I'll be honest, this one might be a bit more ranty than other suggestions.
I hate Defiance, it acts more like a Toggled Form than a passive. Sure, it's effective, but with the way power sets are being fleshed out it seems silly that something like this acts the way it does. My suggestion here would simply be make it act LESS like a Toggled Form, because it's a slotted passive.
The idea I have is to cut up half of its stackable Defense and just move it to being static. Also, instead of gaining Energy when Defiance stacks, have Defiance provide the user with a small shielding effect like the Defender Gloves, based on the user's Superstats.
Let's say right now Defiance works like this:
-Start with no defense, gain it via stacks when struck.
-Each stack is hypothetically 12% Resistance to the user for a total of 72% Resistance when at the max of 6 stacks.
-When gaining the stack, the user also gains 30 Energy.
What I propose would go more like this:
-Start with a hypothetical 36% Resistance, gain more via stacks when struck.
-Each stack is still the hypothetical 12% Resistance but stacks up to 3 times instead of 6, still adding up to the total of 72% Resistance when added to the proposed "base".
-Instead of gaining Energy, the user gains a small protective shield. We say the hypothetical sum of their Superstats is about 800, so the user gets an 800 point shield whenever fulfilling the condition to gain a stack.
This way Defiance has an easier time starting and doesn't seem like it's just a really strong Defense Toggled Form in the wrong place.
NOW THEN! Another odd thing that I really hate is IDF. Once upon a time, Mental Discipline was in the same boat, but no longer thanks to the TK Revamp. This form acts like a Mini-passive, being rather static throughout combat. I actually already suggested a change for it to act like a form in my previous suggestion thread; The Toggled Form Revamp. Still, I'm going to get into detail with it.
So, right now let's say IDF provides a hypothetical 150 Damage Absorption, meaning that that amount of damage is just taken away before resistances and all that fun stuff. Pretty much the same thing as what Unstoppable and Invulnerable do but team-wide and scales with all Superstats.
I like me a good Support Form, but this is just too passive to be a Toggled Form. So, I want to take the Absorption part away and replace it with Bonus Shielding per stack, with a minor bonus to all damage as well. Now, to fit it into form status, the stacks will also scale with a more dedicated superstat; Endurance. Oh, and the form will also gain Energy on stack. Simple enough.
Also, Aspect of the Machine should normalize into the more standard form format; 8-stacks max and user gains energy. It can keep its unique even split between Ranged and Melee damage. This one I just moved and called it Instinctual Frenzy in the Form Revamp thread.
Speaking on Forms and Passives, I'd love if more of them got Advantages. Perhaps this is a way to make them more unique AND provide cross-framework synergies? Not sure what I would make them do, but options are nice especially if there's an alternate and strong playstyle available when selecting an Advantage over Rank 3. Though, Seraphim's Balance and Defiance's weird Knock Resist on lower health could be more effective. Travel powers could get a similar treatment really, particularly Flight. Flight-based TPs could get an In-combat Speed Advantage or something.
Anyway, that's all... for now. You folks have fun while I'm moving!
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As for IDF, it should probably get redesigned into something similar to compassion--a support-based form that boosts healing/shielding (and damage to a lesser degree). To preserve the "forcefield" flavor, they could add an advantage similar to endorphin rush, except instead of healing the player each time it stacks, it shields them. Of course, chances are it'd end up getting tied to some awful stat, like endurance, so it'd spend most of its time hanging out on the bench with Smoldering.
Finally, extra advantages don't work well on passives since most of them demand a full 4 point investment. Forms, however, should probably just lose rank 2 and 3 completely (nobody in their right mind takes these I suspect) and just stick with useful, but not mandatory bonus effects, such as endorphin rush.
Maybe if Accelerated Metabolism wasn't garbage... Basically, I like having energy options for my builds.
[at]riviania Member since Aug 2009
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The shield thing is more of an afterthought, but I would have been more like it would only apply when GAINING a stack rather than applying any time the trigger condition was met.
Also, Defiance doesn't really have an internal cooldown like forms do. This part I can take or leave.
Less like a form, more like a passive is the idea.
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Yeah, for something on nearly every power, I really wish it was a lot better than it is currently. Maybe it should be a meaningful energy discount on the selected powered rather than god-awful RNG on an internal cooldown.
Same, especially since I detest energy management and want to force it as far into the background as possible. I just don't think having some (but not all) passives filling this role is very good for the game's overall balance. Something like this really should be all or nothing.
If we're not talking about buffing or nerfing it and it's just about changing the way it works so that it has some resist at the start...you can already do that by ranking it up. You rank up every other defensive passive, no reason why you should not have to do it with Defiance to get a similar feel.
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No. Energy management is the most boring part of the game and I just can't be bothered to care about it. I don't want to go back to doing stupid BS to run my build like I did before Laser Sword was removed from the game. Energy management is never going to be an interesting / meaningful choice to make.
And maybe you haven't noticed, but CO doesn't really have much balance.
[at]riviania Member since Aug 2009
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I used to run a build around a power called Laser Sword, that was a T1 combo with high damage and high cost. Just because I could do so successfully, doesn't mean I actually want to deal with energy management. This power no longer exists in the game.
"Laser Sword:
[...]
Renamed to Lightspeed Strike."
Patch Notes.
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Or better yet, just delete Recovery, Endurance, and crush the energy bar into dust. Nothing of value would be lost.
Right, but lack of balance doesn't justify leaving unbalanced things as they are.
Technically it still exists, but mechanically, it's gone. The "high cost, high damage combo called laser sword" no longer exists, because all that remains of it is a "lower cost, low damage combo called lightspeed strike."
Ranking up Defiance only affects the Minimum potential it has, not the Maximum. You will still only ever reach a peak of 6 stacks regardless of whatever Ranks you invest in. Once again, the goal is to make Defiance feel less like a form, because that's basically how it functions. That's what I hate about Defiance; It's a Form that is classified as a Passive, and that's what I want changed.
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My super cool CC build and how to use it.
[at]riviania Member since Aug 2009
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I suppose you'll imply that it already is but you do have to manage your options and can cycle through debuffs etc, little more depth then just mash your power move to win. xP
I take this quote from a review that I agree with.
"customisation is so linear; everyone is after the optimal dps:survivability ratio with 0 reliance on other players = autonomous gameplay... Players don't need each other anymore... which in my opinion is a bad thing."
It doesn't have to gain power to be changed so that ranking would affect its higher potential. It would entirely be possible for that to happen, but the idea to cut the amount of stacks and move some of the resistance to base instead gives ranks the capability to add potential. At first, Defiance would look like it got nerfed because it loses three stacks and the initial resistance the passive gives won't add up to it's current max. Then you begin ranking it up, increasing the amount of resistance Defiance provides naturally until it matches what it was before, give or take depending on balance.
Essentially, if you want the power Defiance has, you would invest Advantage Points into it like any other Passive. This replacing just always having max potential without investment and ranking adjusting the starting place like a form does. Which would be pointless given that Defiance doesn't seem to have an internal cooldown on stacking anyway.
Don't get me wrong here, I love Defiance as a concept and want to maintain that. I just don't want to have a Form for a Passive.
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I'm not sure that quite keeps up with incoming dps, but it's very close.
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It'd be a lot like it is now, actually. The only differences would be you wouldn't feel obligated to take a lame energy stat, you wouldn't run the risk of "choking" when dealing with short-lived mobs that die before your energy unlock effect can be triggered, you'd have an extra power slot (bye EU), and you wouldn't have a mostly-useless blue bar going up and down that you probably weren't paying attention to anyway--because you didn't need to.
current gear/stats:
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Courage is doing what is right even when it isn't popular or safe. Honor is retaining the dignity and virtue in one's self, so it can light the way for others in the darkest of times. Compassion is showing patience and mercy towards others, even when it isn't returned or deserved. A hero is defined by these 3 words, they set him apart from others as a beacon of hope and excellence.
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> I would appreciate it if they could bring back the effect where every two stacks of defiance grants one stack of enrage.
>
> Original was every stack of defiance consumed granted a stack of enrage.
I read about that. I really hope that they do something similar for the behemoth class so that it is possible to passively have the max 8 stacks of enrage. It can be a pain to use certain attacks just to gain two additional stacks for maximum effect.
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I take this quote from a review that I agree with.
"customisation is so linear; everyone is after the optimal dps:survivability ratio with 0 reliance on other players = autonomous gameplay... Players don't need each other anymore... which in my opinion is a bad thing."
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