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Passives, Offense/Defense, Dodge/Crit, and balance.

bluhmanbluhman Posts: 2,410 Arc User
edited September 2014 in Suggestions Box
If you do any build-making in this game, you quickly realize that Crit and Dodge are the end-all be-alls: Crits can instantly add a huge boost to any of your attacks or heals, and while the chances start low, they're extremely easy to boost, and the benefits are immediately apparent when crit chance is above 40-50%. Meanwhile, with offense, having around 600 in this stat only grants each of your attacks about 40% more base damage - or in practical terms, like 30 more damage per tap attack or maintain tick.

Defense and Dodge are a different story, in that they're both good to have - they stack worthily, and both work in tandem to make for a character that can be very hard to put down. The problem, however, is that, of the two, Dodge takes complete precedence in all cases - it has a heal that synnergizes with its chances, can be directly boosted by using moves like Evasive Maneuvers or Parry, and as a result, it becomes extremely easy to cut the damage of above 50% of attacks to much lower levels if built to dodge - and that all happens on top of cutting damage by about 25% (50% damage reduction) from defense.

Critical hits and dodges, basically, are way too powerful. But we don't want just a flat nerf; characters should still retain their same level of effectiveness, while perhaps being more geared to do things more consistently - or not, depending on what passive they take.

So the idea behind this is that all passives get divided up into sub-types: Power Passives, and Finesse Passives. Depending on which sub-type they fall under, they will do one of two things:

Finesse Passives work under the current game's stat scaling - they will gain high benefit from having equipment that boosts crit chance and dodge, but only gain small benefits from having offense and defense. Depending on whether the passive is offense, defense, or support, the stats that get the largest benefits will be altered.
  • Offense gets slightly higher benefits from Crit Chance gearing, and a small bonus to Crit Severity as well.
  • Defense gets a boost to Dodge Chance gearing, and a small perk to Avoidance.
  • Support gets an extra boost to Recharge gearing, and a smaller bonus to Critical chance for heals

Power passives, on the other hand, get things flipped around. Characters using Power Passives (or no passive, for that matter) will be lucky if they ever get a critical chance above 20-30%. Dodge chance is likewise. On the other hand, their usage of Offense, Defense, and Heal Strength becomes much more sizable - to the point that they operate just as well as chance-crazy finesse characters, just more consistent. Much like Finesse, the type of passive it is (offense, defense, support) modifies what largest bonuses are offered.
  • Offense gets a higher... Well, offense rating, as well as a bonus to defense ignore
  • Defense gets a boost to defense, and a perk to health recovery/effectiveness of heals on self
  • Utility gets a boost to heal strength, and a small bonus to Recharge gearing

As for what exactly falls under these categories:

Power:
  • All energy forms
  • Personal Force Field
  • Medical Nanites
  • Invulnerability
  • Unstoppable
  • Defiance
  • Regeneration

Finesse:
  • Targetting Computer
  • Quarry
  • Way of the Warrior
  • Lightning Reflexes
  • Shadow Warrior
  • Sorcery Auras

In general, the best way to build will still likely focus upon stacking crits and dodges on top of offense/defense. Just that the final playstyle flavor that results out of the combination gets shifted in the direction of either chance or consistency. The balance between the chance stats and flat buff stats, though, becomes a lot more even by default, with the baseline of Offense/Defense being a bit more powerful (or in Offense's case, a LOT more powerful) and Crit/Dodge being a bit less effective.. yup.
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Comments

  • thebuckeyethebuckeye Posts: 814 Arc User
    edited June 2013
    Regeneration would also fall into that "Power" passive category...(it was left out of the lists)....
  • bluhmanbluhman Posts: 2,410 Arc User
    edited June 2013
    woops mah bad.

    Of course these'd be pretty sweeping changes. Actually, heck, I'd first implement the offense buff and crit debuff and see how much that might change things.
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  • rugrothrumborrugrothrumbor Posts: 534 Arc User
    edited June 2013
    Offense needs an increased cap. There needs to be another type of build to go about it rather then just getting crit/dodge. Powers that work synergestically with Offense and Defense could be another idea like Dodge works with BCR (Maybe add a self-HoT power that heals more based on how high your defense is). Mods could also be changed up a bit. Like getting more defense on the impact prism.

    http://co-forum.perfectworld.com/showthread.php?t=205241

    Was one attempt to put other special ways to give other playstyles. Absorption Shield is another way to play.
  • thearkadythearkady Posts: 337 Arc User
    edited June 2013
    While the idea may seem good on paper, in reality it would be possibly the biggest limitation to "be the hero you want to be" yet.

    So NO.

    The game may well need fixes, but it certainly does not need any more fixes that limit build creativity.
  • fudgemonstafudgemonsta Posts: 1,591 Arc User
    edited June 2013
    thearkady wrote: »
    While the idea may seem good on paper, in reality it would be possibly the biggest limitation to "be the hero you want to be" yet.

    I don't see how making more uncommon builds and increasing the number of viable options when making a character is a limitation.

    Allowing more people that don't go for the (current)best things but can still be viable despite not selecting a certain set of stats to utilize is something I fully support.
    @HangingDeath

    Deliciously nutritious!
  • rugrothrumborrugrothrumbor Posts: 534 Arc User
    edited June 2013
    Well if the defense (impact) mods get buffed for starters to noticable levels that would be able to replace gambler ones then there you can sacrifice dodge for defense (can't have both).
  • o0ka1n0oo0ka1n0o Posts: 20 Arc User
    edited June 2013
    Critical hits and dodges, basically, are way too powerful.

    That's all you had to say.

    By level 40, this should not be an issue. I've been using equipment that I find from fighting baddies here and there. My critical rates are sub par on a few of my heroes, because I've dedicated my talents to other statistics. My dedication to other stats does not make them any less in the teames I've been on.

    This type of change would likely drive me further away from my "speedster", who relies on dodging and criticals in melee combat. His highest critical is a slow-charging kick for around 1.2 - 1.9k at level 40, against tough foes. The idea behind this character is to not get hit at all.

    In a game where players are Super Heroes, you'll never find balance. The point of the game is to be "over the top". It has changed a lot, but I think this has been the backbone of the experience since beta.

    There's a thread about nerfs in the general section. I suggest reading Auldwolf's comment.

    http://co-forum.perfectworld.com/newreply.php?do=newreply&p=3304411
    auldwolf wrote: »
    I get you, OP.

    Let's look at a path of causation, here:

    • Closed beta, everyone is having fun! Wheee~!
    • Open beta, we're still all having fun! What a blast!
    • Day one patch nerfs like crazy.
    • Complaints abound around the Internet, people leave CO in droves.
    • More nerfs.
    • People complain on the forums about it, countered by elitist hotheads.
    • More nerfs.
    • More people leave.
    • More nerfs.
    • Champions Online becomes a ghost town. Supported only by a tiny userbase of min/maxing elitists.

    Now, let me show you how this affects new players...

    • I bring a friend into CO.
    • The archetypes are so nerfed that she has less fun than in any other MMO she's played, she feels useless.
    • She goes freeform and we find a build that works decently.
    • That build gets nerfed into the ground by Gentleman Crush and company.
    • My friend leaves.
    • My friend goes to play Marvel Heroes, which she finds way, way more fun.

    So, what does Marvel Heroes do that Champions Online doesn't?

    It's simple, Marvel Heroes is like Champions Online was before the day one patch. Yes, everyone is crazy overpowered. But we're superheroes, what Cryptic doesn't understand is that most people love that. Almost everyone I've talked to goes to a superhero MMO expecting to be kind of overpowered. That's what they want from a superhero game.

    Look at Prototype, look at Infamous, look at the XBox Hulk games, look at Marvel Heroes. All of these things have one thing in common: The player character is horribly overpowered.

    People come to CO, and they leave because they're disappointed by how useless their characters are.

    CO continues to be a ghost town.

    Seriously, they've been killing their own playerbase since day one. This is why Marvel Heroes wins. I've tried to tell them, garret and many others have tried to tell them. But they just keep appealing to the number-crunching elitists. Pro-tip: Most of the people playing this game won't be number-crunching elitists, they'll be everyday joes who'll want a superheroic experience that Champions Online simply isn't providing in any meaningful way.

    If anything, they should be buffing across the board. Then they might see new users turn up.

    Edit: Just to drive my point home...

    I have a level 40 character. I've been to Vibora Bay and Lemuria recently, and I'm lucky if I see three players in there. Three players. There are never more than 10-20 on Monster Island. The only significant amount of people are found in Millennium City.

    Why is that?

    A person comes to CO, they get quickly tired of how useless and nerfed they feel, and they leave. It's that simple. This is why CO is a failure, this is why CO makes no money. Don't buy it? Create a poll. Put it on the front page.

    It just needs to be this simple:

    Do you feel like you're a superhero in Champions Online?

    There will be a tsunami of no votes and very few yes votes. This is how the majority feels. The majority aren't critics or min/maxers, they're just people looking to have fun with something. They want an enjoyable time. They want a superhero experience. This isn't Mortal Online, so it's not going to appeal to min/maxers no matter how hard you try.

    The best thing for Champions Online to do is drop the PvP, focus purely on being a PvE game, and to make the game a fun PvE experience for everyone.

    This is a game about superheroes. If people join the game and feel like little more than civilians, they're going to leave. And every friend I've invited to Champions Online says the same thing. Run the poll. See for yourself.
  • monaahirumonaahiru Posts: 3,073 Arc User
    edited June 2013
    For my personal thinking, We can get good Offense from Defense amount by [Best Defense], good Defense from Offense amount by [Modified Gear] from Specialization Trees. So I make my PvE toons not Dodge/Crit but Offense/Defense. I'm not sure those are unbalance or balanced.
  • rugrothrumborrugrothrumbor Posts: 534 Arc User
    edited June 2013
    I also thought about certain powers having a defense modifier. Like Unstoppable could increase defense up by X% when slotted to make defense a more valuable stat than dodge for Unstoppable users. Or they can still use dodge/avoidance if they want.

    Also damage absorption is another defense that could be easily stacked by mods to give more options on what you use for defense.
  • cptmillenniumcptmillennium Posts: 451 Arc User
    edited July 2013
    I'd like to simply see offense boosted to the point that it was a viable alternative to crits.
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  • smoochansmoochan Posts: 2,564 Arc User
    edited July 2013
    I'd like to simply see offense boosted to the point that it was a viable alternative to crits.

    It would be interesting if they changed the +offense mods so that instead of just adding offense rating, they instead increase your current damage bonus from offense by a percent.

    i.e.

    Say you currently have X Offense Rating, which gives you a damage bonus of 40%. If you now slot a +Offense Rating mod, that damage bonus might increase to 41%, but probably not, since currently that extra offense rating is a small drop in a large, already very full bucket.

    So instead...

    When you slot that +Offense Rating mod, it increases your damage bonus by 20%(value dependent on rank of mod), or .40+(.40*.20), giving you a damage bonus of 48%.

    This could be extended to offense gear in the primary and secondary slot, such that the piece in the primary slot gives a bonus of 40%, and the secondary another 20%.

    This means that if you have equipped primary and secondary +offense pieces, and have a +offense mod in the primary, your damage bonus becomes

    .40 + ( .40 * .80 ) <--- as you can see, the offense bonuses are all added together

    or 72% bonus damage, after diminishing returns.

    This gives players a choice:
    -equip crit gear and mods for the current damage potential

    -equip offense gear to deal an additional 32% damage all the time, but give up frequent/large crits

    -or do a mix of the two for a middle ground.


    In addition:
    I would like to see them change the talent in Strength spec that gives +crit chance, into one that gives a % bonus to offense as outlined above.

    Champions Online: Be the hero you wish you could be in a better game.
  • birusanbirusan Posts: 3 Arc User
    edited September 2014
    Ok, I've been away for awhile, but completely agree with some of the comments above. When I do come to CO, I'm not coming to play Counter Terror Counter Strike and die every 5 minutes. Although I love that kind of FPS action too, CO has never done that particularly well, except perhaps for the old Zombie Apocalypse (which now there's too few players to play anyway). So now I return to find Offense has been ridiculously nerfed (or they just moved the soft cap waaaaaaaaaaayyyy down), leaving all things crits as the only viable attack for any build.

    There goes my Might and Heavy Weapon Builds, which were all about raw damage, now I've got to add crits to avoid looking like a chihuahua next to some sword wielding chick.

    When and why did they do this?

    20+% of spec trees are now useless. 200 pnts of offense was about +30% dam strength and 300 pnts was about +36%, now 300 pnts is only worth about 10% and 200 pnts is worth about 7%.

    Yipppeeeee. not

    Well on the bonus side, I've got another retcon per character, but I'm almost like why bother, they're just going to change it again. So I've still got my Gold Account until they fix the game or it goes the way of City of Heroes.
  • aiqaaiqa Posts: 2,620 Arc User
    edited September 2014
    This thread is more than a year old, since then crit and dodge were nerfed, and offense buffed.
  • birusanbirusan Posts: 3 Arc User
    edited September 2014
    Thanks, but then I haven't played for about as long as this thread's been dead; however, I respectfully disagree regarding Offense, it was nerfed too.

    Here is a table I constructed of Off to Dam Strength about 10 months ago:

    Off Dam Strength
    622 +45%
    526 +43%
    495 +43%
    474 +42%
    437 +41%
    343 +38%
    323 +37%
    284 +35%
    207 +31%

    Today I get the following:
    324 +11%
    237 + 8.5%


    So at 323/324 that's a reduction of 26% Damage Strength, not an increase.

    Please post whatever Damage Strengths you're getting for different offense levels now, if they'
    re different than me.

    Respectfully yours,

    B
  • ashensnowashensnow Posts: 2,048 Arc User
    edited September 2014
    birusan wrote: »
    Thanks, but then I haven't played for about as long as this thread's been dead; however, I respectfully disagree regarding Offense, it was nerfed too.

    Here is a table I constructed of Off to Dam Strength about 10 months ago:

    Off Dam Strength
    622 +45%
    526 +43%
    495 +43%
    474 +42%
    437 +41%
    343 +38%
    323 +37%
    284 +35%
    207 +31%

    Today I get the following:
    324 +11%
    237 + 8.5%


    So at 323/324 that's a reduction of 26% Damage Strength, not an increase.

    Please post whatever Damage Strengths you're getting for different offense levels now, if they'
    re different than me.

    Respectfully yours,

    B


    Offense is now a multiplicative damage buff. The numbers you get today will (for most builds) actually produce more of a damage increase than the additive buff numbers you had before.

    'Caine, miss you bud. Fly high.
  • bluhmanbluhman Posts: 2,410 Arc User
    edited September 2014
    I wouldn't say it was nerfed. I don't think I'd say it was buffed, either. Hard to tell, in fact. What I do know happened was that offense's number displayed is a hell of a lot more indicative of the actual damage bonus you're getting.

    At around 300 OFF? Before the changes, that 37% increase to your damage power was applied before any other buff was. That is to say, before your specs, actives, passives, stacks, and so forth. This seems fair until you consider just how much sheer power all of those elements combined give your character: Many Offense Passives, for example, can give you up to 70-100% damage boosts multiplicatively. Then there's also superstat boosts, role boosts, and all other kinds of nickling and diming buffs that make your final damage number much much higher than the recorded base damage of a power.

    But today, with around 300 OFF, Your 11% damage bonus is actually 11%: Applied on top of the final product. Let's take the example of Two-Gun Mojo. What's better: 37% of 201 (the damage it does per-tick on a character with no superstats or buffs of any kind), or 11% of 1453?


    So in short, the new system bases its percentages off of final products, instead of base numbers of powers that you barely ever see due to how many bonuses you build up over time. Theoretically, this means the system benefits people who already have very high damage buffs to begin with (DPS) and comes at the detriment of those with less (Tanks, Healers), but the stacked benefits that all characters use mean that it's likely that just everyone came out more powerful, and definitely given a much better gauge of character power.


    Also that was a bump. I probably should just lock this stuff since this is like actually one of the few suggestion threads that actually got its goal carried out in a sense! I guess I like explaining power mechanics too much.
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