Operator Builder Challenge

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KnightMask
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Operator Builder Challenge

With the new info released on the various Archetype Power Sets, let's use this space to see what creative builds for Operators we can create. At the moment the Control/Support Spec (Director) is available at launch but let's also theorycraft on the Brigadier and the Executor spec if you like. Maybe we can help then hone in on ways to make the manipulation and assault specs work for the Operator.

OathboundOne
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I'll definitely be making a

I'll definitely be making a Gravity/* Operator. I've always had a soft spot for gravity/cosmic/celestial themes. I mean, I say that like I'm not going to have once of each combo at some point likely not too long after launch.

Power Control sounds interesting. It's reminding me of Electric Control from CoH. Man I loved EC. I soloed him starting from level 12 at x8. Lay down Static Field, once they were all sleeping hop in the middle with Conductive Aura, then spam Chain Fences and Jolting Chain and laugh. Sure it took me for-eh-var to whittle down each massive spawn, but it was sooooo satisfying.

Sigh. I miss CoH. *sniffle*

KnightMask
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Operators(Controllers) and

Operators(Controllers) and Commanders(Masterminds) were my fav Archetypes in CoX so I am totally looking forward to trying to recreate some of my chars here. With Operators starting with the Cont/Support Spec Director I believe I can do an approximation of my Earth/Fire troller with Force Control and either Preservation or Vamp Emanation. Which support do you think would be the better choice?

OathboundOne
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Mmmm, if you're aiming for

Mmmm, if you're aiming for similarity with Thermal Radiation, I think that Preservation (going by the two powers we've seen) would be the closest. Shields, healing, debuffs. Sounds about right.

Obviously there's no way to know which set one would like best, or would be numerically "the best" at this stage, but that's the one that seems like it'll be the most similar.

KnightMask
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Looking at the Brigadier Spec

Looking at the Brigadier Spec (assault) has me wondering about its balance. Having even non binary controls, a pet and assault capabilities seems like it could be overpowered. I wonder if the assault spec will be single target focused to possibly combat this(pun intended). Will definitely make for a fun playstyle I believe.

Safehouse
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KnightMask wrote:
KnightMask wrote:

Looking at the Brigadier Spec (assault) has me wondering about its balance. Having even non binary controls, a pet and assault capabilities seems like it could be overpowered. I wonder if the assault spec will be single target focused to possibly combat this(pun intended). Will definitely make for a fun playstyle I believe.

Weren't dominators control/assault? Or was it the other way around?

Name: Safehouse
Magical Ranger - Gunner
Primary: Lethality (Energy)
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Tertiary: Super Strength
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Status: Traveling. Following rumors of a huge city in Massachusetts that is teeming with supers.

KnightMask
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You are correct Safehouse.

You are correct Safehouse. For some reason I was thinking they were Control/Manipulation. So the Brigadier will play much like the Dominators did. I guess the Executor spec is the only real NEw style being Control/Ranged.

Lothic
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KnightMask wrote:
KnightMask wrote:

I guess the Executor spec is the only real NEW style being Control/Ranged.

It'll be interesting to see if they can balance the Control/Ranged combination without it becoming an instant favorite FotM for massive map farming.

I played several Fire Controllers in CoH with as many ranged combat powers as I could load up (between tertiary power pools, Incarnate powers, vet powers, temp powers, etc.) making them nearly "pocket-Blasters" and it was borderline-silly how powerful they became. I could only imagine how much MORE lethal they'd be if you handed them a bunch of stronger secondary-level blast powers.

CoH player from April 25, 2004 to November 30, 2012

OathboundOne
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I'm not too awful concerned

I'm not too awful concerned with that, given that you have to sacrifice your force multipliers to access those secondary blast sets. If anything they may just play it safe like they did with Dominators, wherein they ended up increasing their damage multipliers later. (Though I'll admit I have no idea of the mechanics behind how CoT will work, or if there even is an equivalent to AT modifiers.)

We shall see, I suppose.

Lothic
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OathboundOne wrote:
OathboundOne wrote:

I'm not too awful concerned with that, given that you have to sacrifice your force multipliers to access those secondary blast sets. If anything they may just play it safe like they did with Dominators, wherein they ended up increasing their damage multipliers later. (Though I'll admit I have no idea of the mechanics behind how CoT will work, or if there even is an equivalent to AT modifiers.)
We shall see, I suppose.

Oftentimes Controllers only needed their so-called "force multiplier" Secondary powers in CoH for arch-villains. Controllers in CoH could easily clear maps of low-level guys without using their Secondaries much at all. Thus if CoT let's us replace a subset of powers you don't really need for farming (Support) with a different subset of powers that would actually allow you to farm much, much faster (Ranged) you can see the point I'm trying to make here.

Dominators were balanced because their Secondary was "Assault" not "Ranged" so they didn't end up with as many Ranged attacks as they could have had. Also their Control-type powers were relatively weaker (until their Domination kicked in but that only lasted for relatively short periods of time). A character who's designed as a pure Control/Ranged combination would have -neither- of those balancing mechanisms in place and thus could potentially be a hyper-powered farming machine.

CoH player from April 25, 2004 to November 30, 2012

Interdictor
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Lothic wrote:
Lothic wrote:

Oftentimes Controllers only needed their so-called "force multiplier" Secondary powers in CoH for arch-villains. Controllers in CoH could easily clear maps of low-level guys without using their Secondaries much at all. Thus if CoT let's us replace a subset of powers you don't really need for farming (Support) with a different subset of powers that would actually allow you to farm much, much faster (Ranged) you can see the point I'm trying to make here.
Dominators were balanced because their Secondary was "Assault" not "Ranged" so they didn't end up with as many Ranged attacks as they could have had. Also their Control-type powers were relatively weaker (until their Domination kicked in but that only lasted for relatively short periods of time). A character who's designed as a pure Control/Ranged combination would have -neither- of those balancing mechanisms in place and thus could potentially be a hyper-powered farming machine.

It depends on what kind of modifiers they apply to the Ranged secondary powers; Operators with a Ranged secondary might end up doing less damage than a Guardian with a Ranged secondary just to keep things a little more balanced. Basically - there could end up being class-based modifiers to secondary sets as well because, you are correct, depending on how the primary controls work, having a pure ranged damage secondary could be a little overpowered. Same goes for combinations like Ranged/Protection - a Ranger's Protection secondary might not be quite as powerful as an Enforcer's (due to the benefits attacking at range provides). Then there are the Masteries and how they interact with the powers to consider. All of this I'm sure the devs will likely be keeping an eye on and tweaking during testing.

Lothic
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Interdictor wrote:
Interdictor wrote:

Lothic wrote:
Oftentimes Controllers only needed their so-called "force multiplier" Secondary powers in CoH for arch-villains. Controllers in CoH could easily clear maps of low-level guys without using their Secondaries much at all. Thus if CoT let's us replace a subset of powers you don't really need for farming (Support) with a different subset of powers that would actually allow you to farm much, much faster (Ranged) you can see the point I'm trying to make here.
Dominators were balanced because their Secondary was "Assault" not "Ranged" so they didn't end up with as many Ranged attacks as they could have had. Also their Control-type powers were relatively weaker (until their Domination kicked in but that only lasted for relatively short periods of time). A character who's designed as a pure Control/Ranged combination would have -neither- of those balancing mechanisms in place and thus could potentially be a hyper-powered farming machine.
It depends on what kind of modifiers they apply to the Ranged secondary powers; Operators with a Ranged secondary might end up doing less damage than a Guardian with a Ranged secondary just to keep things a little more balanced. Basically - there could end up being class-based modifiers to secondary sets as well because, you are correct, depending on how the primary controls work, having a pure ranged damage secondary could be a little overpowered. Same goes for combinations like Ranged/Protection - a Ranger's Protection secondary might not be quite as powerful as an Enforcer's (due to the benefits attacking at range provides). Then there are the Masteries and how they interact with the powers to consider. All of this I'm sure the devs will likely be keeping an eye on and tweaking during testing.

It's always possible that the Ranged powers in this case will be toned down enough to keep them from being overpowered. I just suspect there's going to be very fine line in this scenario between "too weak" and "too overpowered". I'm hoping the Devs can make this work because I'm definitely interested in playing the Control/Ranged combo and I simply don't want to see it "gimped" down too much. There's a reason this combo didn't appear in CoH and it could very well be that they didn't have a good way to make it work back then.

CoH player from April 25, 2004 to November 30, 2012

McJigg
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One way they could try and

One way they could try and balance that is have your secondary class have an effect on your primary class. Control/Support could be harder to resist, Control/Assault could have bonus damage to controlled targets while Control/Ranged may have better range on control powers.

Just examples, but something along those lines to give developers another knob to turn balance wise.

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That... are the masteries :)

That... are the masteries aren't they? Or maybe something like that ?
http://titanscity.com/pouvoirs/liste-maitrises-classes-city-of-titans/
(Sorry i do not found the original link :/ )

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I had mixed up masteries and

I had mixed up masteries and tertiarys.... All the information is pretty spread out at this point.