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Posts
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Joined
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I found that adding in my Snipe helped with Domination building but as soon as I get into range, I get held. Let alone get close enough to use any of my melee attacks, which make up most of my secondary.
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Sorry gotta come back into play for this one:
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I have NO trouble soloing 3 white cons with my 14 plant/ice. I have alot of trouble soloing 3 white cons with my 20 fire/fire.
Its not build, I have played a fire controller and corruptor. I know how to slot. The holds just dont last long enough for the damage to kill them. The aoe holds are worhtless, they expire before the animation finnishes.
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Either Dominators need an endurance cut or a damage boost, even if we have to give something up in domination.
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WHAT HAVE I SAID ABOUT POWER BUILD-UP ?????
Even if it were modified a bit to keep */ENR and */ICE longer hold less damage and */PLANT and */FIRE more damage less duration, it would help both cases. -
Ok, it seems to me that the community is having two distinct conversations. PvE and PvP
PvE
I would like to know what kinds of Doms everyone is playing. I really think it matters. I have said before */ENR and */ICE should n't have a substantial problem with Hold duration. I timed an actual cycle of Power Boost. Took 62 seconds from one fire to the next. Lasts for 10 seconds. so crunching numbers (and I am sure the Correction Police will nail me), we get 10 seconds of 160% hold of controllers then 52 seconds of 80%. Timing your AoE effects to this windowgreatly improves performance to more than adequate levels. Unfortunately once the mob is held/stunned/etc., our damage output isn't enough to take them down.
On the other side (and I can only assume since I play a Grav/ENRG), most */Fire and */Plants probably feel the opposite. 10 seconds of really good damage but can't hold.
Sorry */Psi, I have no experience with Drain Psyche so I can't really speak to this.
Now the Power Build-Up concept I came up with would boost both sides of this slightly, which I really think is all we really need. A slight bumbing.
PvP
Well I'm done. My Dom won't see PvP unless we get some major help here. We are supposed to have "Active Defenses" (prevent the damage from coming at us in the first place.) This is impossible in PvP since nearly every Hero has mez protection or teams with one of the AT's that can provide it easily. We have no defenses, no mez protection, low hit points and (soon to be) little damage mitigation. The PPP armors are not going to be of substantial help. Example, I was in RV and got hit by a Scrapper. I have 1017.4 health. he crit'ed and did 900 points of damage (900.70 to be exact/ 450.35 doubled). Well assuing that we even had 20% damage reduction, we would still take around 810 damage (360 from original then full 450 crit). This leaves us with roughly 300 health. This would be ok IF WE HAD ANY WAY TO PREVENT ANOTHER HIT. With no defense, the next hit will land and we get to use the lovely Hospital Transport System provided by Lord Recluse. What is worse is that Blasters, Scrappers, Tankers, Controllers, Peacebringers, Warshades and Defenders can all take us down solo in less than 10 seconds. And thats only in RV. Warburg is even worse.
the increase in Domination building, which was not as good as originally advertised is not going to help. We'll need to land 10 SUCCESSFUL attacks to get Domination up. Even if you attack a resistance set character (Regens, Invul Tankers etc.) I'm dead before I become a threat to do real damage.
Personally, I have said everything that I think I can about these changes, what we could still use and my opinions on what should be done. Eventhough this is one of the most active Official threads on the Test server, the devs have said nothing. It appears that they would rather spend time discussing whether villians can get a meaningless Badge (Isolator) than even comment that they hear our complaints. I hope the devs actual read this and consider making some changes to us, but I woon't expect them too.
Keep up the fight for changes my Brothers and Sisters, I am going to the sidelines for awhile. -
Being a Grav, I have no trouble teaming with MM's. Sure I can't build Domination worth a poo. But unless I know there is an EB or AV in the mission I generally don't worry.
Wormhole into the MM's henchmen is a lovely thing.Of course I always have to show the MM's what that really does before they let me take the lead.
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fivefifteenA,
I really think the hold duration/damage problem is secondary power set based. I have seen more */Fire and */Plant complain about hold time, and */ENRG, */Ice and */Psionics complain about damage. That is not to say they don't still complain, just more than the other side.
I attribute this to the Power Boost/Aim/Drain Psyche. You really get control or damage. (And, I'll keep pushing this issue until I get told by the Dom Community or the devs that it is a bad idea.) Make the Power Boost/Aims more like Power Build-Up yet keep the main focus the way it is now. Power Boost gets a little +ACC and +DAM. Let Fiery Embrace and Aim get a +secondary effects. Give Drain Psyche a "mired" effect where you get a small +ACC +DAM +special effects component per victim (should be relatively small and capped since the other aspect is pretty powerful.) This would keep the Control vs. Damage split between the secondaries but would close the gap a bit. -
My main problem in PvE is in larger groups. When I solo I can lockdown 2 or 3 critters easily. It's when the groups get large and there are multiple bosses where I have trouble. I can either lay back and try to chain hold the group, which usually means I am not truly doing the best job I should, or jump in the middle of the mob. If I jump in, it leads to me face-planting. Hopefully I have mezzed the mob enough so that my teammates live to rez me. If I lay back, I am neglecting the stun component of my build (Grav/ENR) and others will face plant leaving me exposed. Shortly thereafter I face-plant.
in smaller groups or solo, I have no problems. Unfortunately, I have a feeling that larger teams will be needed in the 40+ content.
So we could use the help not only for PvP but in )large group) PvE as well.
Just my 2 Infamy. -
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Increased Damage
Increased charging of Dom bar (maybe 4pts per attack in PvE)
Increased control duration
Increased mag or perhaps the controllers 2nd inherent (the ability to crit on a hold)
Any of these would have been viable solutions for PvE... we got none.
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All of these could be easily fixed with the following changes: (I'll repeat them just in case people skiped to the end):
* Change all the self-buffers to be combined Power Boost/Aims. So Energy and Ice would keep Power Boost as it is now and gain a slight increase in Accuracy and Damage (say a 25%/40% increase). Fiery Embrace would get a 25% Accuracy increase and effect all damage (maybe add the excess as Fire damage). Plant's Aim would get a slight increase to secondary effects (again 25% seems fair since they would have a greater plus to ACC and DAM). This only leaves Psionic Assualt, since they don't have a PB/Aim per se. But they could get a minor "Mire effect" from Drain Psyche to go along with the bonus they recieve (makes sense since they have to be in melee range to use this power, give them a real whammy of a power.)
* Remove the Burst powers at level 38. Make Psychic Shockwave the standard for the new powers. High damage PBAoE with some specials would be much more helpful than a high damage single-target Ranged attack (which seems more like a moderate melee in use.)
* As Domination bar fills, we get an increasing amount of mez/defense. This should top out at just under what a Stalker has. I wouldn't even mind if we lost this protection when we fired off Domination. (This is something new that I thought of. My apologies if someone suggested it befre and I am not giving credit where it's due.) -
Everyone else has said it but I'll throw my 2 Infamy into the pot as well.
I'm out of PvP with my Dom. The absolute lack of anything of value has done it. Let's (like everyone else) break it down a bit:
The Good
<ul type="square"> [*]We can Hold.[*]We can toggle-drop.[*]We can do damage.[/list]
The Bad
<ul type="square">[*]Holds are easily taken out of the mix by a Break-free. Additionally, most heroes have some mez protection or have several AT/power sets that can give mez protection.[*]Our toggle-drop capablities have been slashed. Additionally, we have low hp, no mez protection, no defense and no damage resistance (until at least lvl 41) so going into melee range to attempt is virtual suicide.[*] Our damage is low and only goes to medium with Domination. On top of this, our Level 38 power is underwhelming at best (possible exception of Psychic Shockwave which many report being very happy with.)[/list]
The Ugly
The one thing that we can bring to the table in PvP, i.e. control, will not be needed at higher levels since every AT has one.
Final analysis
I (and from the sounds of it, several others) am out of PvP with my Dom. I am hoping that I will still be able to solo decently since large teams mean instant debt for most Doms.
Addendum: I am going to suggest a few things that I have posted before in the hopes of getting some RED NAME to see them:
<ul type="square">[*]Change all the self-buffers to be combined Power Boost/Aims. So Energy and Ice would keep Power Boost as it is now and gain a slight increase in Accuracy and Damage (say a 25%/40% increase). Fiery Embrace would get a 25% Accuracy increase and effect all damage (maybe add the excess as Fire damage). Plant's Aim would get a slight increase to secondary effects (again 25% seems fair since they would have a greater plus to ACC and DAM). This only leaves Psionic Assualt, since they don't have a PB/Aim per se. But they could get a minor "Mire effect" from Drain Psyche to go along with the bonus they recieve (makes sense since they have to be in melee range to use this power, give them a real whammy of a power.) [*]Remove the Burst powers at level 38. Make Psychic Shockwave the standard for the new powers. High damage PBAoE with some specials would be much more helpful than a high damage single-target Ranged attack (which seems more like a moderate melee in use.)[*] As Domination bar fills, we get an increasing amount of mez/defense. This should top out at just under what a Stalker has. I wouldn't even mind if we lost this protection when we fired off Domination. (This is something new that I thought of. My apologies if someone suggested it befre and I am not giving credit where it's due.)[/list] -
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From my perspective, a Dominator should play somewhere between a Controller (whose primary sets are similar) and a Defender (whose secondaries are similar). They're never going to be a primary damage dealer, but they should be able to do a reasonable damage output, combined with holds and debuffs.
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This is where I have my problem. I see Dominators as psuedo-Tankers. While they have the primary as a passive defense system (being on in the background just waiting to be attacked) and a damage dealing secondary, Dominators have an active defense system (having to mez opponents for their own safety) and a damage dealing secondary. We both handle agro for a team, albiet in different ways.
Yet, with our lower hp and lower damage, we are at a distinct disadvagteage if our "all-or-nothing" defense system fails. These changes presented by the devs are welcome (I don't want to give the impression of anything else.), but they only help to a certain level. In PvE, we still can't lockdown everything and we only need one critter that can mez us and send the team into a very bad situation (which happens alot when you have to get up close and personal to melee). -
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Wow, thats a nice boost. Like 33% dmg resistance for he MM just by keeping a minion by your side. Good stuff.
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This was exactly my thoughts. And this is only with one. In Posi's example it's a 60% DAM RES.
So with the full compliment of 6 henchmen, you could have around 75%. (Using Posi's example) If you were "dealt" 100 points, you would take 25 and each henchmen would get 12.5, plus any they took.
Sounds DAMN impressive. -
This is cool. I knew there was a reason why I didn't delete my Arch?Fire Blaster yet (other than I haven't needed the character slot yet for my altitis). Maybe he will survive the purgng that I have planned for post-I7.
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Just a quick thought:
How will this affect PvP? Won't people from larger SG/VG's be at a huge advantage (even moreso than they are now)? My fear is that this will widen the gap between the "LEET" and casuals a bit. Especially if the multiple buffs are allowed. Increased travel spped AND several different resistances AND damage bonus AND accuracy bonus = the shizz-nizzle.
I'm holding back my excitement a bit on this one. -
Gold Hat: Badges? We ain't got no badges. We don't need no badges. I don't have to show you any stinking badges.
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Cuppa's been trying, but she has yet to be able to convince the devs to throw us a bone.
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IF we were to ever add a way to get Isolator post-Tutorial, it would most likely be incredibly hard to get. Annoyingly hard. Irritatingly hard. There-would-be-a-zillion-people-asking-to-make-it-easier hard.
But IF we were to add it, it would be available nonetheless.
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I got it. Here's how they'll make it happen. The contaminated will only spawn in a one time only TF open only to level 50's. They are turning to goo and combining into a big pile similiar to the Hamidon. You have to beat the pile of goo in 10 minutes with an 8-person team (max) or your character gets turned into a Conaminanted. If this happens you lose the character and a character slot. The up side is that there is a chance the "contaminated" version will show up as a lvl 1 NPC in the Outbreak. Oh plus on the TF, you are auto-exempted to lvl 1 and the goo is classified as a Giant Monster. -
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I believe Assassin strike is 100% chance to drop 1, 40-50% chance to drop a second.
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Don't know how accurate this is, but a Tanker told me that I detoggle 4powers with AS once. He could have been mistaken. -
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Whenever I hear "Build Up" go off, I immediately start running BACKWARDS. It's pavlovian, at this point. It's been a long time since anyone AS'd me successfully.
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What crappy Stalkers have you been playing with? Build up, Super Speed in, then AStrike. They never hear you coming.
BTW: [ QUOTE ]
On the Atari 2600 console, hold down Reset and Power. Now, select game 1 and then start the game. You'll now have double shots.
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Old school cheat -
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Quit eating Tuna and save an endolphin?
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Forget that ... eat the endolphin and save the tuna. -
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All this talk of controlling critical points on the map, using heavy artillery, and such... do you think people will actually use any of it? Or will they just splash around in the water having a big mindless brawl like in every other zone?
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Depends upon what the advantages are and how the battles go. Personally, I love Siren's Neighborhood Battles with my Corr. Fearsome Stare, Tar Patch, Ice Storm, Twilight Grasp, my holds. The fun never ends. My Stalker on the other hand ... ARGH!!! I can't really jump in the middle of the battle and assassinate the Wardens/Officers without Longbow handing my a free ride back to my base Although Energy Drain is really cool to do. Arachnos guys run amok on the near defenseless Longbow stooges. -
A good Stalker has other ways of taking someone out other than AStrike. It is just the easiest due to it's huge damage.
I'll give you a nice tactic (one of many) that I have come up with so that you can start to work a defense, (a hint from your Uncle Czar). I'll TP Foe someone to me. The hit ET and placate. Usually this stuns and drop toggles. Now I can AStrike.
While it is not 100% effective (maybe 30%), it's more effective than just AStrike and scrap like most Stalker try.
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No you can't crit ET, if you pull it off while Hidden, there's no health loss to you.
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My wife doesn't play, but she is the fashion designer for most of my characters.
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T H E - Z E R G - S C O U R G E
Over 30 members and spreading. -
Let's be honest. What do people really buy these guides for. There are only two things that guides are generally used for. The base numbers of powers and some background information on NPC's.
Now, the background information is in the game. That's why we do missions, read plagues around the city, talk to NPC's, listen to citizens as they walk by etc.
This leaves the base numbers on powers. Ok, tell me again why the devs don't want to give out base numbers again? Oh, that's right. They don't want this game to become a "numbers cruncher." Sorry ED did that in spades. -
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Will we bi given a Xp boost here or is it just as we are? then how many level 50 villans are there? becase if not this is just plain and simel a big slauter... oh... thats the point?
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Heroes revenge (after the Bloody Bay Bloodbath of last night). -
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To be clear: the code for sharing costume pieces between City of Heroes and City of Villains is NOT yet in...heck, it isn't even written yet. BUT we'll do it after release - hopefully very soon after release. Then heroes can have access to the new options.
To be honest, this idea came specifically from this thread. Since people wanted the new costume options, I checked with Software - who said it could be done. Just wanted to let you know that yes, we do take suggestions!
FYI - for those who don't like the idea because villains should look different than heroes - remember that villains already have hero options. They can create a character identical to one that exists in City of Heroes.
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Wow here's a QoL issue that really affects gameplay. Thank you Statesman.
Sorry about the sarcasm, but when do we as players get whet we really need;
<ul type="square">[*]an enhancement buyer in King's Row[*]base numbers so that the new interface with +/- % of enhancements makes sense[*]some sort of indicator when timed click powers (like hasten, elude, MoG and most buffs) will end[/list]
Now, I will selfishly admit that this is my very shortlist of things I want and others will have there's, but these new costumes are really just window dressing. When do we get a new couch?