009
Also I love how quickly people's feelings change. One day we're cheering because they took sorcery powers and made versions of them for other sets, and because they started making visually thematic versions of powers for various sets so we could have the effects we want while keeping visuals concurrent with our theme. Now we're saying sets are "too samey".
The other hilarious part is that for years I've been criticizing the game's powers for being too similar and that their differences were superficial. Now that I see power sets get actual identities and start to actually look diverse from one another and am satisfied with the variety we're getting... people say they're too samey. Of course some people are saying "too samey" when they actually mean "they're too different for me to make them work together"... which is itself odd.
Also Sterga, don't act like powers suddenly stop working if you take some from different power sets together. The synergies are pretty localized in which powers they ultimately effect. The only set where that literally happens is power armor.
My super cool CC build and how to use it.
I get why they did that--they wanted to add more depth to gameplay than just 333333333333333333 until the boss dies. But yeah, I'm not sure that the current approach is the best one. Plenty of older, successful MMOs have lots of diversity without the whole damage debuff + count to 5 and blow the stacks thing CO is overusing.
You are quite possibly one of the only other people here who gets this. If tiers were demolished and all powers had their damage normalized, there could be a huge amount of diversity instead of the "every electric user spams ball lightning and lightning arc" like what we have now.
Being "too samey" doesn't mean having similar powers. It means having a similar interaction between those powers. Let's assume Gadgeteering gets the next revamp. A "samey" approach would be to bump Pulse Beam Rifle up to tier 3 while turning Experimental Blaster into some sort of particle/sonic damage debuffer. A unique approach would be to normalize the damage between Pulse Beam Rifle and Experimental Blaster (so the player can choose big charged hits or a steady maintain--or both!) then add some new power with a ~30 sec or so cooldown (let's call it Pulse Blast) that deals decent damage. Damage dealt by Pulse Beam Rifle or Experimental Blaster would have a chance to instantly reset the cooldown on Pulse Blast.
See, one is just more of the same, but the other offers a brand new type of playstyle.
There is always going to be tension between customization+freedom and balance+developer vision. And ignoring either side actually undermines the whole game. Pretty much from the time of Free For All launch up until the Cosmic Revamp, we've had everything done in the name of customization and freedom but have lacked in well informed efforts towards achieving balance and have had 0 vision with regards to future content.
I think the redone powers lean a bit further towards the balance+developer vision side, but in a good way.
Given the small team, legacy dependencies, and crunched timeline I'd rather have the powerset revamps and have them work well and have them feel similar-ish than wait for way longer for way fewer changes that would also be balanced but more diverse. I think the decision to move faster to revamp more powersets as opposed to take much longer and have most players be stuck with outdated sets in the face of the new content released over the last year is likely the right call.
PARSER USAGE GUIDE: click here for an easy how-to ٩(๑・ิᴗ・ิ)۶٩(・ิᴗ・ิ๑)۶
Spectre beats Eido in an SG run: VIDEO HERE
Epic Stronghold
Block timing explained
Yeah, they're going to be similar. Two maintains are both maintains. A damage debuff is a damage debuff. But Ball Lightning is not Pillar of Poz, Chain Lightning is not Skarn's Bane, and Life Essence is not Absorb Heat. Three very different methods for procing an energy unlock, applying a damage debuff, and healing yourself. Yes if you look at it through the most strictest of lenses you're either just tapping a button or holding it, but then you're also just sitting in a chair looking at light coming off of a screen while poking a piece of plastic.
Again, thinking the power sets are too samey is much easier if you only look at them in regards to how they're used at cosmics, or if you're still using the meta from 2013 ( as few attacks as possible, ADs, heals, AOs ). There are mechanical differences between the sets, you just have to use them - and be doing content where doing that has a point.
And sure, this is subjective and everyone has their opinion on what's too samey and what's not samey enough. But if it's about how powers interact with each other and how they interact with the environment, there's a good amount of variety there. We just need to get away from "throw stuff at the one giant thing until it falls over".
Oddly enough with cosmics we are now in the reverse version of the problem this game used to have. It used to be that single target damage didn't really matter since the majority of content was just steam rolling things with aoe.
My super cool CC build and how to use it.
PARSER USAGE GUIDE: click here for an easy how-to ٩(๑・ิᴗ・ิ)۶٩(・ิᴗ・ิ๑)۶
Spectre beats Eido in an SG run: VIDEO HERE
My super cool CC build and how to use it.
AoE DPS was also important when Therakiel's Temple first came out since getting through the mobs took as much if not more time than the bosses. So another instanced lair might help, but not sure if that will happen given the popularity of open-world content.
PARSER USAGE GUIDE: click here for an easy how-to ٩(๑・ิᴗ・ิ)۶٩(・ิᴗ・ิ๑)۶
Spectre beats Eido in an SG run: VIDEO HERE
>
> And sure, this is subjective and everyone has their opinion on what's too samey and what's not samey enough.
>
Hmm. That was an abrupt left turn from everything else you’ve written on the subject.
Creating a fair and balanced system is ALWAYS hard. You find the same issue with Match Maker in World of Tanks, Warships, and Warplanes. Teams in balance could at times be one sided.
A lot of the issue goes into game mechanics and algorithms as well. That's life in gaming, but what I am concerned about is how much more the roles players define themselves as in PvE matches how much that dumbs down the game. If all powersets are balanced? Then where does that leave that person's place in a team? Sure freeforms are more customized, and ATs are pretty much set, but again if too much balance is done that there is no defined class for Tanking, DPS, or Mob Control? It takes the fun and purpose away from the game.
My Kabuki Baka is more of a charge in and blow them away of an Unleashed AT. Sure great in damage, but glass cannon in defense at times.
And why you might ask? Think of the suicide orc with a giant grenade or explosives on it's back the battle at Helms Deep. Charge in and BOOM!
Same way with this guy. UNLEASHED! To his potential. XD
When it comes to measuring if each power set has the same type of power interactions that is in fact something you can be objective about.
My super cool CC build and how to use it.
SIGNATURE:
Used to be coach on the forums. Still @coach in game.
The game can be *both* balanced and diverse...by ensuring that different mechanics shine in different situations. That's the hard part.
PARSER USAGE GUIDE: click here for an easy how-to ٩(๑・ิᴗ・ิ)۶٩(・ิᴗ・ิ๑)۶
Spectre beats Eido in an SG run: VIDEO HERE
My super cool CC build and how to use it.