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DEFCON 5: Defender vs Controller - Which is the Better Support AT?


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Posted (edited)

Tearing open an old wound with this one, folks. We all remember the OG argument from City of Heroes...

 

"Defenders are better for a team because of superior buff numbers! Their blasts add dps!"

 

"Controllers are better because controls synergize with the buffs! Their dps is better with Containment!"

 

/jranger

 

Ok, I know what the numbers say on paper, but I want to know what actual, in-game action reveals. I don't think anyone has ever attempted an honest-to-goodness comparison of these two ATs. So, I am setting out to do just that... or at least provide some empirical data to chew on.

 

I therefore bring you...

 

DEFCON5stampsm.png.c33dbe570b842e13a128f51dacd8aef7.png

 

DEFCON 5 is a video series that will compare 5 different defenders to 5 different controllers, with head-to-head pairings built around the same buff set. I will show you the builds, run a solo mission to discuss the character's tactics, and then a series of team missions to gather test data for analysis. 

 

Test Parameters:

  • 5 Defenders vs 5 Controllers
  • 5 Shared Support Sets – buff and debuff
  • 5-Mission Runs (54x8, random map, escort only) vs 5 different factions
  • 5-man Teams with no other DEFCON
  • 5 Stat Analysis (completion time, foe defeats, ally defeats, ally close calls, damage out:in)
  • 5 Star YT Opinion Poll for performance evaluations

And just to stir up some controversy at the end, the AT with the 'most points' based on Stats and Votes will be declared the Superior Support Archetype!

Check out the Introduction video here:

 

Need more Build and Playtest Videos?

50 - 50 Showcase

20/20 Rewind

 

Edited by Dark Current
  • Like 1
Posted (edited)

Starting at DEFCON 5, we have Electrical Affinity!

image.png.cdd607e16c8fe7ee874a1034368b8cd5.png

 

 

DEFCON Level 5 pits an Elec / Elec / Elec Defender vs. a Plant / Elec / Earth Controller in a no-holds barred who is better at protecting their team challenge!

 

 

-----------------------------------------------------------------------------------------

 

Starting in the Blue Corner... an EDefender, The Ampere Avenger!

 

MIDS Build: 

Ampere Avenger - Defender (Electrical Affinity - Electrical Blast).mbd

 

 Build Discussion and Solo Showcase Video:

 

--------------------------------------------------------------------------

 

And in the Red Corner.... a Controller of primal fury, Ostara, the Spring Maiden! 

 

MIDS Build: 

Ostara - Controller (Plant Control).mbd

 

 

Build Discussion and Solo Showcase Video:

 

FORTHCOMING

 

 

Edited by Dark Current
  • Like 1
Posted (edited)

Interesting take on the comparison format. My money is on the Controllers, especially if you're running with teams of randos at x8 on powersets like Plant and Arsenal which have hefty AOE CC and damage.

 

My take on the debate (is it still a thing these days?) is that Defenders are usually more valuable to an optimized team and Controllers more valuable to an unoptimized one. Defender's greater -Res Debuff strength plus low animation time attacks (which can often produce decent DPA via Procs) makes things faster. Controller's range of CC lockdown effects (and the occasional immortal tanky pets) makes things safer. The only buff/debuff sets that IMO always work better on a Controller are Kinetics (as getting the team to the damage cap generally takes 2x Fulcrum Shifts regardless of the AT) and Dark (because Affinity is just plain better than Miasma).

Whilst there's also an argument to be made that AoE immobilizes are required to keep things in Debuff patches and/or clumped for AoE attacks, IMO as long as none of your powers have KB effects and the team has a competent Tank or AoE -RunSpeed effects that's usually superfluous. And let's face it, on high end teams things just become a Steamrolling race, so hitting the same mob twice (to set up and then leverage Containment) hardly ever applies.

 

All that said, I imagine Corruptors would like a word, as Scourge is a vastly more useful inherent for hardmode teaming than Vigilance 😜

 

Edited by Maelwys
  • Like 2
Posted
15 hours ago, Maelwys said:

My take on the debate (is it still a thing these days?) is that Defenders are usually more valuable to an optimized team and Controllers more valuable to an unoptimized one.

 

^ I think this is the closest to my take. ^ I think it is especially true if the rest of the team has made build choices knowing in advance what a specific Defender is going to bring.

 

I think there is some content where one pulls ahead of the other, assuming both have reasonably smart builds... for example, a low level TF/SF is much easier with some Defenders than most Controllers... if the Defender has team buffs. I was on a recent Posi 1 where the Defender made all the difference, and the (exemplared) Controllers didn't die, but at that level they weren't bringing that much to the team.

 

For some builds I have, within play it might be pretty hard to know if the character was a Defender or a Controller if the observer wasn't familiar with the primary/secondary.

Posted
58 minutes ago, JJDrakken said:

Defender has higher values for the powers.

Sure, but the question is whether their blasts provide enough additional DPS or utility vs what a controller's primary set has to offer...

Posted

At very low levels defenders get their big buffs online sooner. Low level controllers still struggle with damage and a useful control rotation. Not nearly as much a deal these days with the level requirements decreased on powers.

 

At higher levels a single controller can more consistently provide safety to themselves and a team than a single defender, and are now contributing meaningful damage.

 

If you are optimizing for the perfect team there is higher potential choosing the right defenders. 

 

Both are so powerful if stacking a lot on a team that the difference hardly matters.

 

 

 

Posted
28 minutes ago, biostem said:

Sure, but the question is whether their blasts provide enough additional DPS or utility vs what a controller's primary set has to offer...

 

With their Defender Recipes. Yes.  They can add PBAOE Heal & Absorb.  Also majority their blasts have secondaries that will be helpful over all.  Be it -Def, -To Hit, -Res, etc....

 

While Controller primaries have those as well.  There damage is limited, till they can get containment.  There a reason when 8 Defenders get together they melt a TF/SF/Trial faster then 8 Controllers.

  • Thumbs Up 1
Posted
On 12/17/2024 at 9:40 PM, Dark Current said:

DEFCON Level 5 pits an Elec / Elec / Elec Defender vs. a Plant / Elec / Earth Controller in a no-holds barred who is better at protecting their team challenge!

This isn't a fair comparison. Elec Blast simply doesn't have something which can compare to Seeds. I would rather see two full Elec builds.

 

I think the comment about Controllers being better for subpar teams feels like the correct answer. In terms of sheer support, I never felt like a Defender came close to my Earth/storm, and I played a lot of Defenders on Live. 

Top 10 Most Fun 50s.

1. Without Mercy: Claws/ea Scrapper. 2. Outsmart: Fort 3. Sneakers: Stj/ea Stalker. 4. Emma Strange: Ill/dark Controller. 5. Project Next: Ice/stone Brute. 6. Waterpark: Water/temp Blaster. 6. Mighty Matt: Rad/bio Brute. 7. Without Hesitation: Claws/sr Scrapper. 8. Within Reach: Axe/stone Brute. 9. Without Pause: Claws/wp Brute.  10. Chasing Fireworks: Fire/time Controller. 

 

"Downtime is for mortals. Debt is temporary. Fame is forever."

Posted

IMO this depends on the team makeup and the skill of the controller.

If the team can survive with just buffs/debuffs then theoretically the controls are wasted, if survival is an issue then the controller is best.

Also is there a tank to group the mobs, a bad controller could be a hindrance.

Personally I look at the number of Corrupters as a guide for how good a team will be - nice balance of damage, control and buff/debuffs.

  • Thanks 1
Posted

At the risk of preaching to the choir, I agree with the sentiment that on a struggling team, a Controller makes more of a (positive) difference than a defender. But on a well-functioning team - whether the well-functioning is due to the right mix of AT's or to the players' skill level - a Defender adds the most value to the team.

Posted

We need a statistician! 

 

I think you're right that eventually, over time, given the randomness from multiple missions and teammates, the numbers will start to be clear.  Speed, safety, etc. 

 

My concern is that it would take more than 5 missions to reach the randomness you need for good data.  Maybe a lot more than 5.

 

But I don't know. 

 

Paging the statistician!

Posted (edited)
3 hours ago, Uncle Shags said:

We need a statistician! 

 

I think you're right that eventually, over time, given the randomness from multiple missions and teammates, the numbers will start to be clear.  Speed, safety, etc. 

 

My concern is that it would take more than 5 missions to reach the randomness you need for good data.  Maybe a lot more than 5.

 

But I don't know. 

 

Paging the statistician!

 

That's the idea! Generate enough data, and actual trends will show through the noise.

 

Speaking of Stats, here are the first batch from my run with Ampere Avenger during the above-linked Team Trials video. These are the numbers and calculations (rates and indexes) I will compare with my /Electrical Affinity controller, Ostara.

 

Then, these numbers will be combined with the other 4 defenders' numbers and compared to the 5 controllers' to see if any patterns emerge.

 

This is a work in progress, so I'm sure I'll change lenses as I get more data.

 

Ampere Avenger

image.thumb.png.c48f142f5d7cc034ce504797dc48711a.png

Mission Analysis

  • Mission 1* (Carnies escort) from 19:06 – 19:10, and 19:12 – 19:19 = 13 minutes with 3 teammates (combined 2 short escorts into a single stat chunk)
  • Mission 2 (Council) from 19:22 – 19:32 = 11 minutes with 4 teammates
  • Mission 3 (Council escort) from 19:36 – 19:46 = 11 minutes with 5 teammates
  • Mission 4 (Arachnos ambush) from 19:48 – 20:00 = 13 minutes with 5 teammates
  • Mayhem (PPD and LB, Holoman) from 20:03 – 20:30 = 28 minutes with 5 teammates

Total Time – 76 minutes

 

DEFCON 5 Stats:

Rates = per minute calculations; Indexes = per teammate calculations

1. Survivability

Total Personal Defeats = 3

Mission

Personal Defeats

Time

Teammates

Survivability Rate

Survivability Index

 

1

0

13

3

0.00

0.00

 

2

1

11

4

0.09

0.25

 

3

0

11

5

0.00

0.00

 

4

1

13

5

0.08

0.20

 

mayhem

1

28

5

0.04

0.20

 

Total à

3

76

 

0.04

0.13

ß AVG

 

 

2. Risk

Total Ally Defeats = 16

Mission

Ally Defeats

Time

Teammates

Risk Rate

Risk Index

 

1

1

13

3

0.08

0.33

 

2

3

11

4

0.27

0.75

 

3

1

11

5

0.09

0.20

 

4

4

13

5

0.31

0.80

 

mayhem

7

28

5

0.25

1.40

 

Total à

16

76

 

0.20

0.70

ß AVG

 

 

3. Lethality

Total Foes Killed = 207

Mission

Kills

Time

Teammates

Lethality Rate

Lethality Index

 

1

32

13

3

2.46

10.67

 

2

50

11

4

4.55

12.50

 

3

32

11

5

2.91

6.40

 

4

19

13

5

1.46

3.80

 

mayhem

74

28

5

2.64

14.80

 

Total à

207

76

 

2.80

9.63

ß AVG

 

 

4. Threat

Total Damage Output = 251,658

Personal Damage Output

Mission:

1

2

3

4

Mayhem

Attack Total:

Ball Lightning

4216

3287

2469

3864

8374

22208

Charged Bolts

1255

828

620

892

2866

6461

Ion Judgement Direct

223

700

896

1025

2570

5413

Ion Judgement Jumps

6185

6038

10789

10967

37379

71358

Lightning Bolt

1751

1857

1011

1941

4491

11051

Preemptive Interface

503

435

317

532

1154

2942

Shocking Bolt

134

115

110

100

280

739

Short Circuit

1923

2426

1424

2006

5912

13690

Tesla Cage

236

273

255

153

870

1787

Thunder Strike

128

0

137

461

565

1290

Thunderous Blast

5165

3634

3385

4136

6449

22769

Zapp

2986

2718

2336

3188

6524

17751

Mission TOTAL:

24704

22311

23749

29263

77433

177459

 

Pet Damage Output

Mission:

1

2

3

4

Mayhem

Pet Total:

Builder

0

4348

2639

0

6660

13647

Dismantler

0

13749

8287

0

26326

48363

Voltaic Sentinel

1874

3165

1292

2583

3275

12189

Mission TOTAL:

1874

21261

12219

2583

36261

74198

 

Combined Damage Output

Mission

DMG out

Time

Teammates

Threat Rate

Threat Index

 

1

26578

13

3

2044

8859

 

2

43572

11

4

3961

10893

 

3

35967

11

5

3270

7193

 

4

31847

13

5

2450

6369

 

mayhem

113694

28

5

4060

22739

 

Total à

251658

76

 

3157

11211

ß AVG

 

 

5. Resilience

Total Damage Taken = 53,590

Personal Damage Taken

Mission:

1

2

3

4

Mayhem

Type Total

Cold

0

0

28

0

0

28

Energy

245

54

0

2843

7956

11099

Fire

223

2021

2486

230

3137

8098

Lethal

49

536

788

224

3926

5524

Negative Energy

174

7054

3668

0

0

10896

Psionic

3319

63

71

6549

1404

11407

Smashing

512

238

167

896

926

2738

Toxic

0

0

0

3494

306

3800

Mission Total:

4522

9967

7209

14236

17656

53590

 

Mission

DMG in

Time

Teammates

Resilience Rate

Resilience Index

 

1

4522

13

3

348

1507

 

2

9967

11

4

906

2492

 

3

7209

11

5

655

1442

 

4

14236

13

5

1095

2847

 

mayhem

17656

28

5

631

3531

 

Total à

53590

76

 

727

2364

ß AVG

 

Edited by Dark Current
Posted

And here is my Reaction and Analysis video of the Team Trials. I discuss these stats in detail there as well as point out key moments from the missions that produced the results.

 

 

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