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Invulnerability Rework Request


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1.)  Invulnerability is an Issue 0 release set that has received little positive (and some negative) attention since release.  It focuses purely on survival, and does so with a large number of individually weak powers, consuming a lot of powers and slots for its final effect which is limited to Resist and Defense.  And even at this, it contains a very large 'hole' for psionic damage, as well as significant 'holes' for energy/negative energy/fire/cold.  These can be patched with IOs, but a set that has only survival to show for itself should not be patching its survival with IOs.

 

2.)  The Invulnerability Tier 9 power, its ultimate defensive capstone, is widely mocked and derided as a suicide button.  It provides survival that the set does not need, at the price of a high chance of death when the crash takes it down.  This in a set with essentially no utility or offense.

 

3.)  Since its release, we have seen a large number of newer defensive sets released.  These usually contain damage mechanisms, endurance mechanisms, healing mechanisms, CC mechanisms, AOE Damage or all of the above, as well as providing their defensive qualities through fewer powers and slots.

 

Argument:

Based on the above, Invulnerability needs to be less power/slot hungry (though not radically so), and also needs to provide some utility or offense boost if it is to continue to have purpose in an environment that contains Bio Armor, Shield, Radiation, and similar powersets - all of which offer solid survival, along with some mix of sustainability, aoe, damage, or all of the above.

 

Suggested Changes:

1.)  Proliferate Sentinel Invulnerability Changes to other ATs

a.)  The combination of resist elements and resist energies into environmental resistance increases the appeal of these two highly mediocre and space-filling powers.

b.)  This combination creates space in the build for other powers, and preserves slots and powers for better uses than yet another small % passive.

c.)  The inclusion of Durability for other ATs provides a small  bonus to effective endurance and to toxic resistance.  The HP bonus is less notable once perma-dull pain is reached, but still has value.

 

2.)  Increase the value of Environmental Resistance and Unyeilding from 10% to 15% on Tanks (proportional changes to other classes).

a.) A base 30% resist between the two would still leave Invuln relatively poor in those resistances (by comparison to pure resist sets), but without a gaping hole.

b.) Consider patching the Psi Damage Hole.  It serves little purpose in modern play other than to make an otherwise unexceptional set have its own version of Quantums built into content.

 

3.) Rework Unstoppable.

a.)  A major change is required here.  Even if its effect is reduced and crash removed, it still offers only more survival - which is all the set offers to begin with.

i.)  Option 1:   Make it a toggle providing a scaling buff coupled with a scaling penalty, that also grants resist to slow and -rchg.  'Unstoppable'.  Once deactivated, the toggle would have a significant cooldown.

A.)  Possible Scaling Penalties include scaling -DEF, -END, -REC, -REG, etc.  Thematically, a penalty to DEF and/or HP Regen would fit. 

B.)  Possible Scaling Buffs include scaling +DAM (the obvious one), or possibly scaling -RES or -REGEN applied to each attack (to represent the Unstoppable character 'breaking down' the opponent.

C.)  The general concept is to allow the character to trade off survival for offense in a risk/reward manner, as both buff and penalty would climb.

ii.)  Option 2:  An AOE Attack, Damage Buff, or Debuff  (similar to those provided by Shield) might fit here as well.  Less interesting, but easier to implement.

 

I am not here stating that Invulnerability is broken or useless - as it is not.  It is just inefficient, clunky, boring, and of little value in the modern play environment, which is a sad state for a power-set that represents many of the most classic super-heroes.

 

 

 

 

 

Edited by marcussmythe

Great Justice - Invuln/Energy Melee Tank

Ann Atomic - Radiation/Super Strength Tank

Elecutrix - Electric Blast/Super Reflexes Sentinel

Ramayael - Titan Weapons/Bio Scrapper

C'len - Spines/Bio Brute

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Say what now? Seems popular enough and good enough to make it the number one tanker primary by a large lead especially considering Fire is inflated by farmers...
 

On 3/2/2020 at 5:47 PM, Cipher said:

Tanker

 

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image.png.75d6f75c3d051e9dbb088cdaa8635257.png

 

  Reveal hidden contents
# Primary Secondary Count
1 Invulnerability Super Strength 959
2 Fiery Aura Fiery Melee 522
3 Radiation Armor Radiation Melee 343
4 Fiery Aura Spines 287
5 Willpower Super Strength 275
6 Stone Armor Stone Melee 167
7 Electric Armor Electrical Melee 167
8 Fiery Aura Radiation Melee 165
9 Fiery Aura Super Strength 160
10 Shield Defense Electrical Melee 150
11 Shield Defense Super Strength 138
12 Bio Organic Armor Radiation Melee 137
13 Bio Organic Armor Super Strength 135
14 Fiery Aura Ice Melee 129
15 Dark Armor Dark Melee 124
16 Invulnerability Energy Melee 123
17 Dark Armor Staff Fighting 117
18 Bio Organic Armor Titan Weapons 116
19 Bio Organic Armor Spines 114
20 Shield Defense Broad Sword 110
21 Shield Defense War Mace 108
22 Invulnerability Street Justice 107
23 Stone Armor Super Strength 105
24 Willpower Street Justice 101
25 Willpower Titan Weapons 101
26 Ice Armor Ice Melee 98
27 Radiation Armor Super Strength 97
28 Invulnerability Titan Weapons 88
29 Radiation Armor Titan Weapons 87
30 Stone Armor Spines 75
31 Stone Armor Radiation Melee 75
32 Shield Defense Street Justice 71
33 Stone Armor Electrical Melee 67
34 Stone Armor Titan Weapons 67
35 Willpower Staff Fighting 66
36 Stone Armor Fiery Melee 65
37 Electric Armor Super Strength 60
38 Bio Organic Armor Staff Fighting 58
39 Bio Organic Armor Savage Melee 57
40 Electric Armor Titan Weapons 57
41 Dark Armor Radiation Melee 56
42 Invulnerability Electrical Melee 54
43 Invulnerability Dark Melee 53
44 Willpower Energy Melee 52
45 Radiation Armor Spines 51
46 Invulnerability Battle Axe 50
47 Radiation Armor Dark Melee 49
48 Invulnerability Radiation Melee 46
49 Dark Armor Titan Weapons 44
50 Willpower Radiation Melee 44
51 Radiation Armor Electrical Melee 41
52 Electric Armor Radiation Melee 41
53 Super Reflexes Martial Arts 41
54 Bio Organic Armor Dark Melee 39
55 Radiation Armor Psionic Melee 39
56 Willpower Psionic Melee 38
57 Willpower War Mace 38
58 Radiation Armor Staff Fighting 37
59 Shield Defense Dark Melee 37
60 Shield Defense Battle Axe 37
61 Willpower Savage Melee 36
62 Fiery Aura Electrical Melee 36
63 Dark Armor Spines 36
64 Invulnerability War Mace 35
65 Invulnerability Savage Melee 35
66 Willpower Electrical Melee 34
67 Willpower Fiery Melee 34
68 Ice Armor Spines 34
69 Willpower Dark Melee 34
70 Bio Organic Armor Street Justice 33
71 Bio Organic Armor Psionic Melee 33
72 Invulnerability Staff Fighting 33
73 Dark Armor Super Strength 33
74 Fiery Aura Titan Weapons 32
75 Invulnerability Fiery Melee 32
76 Shield Defense Fiery Melee 31
77 Fiery Aura Dark Melee 31
78 Willpower Dual Blades 31
79 Invulnerability Spines 31
80 Dark Armor Electrical Melee 30
81 Stone Armor Dark Melee 29
82 Shield Defense Radiation Melee 29
83 Ice Armor Super Strength 29
84 Radiation Armor Fiery Melee 29
85 Willpower Martial Arts 28
86 Dark Armor Fiery Melee 28
87 Fiery Aura Stone Melee 27
88 Ice Armor Dark Melee 27
89 Dark Armor Psionic Melee 26
90 Ice Armor Fiery Melee 26
91 Bio Organic Armor Stone Melee 25
92 Super Reflexes Super Strength 25
93 Invulnerability Stone Melee 25
94 Electric Armor Staff Fighting 25
95 Bio Organic Armor Electrical Melee 24
96 Stone Armor Staff Fighting 24
97 Radiation Armor Street Justice 24
98 Willpower Spines 24
99 Ice Armor Stone Melee 24
100 Invulnerability Kinetic Attack 24
101 Radiation Armor Energy Melee 24
102 Ice Armor Titan Weapons 23
103 Radiation Armor Savage Melee 23
104 Invulnerability Martial Arts 22
105 Electric Armor Spines 22
106 Willpower Battle Axe 22
107 Stone Armor Savage Melee 21
108 Shield Defense Psionic Melee 21
109 Stone Armor Energy Melee 21
110 Electric Armor Energy Melee 21
111 Super Reflexes Street Justice 20
112 Stone Armor Ice Melee 20
113 Super Reflexes Staff Fighting 20
114 Invulnerability Psionic Melee 20
115 Electric Armor Dark Melee 19
116 Super Reflexes Dark Melee 19
117 Stone Armor Battle Axe 19
118 Stone Armor War Mace 19
119 Fiery Aura Energy Melee 19
120 Fiery Aura Psionic Melee 19
121 Bio Organic Armor Energy Melee 19
122 Ice Armor Radiation Melee 19
123 Bio Organic Armor Fiery Melee 18
124 Fiery Aura War Mace 18
125 Invulnerability Broad Sword 18
126 Willpower Stone Melee 18
127 Electric Armor War Mace 18
128 Dark Armor Savage Melee 18
129 Fiery Aura Staff Fighting 17
130 Bio Organic Armor Claws 17
131 Willpower Kinetic Attack 17
132 Shield Defense Energy Melee 17
133 Electric Armor Fiery Melee 17
134 Invulnerability Dual Blades 16
135 Shield Defense Martial Arts 16
136 Bio Organic Armor Kinetic Attack 16
137 Ice Armor Energy Melee 16
138 Willpower Katana 15
139 Shield Defense Savage Melee 15
140 Radiation Armor Stone Melee 14
141 Fiery Aura Savage Melee 14
142 Invulnerability Ice Melee 14
143 Ice Armor War Mace 14
144 Dark Armor Ice Melee 14
145 Dark Armor Energy Melee 13
146 Willpower Claws 13
147 Fiery Aura Dual Blades 13
148 Willpower Broad Sword 13
149 Stone Armor Martial Arts 13
150 Stone Armor Psionic Melee 13
151 Dark Armor Stone Melee 12
152 Dark Armor Katana 12
153 Bio Organic Armor Battle Axe 12
154 Super Reflexes Titan Weapons 12
155 Ice Armor Electrical Melee 12
156 Radiation Armor War Mace 12
157 Electric Armor Stone Melee 12
158 Electric Armor Ice Melee 12
159 Radiation Armor Ice Melee 12
160 Radiation Armor Kinetic Attack 12
161 Super Reflexes Psionic Melee 12
162 Fiery Aura Battle Axe 11
163 Dark Armor War Mace 11
164 Shield Defense Kinetic Attack 11
165 Super Reflexes Kinetic Attack 11
166 Bio Organic Armor War Mace 11
167 Super Reflexes Katana 11
168 Bio Organic Armor Dual Blades 10
169 Dark Armor Dual Blades 10
170 Shield Defense Ice Melee 10
171 Stone Armor Dual Blades 10
172 Electric Armor Street Justice 10
173 Super Reflexes Savage Melee 10
174 Super Reflexes Claws 10
175 Willpower Ice Melee 10
176 Dark Armor Broad Sword 9
177 Electric Armor Psionic Melee 9
178 Electric Armor Martial Arts 9
179 Electric Armor Savage Melee 9
180 Super Reflexes Dual Blades 9
181 Radiation Armor Katana 9
182 Radiation Armor Martial Arts 9
183 Dark Armor Battle Axe 9
184 Electric Armor Katana 9
185 Stone Armor Broad Sword 9
186 Ice Armor Psionic Melee 8
187 Invulnerability Katana 8
188 Ice Armor Staff Fighting 8
189 Radiation Armor Broad Sword 8
190 Electric Armor Claws 8
191 Super Reflexes Radiation Melee 8
192 Stone Armor Street Justice 7
193 Ice Armor Street Justice 7
194 Radiation Armor Claws 7
195 Bio Organic Armor Katana 7
196 Invulnerability Claws 7
197 Fiery Aura Claws 6
198 Radiation Armor Dual Blades 6
199 Dark Armor Street Justice 6
200 Electric Armor Battle Axe 6
201 Super Reflexes Fiery Melee 6
202 Shield Defense Stone Melee 6
203 Ice Armor Savage Melee 6
204 Fiery Aura Broad Sword 6
205 Ice Armor Battle Axe 5
206 Ice Armor Kinetic Attack 5
207 Stone Armor Kinetic Attack 5
208 Dark Armor Martial Arts 5
209 Ice Armor Broad Sword 5
210 Fiery Aura Street Justice 5
211 Electric Armor Dual Blades 5
212 Super Reflexes Battle Axe 5
213 Radiation Armor Battle Axe 4
214 Ice Armor Martial Arts 4
215 Fiery Aura Martial Arts 4
216 Bio Organic Armor Martial Arts 4
217 Bio Organic Armor Broad Sword 4
218 Super Reflexes Energy Melee 4
219 Electric Armor Kinetic Attack 4
220 Dark Armor Claws 4
221 Ice Armor Dual Blades 3
222 Super Reflexes Electrical Melee 3
223 Ice Armor Katana 3
224 Dark Armor Kinetic Attack 3
225 Super Reflexes Stone Melee 3
226 Super Reflexes Spines 3
227 Fiery Aura Kinetic Attack 2
228 Super Reflexes Broad Sword 2
229 Super Reflexes Ice Melee 2
230 Ice Armor Claws 2
231 Bio Organic Armor Ice Melee 2
232 Fiery Aura Katana 2
233 Electric Armor Broad Sword 2
234 Stone Armor Katana 1
235 Super Reflexes War Mace 1

 

 

 

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2 minutes ago, Snowdaze said:

Say what now? Seems popular enough and good enough to make it the number one tanker primary by a large lead especially considering Fire is inflated by farmers...
 

 

Although I agree the numbers speak for themselves, how much of that is because everyone wants to be Superman?

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What this team needs is more Defenders

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1 minute ago, Psyonico said:

Although I agree the numbers speak for themselves, how much of that is because everyone wants to be Superman?

45% (pure guess, for humor)  As I will agree that it does seem like an antiquated set, Beyond maybe a little number tweaking, I think it's pretty solid. Tons of people love it, and the blending of resistence and defense. Get the job done 95% of the time. Is it truly Invulnerable? No. Should it be, No. I really think until a much larger portion of the overwhelming number of invuln players start complaining about something, I feel this set is "working as intended".

 

Sorry being a negative nancy, but I dont feel invuln changes are needed at this time.

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25 minutes ago, marcussmythe said:

2.)  The Invulnerability Tier 9 power, its ultimate defensive capstone, is widely mocked and derided as a suicide button.  It provides survival that the set does not need, at the price of a high chance of death when the crash takes it down. 

I agree.  While Unstoppable is totally optional and from my experience most people skip taking it, there is a reason for skipping it and that is that it stinks as a power.  By the time you obtain it, you do not really need it (if built well enough). 

 

Overall I think INV is fine.  I would disagree it is a boring set that has little value. 

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I disagree, the Psi hole should remain.  Its the Achilles heal of the set.  I am for changes set out here otherwise.  Id like a modest gain in your resists outside of s/l.  And Reworking Unstoppable would be nice considering.  Something more like a large endurance discount/small resist boost Click power with no crash as opposed to its current suicide form.

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A dB/invul brute was one of my main toons back in live. Once the io slotting was complete, unstoppable was almost completely pointless.  My biggest complaint with the set was the lack of endurance management. For myself, combining resist energy and resist elements into one and adding an endurance management tool would go a really long way. 
 

Instead of a complete rework to unstoppable, what C about adding a psi resist to it?  This would make it more useful and allow it to fill the psi hole, but it would make you think of it was worth it. Every defense set still should have a weakness and I think this would be a good way to make unstoppable worthwhile and he’ll with the complete psi hole. 

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39 minutes ago, Psyblade said:

A dB/invul brute was one of my main toons back in live. Once the io slotting was complete, unstoppable was almost completely pointless.  My biggest complaint with the set was the lack of endurance management. For myself, combining resist energy and resist elements into one and adding an endurance management tool would go a really long way. 
 

Instead of a complete rework to unstoppable, what C about adding a psi resist to it?  This would make it more useful and allow it to fill the psi hole, but it would make you think of it was worth it. Every defense set still should have a weakness and I think this would be a good way to make unstoppable worthwhile and he’ll with the complete psi hole. 

You are trying to make a "perfect set" please no! All great powers need a weakness, Invuln's is that it has a psi hole and you have to watch how you use your end.

Edited by Snowdaze
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Im just trying to find reasons to play Invuln when Rad, Dark, Shield, and Bio are all standing around being notably more attractive, in that they offer offense, utility, strong healing, or some combination of the above - while being equally ‘too tough to kill’ in an IO world.

 

But reasonable minds can differ.

Great Justice - Invuln/Energy Melee Tank

Ann Atomic - Radiation/Super Strength Tank

Elecutrix - Electric Blast/Super Reflexes Sentinel

Ramayael - Titan Weapons/Bio Scrapper

C'len - Spines/Bio Brute

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3 minutes ago, marcussmythe said:

Im just trying to find reasons to play Invuln when Rad, Dark, Shield, and Bio are all standing around being notably more attractive, in that they offer offense, utility, strong healing, or some combination of the above - while being equally ‘too tough to kill’ in an IO world.

 

But reasonable minds can differ.

So you haven't played Invuln?

I have a Darkness Manipulation Proposal: Let me know what you think!

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6 minutes ago, Snowdaze said:

So you haven't played Invuln?

Multiple 50s Invulns on multiple ATs, pre and post IO, live and current.  Similar with Bio (current only).  Ive kicked around Dark, Rad, and Shield at cap, but only on a test environment, not played one up.

Great Justice - Invuln/Energy Melee Tank

Ann Atomic - Radiation/Super Strength Tank

Elecutrix - Electric Blast/Super Reflexes Sentinel

Ramayael - Titan Weapons/Bio Scrapper

C'len - Spines/Bio Brute

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Ok so here is the flat of it:

   If you want to be a shining beacon of heroic lump, you play invuln!

   if you want to be covered in hideous growths that make you super powerful even though you will never reach your max power because there isn't enough slots to go around, you play Bio.

   if you want to be like the hulk, you go rad.

   if you want to be like captain america, you go shield.

   if you listened to too much emo music in the 80's or 2000's, you go dark (but you'll only be cool if you were listening to it in the 80's)

Edited by Snowdaze
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16 minutes ago, Snowdaze said:

You are trying to make a "perfect set" please no! All great powers need a weekness, Invuln's is that it has a psi hole and you have to watch how you use your end.

I should have mentioned this in my original post, if psi resistance is added to unstoppable, it should be at a much lower base than the other resists. Maybe 20% on tankers and have it be unenhancable. This would only soften the blow of psi attacks. With that being said, endurance was the biggest problem I faced while leveling that toon. 
 

My opinion, the taunt in the aura is enough crowd control for it as a defense set. I don’t think it needs any other features in that regard. If anything, endurance was my biggest issue with the set. Took full io’s and the alpha slot to solve it. 

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26 minutes ago, marcussmythe said:

Im just trying to find reasons to play Invuln when Rad, Dark, Shield, and Bio are all standing around being notably more attractive, in that they offer offense, utility, strong healing, or some combination of the above - while being equally ‘too tough to kill’ in an IO world.

 

But reasonable minds can differ.

To be fair, I agree with you and disagree with you.

 

3/4 of those primaries are S-tier worthy Armor sets for Tankers, Rad being S++ tier (an effective uber-tier), I don't think anything really should compare itself to Rad... that's a whole other can of worms. 

 

Comparing Invul to the rest of them... Bio vs. Invul, Invul will usually win the tanking debate every single time. Invul does not give the highest E/N res, but it IS there, Bio gives you a flat out *nothing* other than defense, which Invul will give you... That is monumental given how abundant the hardest/most difficult content utilizes Energy damage. Bio gives Offensive Adaptation, but it gives it at the cost of your survivability, and quite frankly Defensive Adaptation isn't that great... certainly not "OP" or something I'm running out saying every Tanker set needs.

 

Dark vs. Invul, Dark has the big two drawbacks: no way to directly or indirectly (via absorb) boost max hp, and no knockback built in. The second of these two problems is mitigated by IO's, the primary one is not easily addressed. If dark takes a beating, it does not have that much of a base to continue to live on unlike other primaries, Invul on the other hand, gets capped HP readily with a big heal when needed, has softcapped defense to all easily, and decently high resists (not AS high as Dark's, mind you, but it will definitely get you by.) Dark does fair best against Psi damage if Rad is not built for it. Dark has a very good heal, so there is some tradeoff there. In most cases, Invul will beat Dark at tanking. 

 

Shield is one of the best primaries, it gives a LOT of DDR if you can get AD double'd up, and you can practically become "unhittable" it does have one very big "hole" though and that is auto-hit, when that hits this set hard, may hit it very hard (think that giant robot in Market Crash), even with the layers of mitigation it provides. I would consider Shield a better primary than Invul, but I would still say Invul tanks harder things easier than Shield does if the Shield isn't going to go for things like T4 Melee Core + RoP + One w/ Shield spamming (Shield is probably a second only to Rad).

 

I really don't think comparing anything to Rad is a fair debate, and Shield is very good if you build it to be that way, but Invul is definitely not bad at what it does and it is one of the sturdiest Tanker sets available.

Edited by Zeraphia
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7 minutes ago, marcussmythe said:

Im just trying to find reasons to play Invuln when Rad, Dark, Shield, and Bio are all standing around being notably more attractive, in that they offer offense, utility, strong healing, or some combination of the above - while being equally ‘too tough to kill’ in an IO world.

 

But reasonable minds can differ.

No mention of Invuln's scaling ToHit buff?  That's an offensive utility right there. With 5 foes around, you're getting 10% def and 10% ToHit which can certainly help END economy to cut down on misses.  

 

If anything, I feel this thread highlights some sets could use reassessing as they really shift the expectations of the norm.  Bio probably needs some of its defensive utility tied to it's defensive mode and some of its utility like +recovery tied to its efficiency mode.  I'm not saying cut all defense or recovery unless in that mode, but making it more of a shift than it currently is.  Shield is likely the standard we're suppose to be putting sets to but I also feel it reaches too close to SR's niche so tying a bit of its defense into Phalanx Fighting while allies are nearby would help fix that (it still has HP max, resists, crash-lite tier 9 and damage over SR).

 

I've never played Rad to any high level to get a feel for all of its powers but I feel Dark pays for its effectiveness enough.

 

All in all, I think Invuln is a solid set that can be made *VEEERY* solid with some uniques and IOs unlike Dark which damn near demands certain IOs.  Both (invuln and dark) still make out very well once you push their builds with IOs.

 

But yeah...no, I don't agree with the suggested changes here. 

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Nothing wrong with asking. 

But I don't think Invuln needs any help.  I've got a lvl 30 tanker running around with 38.5% psi resist that's only going to get stronger as he gets more slots.  He only ever dies in extremely prolonged fights where I mismanage his endurance bar, and that's a ME problem, not a powerset problem.  And it still takes him an awful long time to run out of END.

 

(rage/hasten is so tempting... but you pay for it as you hemmorage end...)

Edited by MTeague
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32 minutes ago, Naraka said:

No mention of Invuln's scaling ToHit buff?  That's an offensive utility right there. With 5 foes around, you're getting 10% def and 10% ToHit which can certainly help END economy to cut down on misses.  

 

But yeah...no, I don't agree with the suggested changes here. 

Do you find you miss often at endgame without Invuln's scaling to-hit buff?  I do not find I do.

 

I don't expect people to agree with me, though I'll admit the vehemence of the 'no really ITS FINE REALLY' response is a bit surprising.

 

I suppose Ill just have to learn to love Rad and Bio and suppress the SFX.  🙂

Great Justice - Invuln/Energy Melee Tank

Ann Atomic - Radiation/Super Strength Tank

Elecutrix - Electric Blast/Super Reflexes Sentinel

Ramayael - Titan Weapons/Bio Scrapper

C'len - Spines/Bio Brute

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Unstoppable needs a look.  All the "godmode" powers need a look.  But outside of that, I got no real beef with Invulnerability.  To the contrary, a lot of times I wish other sets had its capabilities.  Stacking, layered defenses that supplement each other, a wide range of resistance to debuffs, no gimmicks, not especially slot hungry in my experience, and heck, the Psi "hole" is one of the easiest to plug.  Invulnerability's only real, well, vulnerability, in my experience, is Confuse and Terrorize, which are fairly uncommon outside of certain bits of endgame content.

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24 minutes ago, marcussmythe said:

Do you find you miss often at endgame without Invuln's scaling to-hit buff?  I do not find I do.

 

I don't expect people to agree with me, though I'll admit the vehemence of the 'no really ITS FINE REALLY' response is a bit surprising.

 

I suppose Ill just have to learn to love Rad and Bio and suppress the SFX.  🙂

It can help when faced with -ToHit or foes that buff their defense.  It also can lighten the load of Acc slotting you need so you can slot attacks differently.

 

Also, for Scrappers and Stalkers, +ToHit buffs the damage of snipes from patron power pools.

 

I wouldn't be opposed to changes to Invulnerability to make it more unique but all the changes you suggest make it more like every other set.

 

I remember reading someone suggesting to give Invulnerability a power that, if a foe in melee range attacks you but the attack gets deflected, having a chance to knock the foe off their feet, kind of like if you throw a punch at Superman and it just bouncing off his chest so bad you end up hurting yourself.  That's a cool flavor power I'd like to see.

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Many Armour T9s are designed in a way that is not in line with their use. When you have a powerful 'click' power you are under constant pressure to hold off from using it until absolutely necessary. However, CoH gives the player very little information before a fight is started as to whether using the T9 is worth while, or better saved for a different fight. Consequently the T9 is not popped until either it is blindingly obvious that the fight calls for it (AVs, GMs, etc) or not used until it's too late. The average Armour T9 is not a "reset fight" button, and is rarely worth clicking as a panic button.

 

If the idea of a T9 is a "prepare for a tough fight" power, then the only way the player will ever use it is if they feel they completely understand the odds against them, and feel that the T9 is able to swing the fight in their favour. However, it doesn't last long and (sometimes) has a period of weakness after the power expires. Meaning the player has to understand not only the strength of the combatants, but the likely time period in which the fight will occur and judge if they can win in time before the debuff kicks in. This is compounded by the possibilities of harder encounters further into the mission, and the long cooldown of most of these powers is a deterrent towards misjudging the use and being flippant with when you activate it. A player, unless they have back-to-front, upside-down knowledge of a mission, the enemy and the troubling spots ahead of when they need to be used is not given enough information to make these calls with any degree of accuracy. Experience is the only way to know these things, and once you have experience you don't need the T9 anymore; you've already learnt other methods for success that will be more effective, and dealing with the backlash of the power expiring will slow down your progress more than the T9 will speed it up.

 

If the idea is for the T9 to be a "panic button" then many of these T9 powers are equally ill suited to their roll as they are not actually powerful enough to turn an imminent failure into a salvageable situation. Most don't heal you or give you a sudden burst of endurance to fire off your headliner attacks. Most don't give you enough time to regain the upper hand if you were already outmatched. Most won't let you finish the fight any quicker in your favour and you've still got that debuff coming down on you... and that's only going to make the situation worse! They're fundamentally unsuited to being a panic button, since unless you're experienced in how the fight is changing moment-to-moment, you're not going to see the suckerpunch coming. A major issue is that the Brute, Tanker, Stalker and Scrapper all get access to what is essentially the SAME power, that is supposed to compliment their vastly different pay styles. Each Archetype is going to want something different from a "Oh God, Help!" power. Again, the only time this could be used properly is if you're prescient by about 10 seconds. And the only time that could happen, your so experienced with the game that you'll avoid the situation before the T9 is necessary.

 

There's one of two fixes needed. But first you have to decide which of the two situations the T9 is going to cater for.

 

Is it's purpose success through superior planning, or snatching victory from the jaws of defeat?

 

More thoughts on this as time permits.

Edit:
I have created a new thread, rather than derailing this one

 

Edited by Nanolathe
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19 minutes ago, Naraka said:

It can help when faced with -ToHit or foes that buff their defense.  It also can lighten the load of Acc slotting you need so you can slot attacks differently.

 

Also, for Scrappers and Stalkers, +ToHit buffs the damage of snipes from patron power pools.

 

I wouldn't be opposed to changes to Invulnerability to make it more unique but all the changes you suggest make it more like every other set.

 

I remember reading someone suggesting to give Invulnerability a power that, if a foe in melee range attacks you but the attack gets deflected, having a chance to knock the foe off their feet, kind of like if you throw a punch at Superman and it just bouncing off his chest so bad you end up hurting yourself.  That's a cool flavor power I'd like to see.

I completely forgot about the +ToHit buff. I don’t recall it making much difference but I haven’t played invul since live. I remade that toon, but it is currently sitting at level 1.

 

I think the proposal of having a knockdown would be a very unique flavor and would be interesting, but just adding that would make invulnerability too op without removing some of its current abilities. 

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2 hours ago, marcussmythe said:

1.)  Invulnerability is an Issue 0 release set that has received little positive (and some negative) attention since release.

...

I am not here stating that Invulnerability is broken or useless - as it is not.  It is just inefficient, clunky, boring, and of little value in the modern play environment, which is a sad state for a power-set that represents many of the most classic super-heroes.

giphy.gif

 

Invulnerability saw many tweaks since launch, including the (blessed) change from Unyielding Stance to Unyielding. Many respecs were gladly spent that day to drop the Teleport pool.

 

I find it to be an extremely efficient Tanker primary. My Inv Tanker has 30 slots invested in the primary powers (*1) 6 of those slots are in Dull Pain, which IMO is a much better "oh ####" power than Unstoppable.

 

Edit: (*1) 30 Slots across 8 powers.

Edited by tidge
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22 minutes ago, Nanolathe said:

If the idea is for the T9 to be a "panic button" then many of these T9 powers are equally ill suited to their roll as they are not actually powerful enough to turn an imminent failure into a salvageable situation. Most don't heal you or give you a sudden burst of endurance to fire off your headliner attacks. Most don't give you enough time to regain the upper hand if you were already outmatched. Most won't let you finish the fight any quicker in your favour and you've still got that debuff coming down on you... and that's only going to make the situation worse! They're fundamentally unsuited to being a panic button, since unless you're experienced in how the fight is changing moment-to-moment, you're not going to see the suckerpunch coming. A major issue is that the Brute, Tanker, Stalker and Scrapper all get access to what is essentially the SAME power, that is supposed to compliment their vastly different pay styles. 

This I agree with 100%.   For my Invul/SS Tanker, I'm unlikely to take Unstoppable, because it won't do anything extra for me that I'm likely to need.

But I may want Unleash Potential from the Force Of Will tree, for that extra OOMPH of Regen and particularly Recovery. 

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Hmm.

 

T9's on most tank sets need revision, this is not just an invuln issue. I skipped unstop.

 

So yes, as stated in other requests and posts, fix T9's

 

As for invuln set and the ideas here other than the TO...

 

Invuln is very, very good. No need to mess with success.

 

I'm very sorry, no vote.

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