Over the years I've come to dislike overly strong support auras more and more. In my opinion auras should be a small bonus, that you might notice a bit, but isn't a requirement for top performance. So to get to a point where they are nice little bonus effects, but not overpowering strong, I would like if the support role version is removed completely and the hybrid role version is used for both hybrid and support role.
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Auras are not only a massive balancing issues but they are also a massive drain on CO's system so I would be happy to see them go all together myself and replaced with other support passives (Although that might be too much work)
Alexandra
To me it looks like this suggestion would make auras basically pointless. The hybrid versions are crap. Would hate to see them flush a mechanic based on "dislike". I personally enjoy the aura system.
If anything I'd prefer they make auras support slot only, so hybrids can't even slot them. The hybrid versions of the auras is what needs to go.
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In order for the provider to get a better portion of the bonus, they have to use Hybrid role. Which, if you are running solo missions, is fine. Group content = minor amount going to others. As well as, if there are more than one characters with the aura, due to the way auras stack, it is very bad if the Hybrid aura is first.
Are there good reasons why an auras' bonus to others have to be based on Pre? As a healer, generally, I should be stacking Pre. But, what if someone was stacking Str and got the AoPM aura? If the bonus to others was based on SSs, would this become OP? Or make Pre unnecessary? Like having an Ego or Dex PSS healer using AoPM/AoRP/etc?
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The only aura i really feel needs to be balanced is AoPM because it is very good for any situation and even makes all of the other auras present much more efficient due to the mega stat boost. It is like a jack of all trades that is a master of all trades.
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IMO, strong supports are like strong DPS. Without strong DPS, players aren't passing checks...without strong support, players will have a difficult time.
So I don't think nerfing supports and support capabilities is the answer, in a game which is quite offensively orientated.
Unless this was accompanied by a complete review and toning down of damage output of bosses and endgame critters...I think this would end badly.
Right now, I've got the impression that encounters (even things like TA) are balanced around the fact that support auras and generally heroes themselves will be running around with significantly powerful gear and/or builds to warrant that level of damage or danger, if you will.
As a test...why not try a non calculated run, with all support toons with auras switching to hybrid role? And see what happens? I'm aware that's not an entirely accurate picture but it would help to see if that's necessary or not.
I'd rather the following:
Hybrid Portions of all Support Auras are removed completely and turned into Offensive/Balanced Passives. Support Aura portions in return are given additional Utility bonuses or something (this would not carry over to Enemy NPCs who run these auras):
AoAC - gains a passive enemy movement speed reduction and charge time increase effect e.g. Arcane Lethargy debuff
AoPM - gains a passive enemy stat debuff effect which reduces, HP and damage output e.g. Primal Fear debuff
AoRP - gains a passive enemy damage adaptation effect which places a ticking buff on allies which makes them resistant to up to three different incoming damage types based on the last three damage types they were affected by. e.g. Radiant Adaptation debuff.
AoED - gains a passive enemy status vulnerability, meaning (whichever is more possible) that either the last damage type they were hit with applies the damage's debuff at a slightly stronger level than normal or passive enemy confusion debuff effect which has a chance to make an enemy apply a positive status effect to you (like Elder Worm Sorcerer applying a shield to you). Ebon Annihilation debuff.
Looking at that...I'd say something has to give for those to be innate, so perhaps the Support Auras take a bit of a reduction for those things or things like it to be innate.
Equally...those things could be optional advantages...or in fact...completely new support auras.
The basic problem is that we don't have more than:
AoAC, AoPM, AoRP, AoED & Medical Nanites as the real deal for support auras. Seraphim, Hearth and other mini support auras are really for those who want to straddle the DPS/Healer role.
But that's just my opinion.
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I think the idea behind that is this:
Support Role = Supporting Others. What's the most BASIC way to support other players? Keep them alive. How is that going to function? Healing. What does healing scale with? PRE.
So if you are sacrificing protection to better protect others...the bonus should be bigger for others in your care, so that they can do their job of in turn protecting your and/or being your weapons in a team fight.
It's more noticeable and frustrating IF you aren't used to playing support toons.
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Balancing the auras to the x20 portions of the game just hurts them for the rest of the game that are x5 or smaller.
Plus many of the x20 portion players run very high end aura builds, shouldn't balance to that either.
DPS passives are very significant and noticeable, should't the aura be significant?
Big yes on fixing auras so the team effects work on something other than Pre, even poor compassion runs on Rec
I am all for strong active support. But similar to disliking the current auras I would also be against dps do half their job just by existing.
As for balancing content. The only encounter that would need adjustments for sure is shadow fall (the Eidolon of destruction fight). And optionally Teleiosaurus, depending on how difficult they want to make that. But Teleiosaurus is doable without strong auras, though it might give CCers a more important role in that fight (use those resistance debuff specs).
TA, Kiga and Qwijibo are all fairly trivial with nerfed auras.
Auras passives do more than buff other players, so that isn't any issue.