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Posts
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You're taking about a 9-year-old who doesn't play a lot of video games, though. Brute really is easy to pick up. Something like a Claws/WP Brute is good enough for an introduction.
For his second toon, he can probably broaden out and try something else. That'd be a good one for letting him pick whatever he wants to try playing. -
You do realize you're making just as unfounded speculations as the rest of us?
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I'd be opposed to -kb in the immobilizes, personally.
However, reduced animation times on Propel and Wormhole are pretty uncontroversial. As is increasing Wormhole's radius to the same as other AoE controls and fixing the early notification thing. Moving Wormhole up earlier is also a popular request. Anyway Wormhole doesn't really need any nerfing - it can just be
Also, please, please fix Lift's damage on Controllers. I don't know why they omitted that when they made the fix on Dominators.
As for Dimension Shift, there're just too many ideas for what to do with it. I guess the devs can just do what they see fit, but honestly the fixes proposed earlier in this thread would pretty much mostly fix Gravity for me already. -
Eh, mezzes can be more handy for non-Controllers/Dominators than you think. I duo a Dark/Ice Defender with an Elec/Ice Blaster and our holds get decent usage (good for stopping runners, and reducing the odds of a particular mob hitting from 5% to 0%, as well as getting targets out of range of the debuffs/missed by Fearsome Stare), plus we can very easily stack holds on the same target.
And I've seen people posting about getting a fair deal of usage out of Mass Hypnosis and Dominate. However, those indeed are inferior to holds within the Corruptor's primaries and secondaries, let alone Controller versions. The PBAoE confusion is only semi-decent if you're regularly in melee range of large crowds and have the Contagious Confusion proc - the builtin confusion is actually so worthless it's only useful for triggering that proc.
And, no, you can't really reliably sleep AVs with APP Mass Hypnosis. At best, you cna make it perma on Lts. -
I'm a bit annoyed that the pessimism from the other thread got dragged into this one too. Powersets've been said to be in the works for Dominators (when asked what those 'big plans' for dominators involved, a redname confirmed it was powersets). It looks like they just aren't ready to do a reveal yet. The lack of details doesn't mean they aren't working on it even right now; just look at how close-lipped they've been about some things they've been working on for over a year or more before doing a reveal.
I mean, power customization, anyone? City of Heroes Freedom? Completely out of the blue announcements of things they've been working on or a long time.
Dark Control, once they put it out, is likely to be as unique as Electrical Control (and out of the blue too), since the devs've apparently been showing a preference for creating fairly unique sets recently. And that'd take a lot more work than a straightforward port of a bunch of stuff. Hell, Earth Assault I don't think turned out like a lot of people would've predicted. So I'm not sure we can really predict readily what'll go into Dark Control or Dark Assault.
As for Illusion Control, I still don't know why it hasn't been ported yet, but they have promised eventual proliferation of all sets that it makes sense to proliferate. It might be that they invested all their Dominator development time into flashy new powersets instead of proliferation, or that they're holding it back for new animations, undecided tweaks, or something else. I don't know.
Given how generally unexpected the latest powerset announcements've been (Titan Weapons, Beam Weapons, Street Justice, Time Manipulation), speculation might turn out useless in the end.
Quote:Also, seriously? This is a very whiny way to think. Shiny new powersets are shiny new powersets.The nature of the beast is that no matter what set eventually comes out, it's not going to be the set X, Y or Z wanted and therefore will fail to be 'exciting' for those customers. Especially when you have to wait months longer than everyone else. So while all the other kids are playing with their new toys, the red-headed dominator is sent to their room to play with last year's beat up dolls and action figures. -
Yeah, I perosnally use HOs to slot Terrify for both damage and fear duration as well. My Mind/Emp already has plenty of recharge in her build, enough that while an additional 6.5% recharge wouldn't hurt, it's not that huge of a deal. She already has perma-hasten without it.
Right now, I'm using 3 Dam/Mez HOs and 3 Acc/Recharge IOs. Not quite as much recharge as Local Man's suggestion, but somewhat more accuracy. I'll have to consider that suggestion, actually. Hmm. -
VEATs appear to be more bounded by concept, though. You get limited weapon choices because those're the weapons the Arachnos in-game use. Robotics Masterminds don't have any such concept restrictions.
Not that I use the rifle attacks on my own Robotics MM. >.> -
Bonus note for Dark Armor: it has the highest resistance to psionic damage of all armors and protection against all mez types including fear and confusion. Willpower does have some psionic resistance though, and defense too, as well as exotic mez protection. Anyway, either of those you could easily color appropriately.
Since Energy Melee got a mention, I'll bring up Kinetic Melee too. -
It might be worth noting that Dark Armor has Cloak of Darkness (which's Weave-level defense), so has just a mite easier time reaching the softcap than the other resistance sets. You might want to mention Burn in Fire Armor, since it's a fairly notable aspect of Fire Armor. While it doesn't exactly add mitigation, it's a huge attraction for many like Shield Charge is for Shield Defense.
Otherwise, pretty good overview. -
It affects toggles because toggles constantly reapply their effects while they're running.
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I don't see any thematic issues against Sonic doing -dam. Vibrations capable of weakening armor can also weaken muscles and the like. Hell, it'd seem thematically questionable to me if those kinds of vibrations didn't do more than just -res. That always seemed like a rather specific debuff to have exclusively on Sonic (the blast set is fine because it does damage anyway).
-Regen, on the other hand, is definitely more questionable to me. -
Wait, what? Does Power Siphon give a chance to fire off a Gaussian proc on every single attack it modifies? Or am I misunderstanding?
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I personally prefer to use "they" because I don't like using "he" as both the masculine specific and the generic pronoun.
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Quote:Indeed, there're reasons why AS tends to get superseded later on by AoE attacks out of hiding on those powersets capable of it--even at a mere 50% chance of crit.My guess is, that when stalkers were introduced, the old dev team still had their ideas on how combat was supposed to play out. The thought being that the game wasn't so AoE centric, and it was a fair trade to lose the PBAoE attack for an initial burst of single target damage after a bit of prepared downtime. However, in team situations there is a great deal of AoE, and the ability to provide a large bit of damage after a set-up time isn't as valuable.
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Quote:No disagreements on the points over Dark Assault/Dark Miasma and them having to wait for Dark Control's final design. In fact, notice that blasters only got Dark Blast and Dark Manipulation together. They had to design Dark Manipulation together with Blaster Dark Blast.Second, Illusion has a whooping amount of 3 powers that work with Domination, 2 single-target and a pbaoe no-one likes. Even Ice has double the amount. That only results in a poorly performing set and yet another wave of "devs hate villains".
If I have to guess, the new things devs promised are these 3 new sets, but we can't get them yet, for reasons stated above.
But Illusion Control. I must disagree there.
Just look at Electric Control. Of its AoE controls, only the AoE hold really has Domination applied. No, I'm not counting the immobilizes--that's more of a positioning tool than a proper full control. As for ST controls, only the hold and the jumping confusion really applies. Yes, the jumping confusion only gets Domination on the first target.
So guess what? Illusion Control's actually better off than Electric Control for benefiting from Domination, since its confusion gets a far shorter recharge for spammability. And yet you don't really see many complaints about Elec Control underperforming for Dominators.
As for Ice Control... A much-maligned (justly or not) AoE sleep, PBAoE hold (which you've already remarked on people not liking in Illusion), and immobilizes that're frequently skipped because of their incompatibility with Ice Slick, one of Ice Control's two real primary controls. The other being Arctic Air. Neither of those two really benefit from Domination. And this is really supposed to be better off?
True, Ice Control gets knockdown patches that work even on bosses and Electric Control gets a highly spammable chain knockdown (not exactly as good, but again, you see plenty of people playing Elec Dominators).
Now, what does Illusion get? An aggro-free ST confusion that can readily be stacked before the fight even starts, actually making Illusion better off than a number of sets for handling bosses outside Domination. Gods knows my Plant Dominator wishes she had something like that. Invincible taunters. A fear patch that can stack mag 6 Terrorize on its own. And this is supposed to be a horrific underperformer for Dominators? If anything, Illusion Control has more issues for controllers in giving them very little to apply Containment damage to. -
Quote:...Uh. It's not exactly that painful. I very recently played a Stalker through Praetorian missions from levels 1 to 10, completely solo, at +0/x1. (Then I decided to reroll the KM/Nin as KM/NRG due to upcoming buff news and a theme that occurred to me would fit better.) Not really that difficult, and I was severely delaying taking my shields in favor of fuller attack chains. Yeah, the occasional constant ambush waves sometimes caused some problems, but I suspect they would for a lot of ATs regardless.BS, the Stalker is built around AS, just as the Air Force Warthog is built around the GAU-8 Avenger. It would be ludicrous for the air force to tell it's Warthog pilots, that they cannot turn on their main weapon until they gain some experience, and it's ludicrous to tell the Stalker the same thing.
My ability to take out a level 0 minion with a normal attack while hidden, ends at the end of level 3 (Except Broadsword.). From then on until I get AS I'm going to get hammered by every MOB in the group, and if I use my biggest hitter, which is also my slowest power, out of hide, I'm going to get hammered before my power completes. More than likely every MOB in the group will have the opportunity to hit me at least twice before I take out my original target.
Now you bump that up to +1s and Murphy steps in, I can be face planted, before I know what happens. This is only 2 levels, but it's 2 painful levels, unless you group and let the group cover your butt.
You're really overstating Stalkers' reliance on Assassin's Strike. It's a very useful tool especially at lower levels, but there're stalkers for who it slowly falls out of favor at higher levels. Often opening with an AoE can be a better option. Stalkers get the auto-critical from hide inherent from level 1, and it's very helpful throughout all their levels. That is the truly essential weapon for Stalkers. -
Only Repulsing Torrent, as per the name, has KB. It's rather skippable. Quick Strike and Burst has KD, which won't really be a problem except against Clockwork and foes lower in level below you.
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Refreshing the breakable bubble could be fixed just by making it not stack/refresh if it's already up. And, ideally it wouldn't be stronger than, say, a ST heal from Empathy or Thermal. Still useful for keeping someone on their foot, but it can only do so much on its own.
I wonder how strong FF would be if it got a 'HP bubble' about equal to a ST heal on a shortish duration. Then again, it might not be that overpowered even on a really long or even perma timer--it's only so much HP as a ST heal after all. Thoughts, everyone? And the issue of what power would have to be changed for it. I don't think the tech exists right now to make a power capable of targeting both enemies and allies, but I don't really know that for certain. -
I still don't see why they don't just give Dominators Illusion Control already, but I'm interested in what they've got planned post-21.
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KB as a control... it's often far less effective control when used improperly, than the powers it's nullifying such as knockdown/debuff patches like Freezing Rain, or debuff toggles like Darkest Night. Hell on my own Bots/Storm MM I seriously dislike my own minions' KB, to the point where I'm considering a reroll.
Again. Peacebringer spamming Solar Flare, negating Darkest Night and Tar Patch, both of which would have helped people kill more rapidly and safely, as well as Ice Storm which helps those foes die as well. And before you accuse me of egotripping, I'll say this: I was the only Defender on a team full of damage. We didn't gain a tank until later and even then we still had some issues. Judging from the number of times I was using Twilight Grasp to heal people seriously down on health, I'm dead certain it'd have be suffered far more deaths without me.
Not only that, but I don't mind if other people kill the mobs in my patches. I don't expect them to 'sit back and admire' them. I expect them to be in there, killing as well. If they wipe out everything before my Ice Storm even finishes, I'll be perfectly happy. Seriously, go on! Add to the light show with your own powers! And, no, that isn't sarcasm. There're reasons I enjoy playing low-damage support but still setting up others to kill more effectively and safely.
Used intelligently, KB can be very effective. I won't dispute that. But I've witnessed a fair number of occasions where it was used in a problematic fashion.
It's too bad. Peacebringer powers really do look spectacular, especially ones like Solar Flare.
But more related to the topic of this thread: I'm most excited about those buffs to Energy Aura and Poison. Those proliferations are great news in general (and I'm eager to see what I suspect will be Dark Control/Dark Assault for Dominators, but who knows!). But it looks like I'll be getting most actual use out of the buffs. I just rolled a KM/NRG Stalker in anticipation of the changes, and I've got a shelved Thugs/Poison that'll get taken off the backburner. Especially if Noxious Gas (the MM version) gets much-needed fixes as well. And Dark Blasters are tickling my mind as well. -
Oh, thanks for answering that question. I now have a new trick up my Mind Controller's sleeve.
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Hmm, I'll have to test that out sometime today. I have Psy Tornado on my Mind/Emp.
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Quote:...It's clear you don't really understand Stalkers, or how Invul compares to other armor sets. True, massive alphas are the name of the game for Stalkers, but after that, staying in and scrapping the spawn to death is actually the best choice overall. Running to get hide status back is actually more likely to get you killed solo, and on teams it really hampers your damage.Stalkers are squishy characters who engage in melee attacks and then peel out when the going gets tough, hit and run is the main game of a stalker, element of surpise. You give a stalker invulnerability, and after they've killed the big guy with their assassin strike they should be able to plow through the rest relatively easy thanks to the massive resistances invulnerability offers to melee damage, combined with the damage even standard stalker attacks are capable of inflicting. Suddenly an invulnerable stalker has the ability to become a killing machine... with impunity. I'm just afeared it might overpower them a tad in PvE
Also, stalker damage isn't really all that. They're more comparable with scrappers in the long run... with less AoE for many of their sets and less survivability overall.
Yes, Invul can be tough, but it isn't really that, heh, invulnerable compared to the other armor sets. It won't suddenly make Stalkers that much tougher than they were before. -
I played with a PB yesterday, on a Dark/Ice Defender. He constantly knocked enemies out of my Tar Patch+Ice Storm, and scattered them all over so that my debuff toggle only affected a few spread out enemies. We died a lot. This guy was the team leader.
It isn't just melee ego that hates unfocused use of KB. I really do think Solar Flare has issues having as much KB as it does on one of the primary PBAoE attacks of the AT, though. -
How many level shifts do you have? I've heard some people comment during the trials I partook in that they didn't really start feeling useful until they had at least +2.