Enantiodromos

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  1. My theory is:

    1. It was originally a bug that it didn't have a to hit debuff. Does it still accept to hit debuff? It used to.
    2. When the Global Defense Nerf came around, and they decided that they JUST COULDN'T let a power like Mass Confusion go (despite having let all the AoE Stuns go-- go figure), they just gave Mind Control twice the beating everybody else took in that department.
    3. Then, realizing what they'd done, they promptly decided to tweak up Terrify, adding the extra damage and stuff.
    4. Then somebody said: "Woops! Terrify prob'ly oughtta have a -to hit component, but.... we've just tweaked the bejesus out of it. Better leave it alone forever."
  2. Quote:
    Originally Posted by Neg_rogue View Post
    you're implying that a) I can't have certain aspects of gameplay I don't find enjoyable, and b) that if I don't like buffing I can't or shouldn't play a controller.
    a) is nonsense. I said nor implied that. b) is true. If you don't want to buff, it's silly to pretend you want to play a controller, and given that, nobody can take requests about power performance from you seriously in good faith.

    There's a whole class of control + damage, if you have access to redside.


    Quote:
    I "micromangaged" my post to prevent responses like the latter half of yours, judging me based on what I don't like to do as if it makes me a horrible person.
    Since I didn't do any such thing, I don't suppose I need to reiterate that your decision to micromanage responses was a poor one.

    That, also, does not make you a horrible person.

    Have fun either way. I think I'd just go ahead and start leveling the toon now, and maybe by the time you have Freezing Rain, I16 will be here and you can recolor the thing to look like falling sparks.
  3. Particularly for a controller, Storm without Freezing Rain is frankly a subpar set, and I suspect you'll be disappointed. Tornado and Lightning Storm are fairly good powers, but beloved just as much for their looks and sounds as for their functionality. Steamy mist and Hurricane (repositioning is overrated, and unless you plan to forego hotfeet too, will be incompatible with what you do in fights) are also good but not fantastic powers.

    I think you'll be much happier if you either resign yourself to FR (and hey, presumably you can color all those particles orange soon, and the splatter black), or play either a Dominator or a /TA or /Rad.

    On the other hand:

    If you don't want to play a controller (controllers buff), that's fine, but micromanaging the response to the thread to keep people from pointing out where your real problem lies-- an incoherent attitude toward playing a controller, is both futile and vaguely rude.

    Control, frankly, is overrated-- you just don't need that much of it, and it just can't accomplish that much even at optimum. Controller builds live and die by their secondary.

    Believe me, I understand the desire to "Contribute with JUST CONTROL!" but unfortunately, that turns out to be a weak contribution in CoH. It's sorta like playing a "Pure Healer."
  4. Whether you're solo or teamed shouldn't make a difference.

    The rule is:

    1. How long would the the fight normally take you if you didn't use Mass Confusion?

    2. Multiply that by 3.

    3. Now multiply it by the fraction of the damage you're doing, among all the damage that needs to be done to all the mobs, to bring them all down.

    So long as you take that much time or less *between* fights to get to the next fight, the confuses can't be hurting you. The explanation's in my sig, but it's not for the algebra- or word-question-phobic.

    It turns out that's just a crazy long time to find the next fight. And the thing to bear in mind is, if you're going to do only a small portion of the total damage whilst confused mobs annihilate each other, then probably it was going to take you forEVER to take down those mobs without MC.

    The thing about solo is, mass confusion like any AoE power, is sorta dubious in utility to use only up against the roughly 3 MObs you'll get in mission doors. 3 is the bare-bones minimum, at least the way I play, for even considering to use an AoE.

    If it's 3 bosses or 3 foes that mez, then sure, by all means, MC and follow up with Confusion if necessary. But that kinda thing will be few and far between solo.
  5. Quote:
    Originally Posted by EricHough View Post
    I think its real problem is that it tries to be both a control and damage power but doesn't really do well at either - I would trade it for fearsome stare in a heartbeat, since FS gets a nice enhancable to hit debuff.
    Bingo. When they did the Global Defense Nerf and crippled all the AoE Holds + Mass Confusion (and I think one or two other things), the kinda realized they'd hurt Mind, an alreayd subpar set, worse than most others. Their solution was to tweake Terrify a couple times to try and make it some kind of hybrid control/AoE damage tool. Which went along with the obvious, intentional move to swap control for damage (because they were hesitant to make the game genuinely harder, e.g., the Boss buff they tried out and was awesome, and inexplicably refused to expand the role of control in the game, despite pioneering ways to do so immediately afterwards-- the results can be seen in some of the Croatoa missions and "portect object" missions, which let Controllers shine.)

    I suppose it would be worth talkng about putting the -toHit in Terrify. But the only reason to do that is if you're looking to solve Mind's "Only Average AoE control ability, despite lack of pet" problem with the tweak. I dunno if I think that would do it. I suppose it's like, what they intended. It would still be lame.

    For the record I've taken and six-slotted terrify on all my Mind 'trollers. It's a "just cuz I can" thing.
  6. Quote:
    Originally Posted by EmperorSteele View Post
    Terrify prevents enemies from acting UNTIL they've been HIT.
    Almost. They usually throw an initial attack, and are terrified for the duration except for X-second segments of time during which, if they're attacked, they can do something. I don't actually know what X is, but I'd be surprised if it's as long as 5 seconds. I thought it was more on the order of 3.

    Quote:
    So if you're on a team with blasters, it's useless because the foes will be able to get a full attack chain off by being hit every tenth of a second. Solo, they're locked down, but you don't get any containment damage from attacking them.
    Exactly. If you have a situation where you're only attacking one mob at a time, it can be useful mitigation. IOW, it's comparable to a sleep. And sleeps aren't worthless tools. But a hard control like Flashfire, Seeds, or even Total Dom, Cinders, etc-- Terrify and Sleeps just don't rate. And most people rightly regard sleeps as, as I put it, feeble, because what they have in mind is not the aggro-management tool that sleeps & their ilk present, but hard controls good for ground zero of a fight.

    I would vastly much rather have Earthquake or Ice slick, for mitigation. Heck, earthquake even debuffs to-hit.
  7. I would be concerned about bringing a /FF controller to a team that already has something defensively strong and offensively mediocre as an earth/sonic. I realize this wasn't part of your query, but under the circumstances, have you considered playing a blaster? ^_^

    'Course I gather Illusion's fairly good with damage (not an Illusion player myself). Empathy and Thermal both do a little bit of ally damage and accuracy buffing (fort and forge), as I recall. Might be worth considering Illusion/Thermal or something.

    Me, I'd go with Fire/TA. I have no idea if they've fixed the old reported bug with Fire Imps avoiding Oil Slick, but that just seems more the way to go. I don't really have a solid impression of what TA brings, and though I'm not sure it's terribly strong... that's just probably the way I'd go.
  8. Quote:
    Originally Posted by Vimes_NA View Post
    (talking about MC)
    Mind has Terrify (I get the impression you don't like this one?), Mass Hypnosis (useless with plant's aoe damage, but useful to a mind controller), TD, MC, and TK (more so if it gets fixed). While none of these fill the 90 second hard control niche, together they provide more control than the 90 second+aoe hold. In theory.
    I was talking about hard control. You know, the kind of control that isn't a sleep.

    Terrify is a quite feeble soft control-- I'm sure you know that terrified foes are readily able to attack while Terrified. It doesn't even have the to hit debuff typically added to terrify (lower case T) powers. (Not that all powers need to operate identically, but seriously, Terrify is a feeble control.)

    Of course, Mass hypnosis is also soft-- simply comparable to other sets sleeps or equivalent aggro management tools.

    You saw my objections to TK in its current form. At its size and maxHit mobs, it's an end-intensive addition to Mind's already superlative ST repertoire.

    TD and MC are both hard controls, of course. Together, one will be up 3/4s as often as a 90s hard control. So sure, they almost do the job. Two powers-- to do the job of a single AOE Stun.

    As wise posters said earlier in the thread, it's not about comparing individual powers-- but sets. But one thing that's conspicuous about Mind is that it's lacking anything comparable to Flashfire, Wormhole, Stalagmites, Seeds. On the face of it, so're Ice and Illusion, except that Arctic Air's a 70% chance mag three confuse plus afraid plus slow plus recharge debuff that's *perpetually* available, and Illusion has (I view this as the most comparable thing) Phantom Army.

    Mind isn't especially good at AoE control (as I've been trying to explain ever since I erroneously reported it otherwise in the first iteration of the mind/empathy guide I wrote, and which became even less the case when the global defense nerf was used as an excuse to cripple AoE hard controls-- which obviously hit Mind twice as hard as most sets). A lot goes missing from the set and there's not much that compensates it.


    Quote:
    I guess my main point about dimension shift is that the game is so fast paced that most of the time it just slows groups down, which is why people don't usually take it (even with competent groups). Making enemies invisible to counteract teammates who don't get intangibility makes it a "create your own ambush adventure."
    Personally I think that's one of the best parts. Particularly with, say, Vazh zombies that wander around while Intang because they resist the immob in it! Bwahah.

    I agree needless to say that most groups don't have time for Dim Shift, even the way I would tweak it. Thing is, most groups don't have time for sleeps in just the same sense. It would get taken about as often as sleeps, which is to say, not a lot, but more than Dim Shift in its current state.
  9. Quote:
    Originally Posted by Pans_Folley View Post
    My real issue is why are people always screaming "Nerf" ?
    No. There was reasoned discussion.

    Is it that you just object in principle to any discussion that could conclude something might need nerfed?

    The second half of your post-- let me paraphrase: there's been change, and there's been feedback.

    So what's your issue? I trust you're aware that nobody's being compelled to discuss this. I trust everybody here's grown up enough to stop reading or posting when they think they've expressed themselves, or when they have better things to do.

    Is it that people who want to talk about something need:

    1) Your permission?
    2) To meet some standard of productivity you've decided on?
    3) To be able to prove we can unilaterally make changes to the game ourselves?

    Were you aware this game is widely regarded as unusual among MMOs for the degree to which its player base gives feedback to its developers, and is paid attention?

    Plant and Mind (as well as Gravity) have serious balance issues at present. I agree with others who pointed out that it's not as simple as a comparison of Mass Confusion and Seeds of Confusion, but I think even the OP understood that. Meanwhile, those two powers are key to their respective sets issues.
  10. Quote:
    Originally Posted by Pans_Folley View Post
    This whole thing just started to blur the further I read down it. My only question, if you're going to talk about nurfing seeds, then you need to also take into count that as confused baddies are beating on each other, exp is being lost. I've confused a group and a boss would one shot a minion and I'd be out about 170 - 230 exp. Sometimes, I can pick up a full 1300 exp from one boss, then pick up only 350 - 500 on the next one because of the confused damaged inflected on it. My numbers are not exact, but very close to what I've watched as I've played. Even worse, have a group dump you because you've costs them exp for using confuse even if it saved their back sides.
    You're entirely wrong about what confuse does to XP in the sense that anybody who understands how rewards in the game work, cares about XP. I have multiple guides on this, including in my Mind/Emp & Rad guide, in my sig.

    In short, what people care about is XP/time, not XP/mob. I grant that XP per mob can seem important, but that's utterly an illusion. There are special rules that tweak XP distrubution heavily in favor of players rather than confused foes, there is no limit on foes available to fight, and the advantages of confuses with respect to XP heavily outweigh the opportunity-lost-per-mob.

    Whoever told you confuses lose XP was (understandably but thoroughly) wrong. The fact that Seeds is a confuse is a modest ADVANTAGE in terms of XP-- NEVER a disadvantage.

    (And yes, I chose the word "never" carefully, though I grant that some of the cases you have to look at are peculiar.)

    Quote:
    Oh, now looking at the immob issue. I have had a number of times where I couldn't cast these powers because I had something sitting on the ground but showing it was in the air.
    I realize a lot of people randomly tab to the first MOb in a spawn to fire a power that takes a target, but this is really a nonissue, as you virtually never see whole spawns that are off the ground. All you have to do is target a mob that is, and problem solved. I've played a Plant/Storm to 47, and never had to bother with snowstorm.

    Nor are most Plant builds so click-intensive that you can't afford to spend a second finding the right target occasionally; we're not talking about mind/kin here, we're talking about a set whose core functionality rests in basically two fight-opening clicks. (Seeds and Freezing Rain). Plant/Kin, maybe a little more of a nuisance.
  11. Quote:
    Originally Posted by Vimes_NA View Post
    This seems like too much. Three recharges and hasten cut that down to 45 seconds, which is easy to make perma with MC's long duration. Mind does not lean on MC the way plant does. It doesn't need perma confuse, but it does need containment.
    You may or may not be right about it being too much (I don't think it would be, considering Mind has no hard control comparable to the 90 (or less)-second recharge hard controls Earth, Fire and Plant weild).

    But "perma" is not necessarily a meaningful measure of a power's effectiveness with respect to its recharge. The absolute recharge time is a much better measure.

    To illustrate. Suppose I offered you Total Dom with either:

    1) 15 second duration, 240 second recharge, or
    2) 5.6 second duration, 90 second recharge.

    The second power is far superior, even though they both have the same proximity to being "perma."

    (If that example doesn't convince because neither power is very good, suppose I offered you:

    1) SoC with 18.6 second duration, 30 second recharge
    2) SoC with 37 second duration, 60 second recharge
    3) SoC with 74 second duration, 120 second recharge.

    1 is better than 2, which is better than 3.)

    Recharge matters far more than duration. Even at the relatively tiny durations of AoE Holds, a breif pulse of AoE mitigation that's up every fight is VASTLY much more effective than a moderately longer pulse that's available irregularly.

    Quote:
    I think the main thing mind needs is its "bummer power" TK, to have its end cost reduced (like halved). This would give mind a reliable, if challenging, way to set up containment.
    I agree TK is a clunky individual power because of its end cost, and I don't see why it couldn't (and hasn't) had the end cost reduced.

    But I don't see an end redux to TK as (part of) a workable solution to the issues with Mind. TK is tiny (11% the size of the standard AoE containment setter-- Immob), plus it only hits 5 opponents at a time. It might be better to boost size and maxHit, rather than reducing the end cost.

    Fiddling with TK but leaving it's radius and maxHit is a lot more like improving Mind's already top-notch ST controlling ability.

    Quote:
    A 90 second recharge is still easy to make perma, but at least it would reduce plant's pre-so advantage. Maybe shave a little off the duration too (make it 30).
    Again, I'm just vaguely averse to changes that tweak multiple aspects and go contrary to the convention (here with confuses, which have inexplicably long durations.) And again, I don't think duration matters quite that much.

    I really do think bumping SoC's recharge to 90s would rein it in meaningfully without crippling it. I mean, as it is, you don't even have to THINK about conserving it. You could practically put it on auto.

    Quote:
    The immobs do extra damage because they only work near the ground and are the set's only -fly powers. The only place I've found this to actually matter much is pvp, but that's a different discussion.
    I can't at all see all the extra damage justified in the negligable ground-only limitation. And yeah, the broken part of the game (PvP) probably ought not bear on decisions about powersets. I recognize that it probably WOULD, but frankly I can't take recommendations based on tha part of the game seriously.

    Quote:
    I agree with these except for dimension shift. This wouldn't solve the problem that almost nobody uses foe intangibility (because it usually makes fights last longer, even when your teammates don't waste their attacks). Like (i believe) most people, I have a hard time thinking of a way to make this power appealing without changing its purpose. If it had a short duration (5-10s) and a damage component (make it hit before the intangibility effect), or a debuff that lasts longer than the duration, it may be more popular.
    Yes and no. People still avoid confuses because they "steal XP," in which sense, no matter how good we made dimension shift, so long as it included a foe intang, many people would shun it. I don't think people's superstitions can be used as part of the decision.

    And I'm afraid I don't follow the other suggestions that have been made, that have something to do I gather with some redside power that's used in PvP. But a debuff or damage in an aggro control power-- and that's what Dimension Shift clearly is, just like AoE Sleeps & Fire/Smoke-- would completely changes the control set paradigm.

    As it stands, Dimension Shift has pretty interesting uses that are foiled mainly by the tendency of players to tab about at random and fire ST attacks &c on intang targets. I've used it myself as a crowd-thinning tool for ST blasters and scrappers-- and after all, isn't that exactly the use the sleeps have? You can set its acc low (start off by STing missed mobs to death for 30 seconds), or you can refrain from enhancing the intang magnitude (start off by fighting unsupported bosses for 30 seconds.)

    If the affected mobs were nontargetable, it really would play that role, and also be the best at playing that role closer to the center of a fight. Meaning my suggestion allows it to remain true to its basic purpose, but jump from being the worst of a basically throwaway class of powers, to being the one power in that class that's probably worthwhile. (See also, hotfeet as one of the area slows.)

    Interesting quote!
  12. Quote:
    Originally Posted by macskull View Post
    <QR>

    Plant is fine, Mind is fine. Now let's turn our attention to Gravity in a PvE situation.

    /thread.
    You're quite mistaken. Did you have something to contribute?
  13. Quote:
    Originally Posted by Peacemoon View Post
    Plant was created after all the other sets; I feel that the Devs were over generous in their numbers to make it attract new people. They also didn't repeat any of the mistakes they made before, and make bad powers. So Plant has no Dimension Shift or Telekinesis style power for example.
    How often do you see Spirit Tree? Generally I agree with you; Dimension shift, possibly Bonfire, and a few other powers, were genuine flubs. So were all confuses intially, before they fixed them (once upon a time they really DID steal XPs!). And some flubs were subesequently introduced, e.g., Mind having twice as many AoE controls radically nerfed with really nothing worthwhile replacing them, when the set was at the weak end of the spectrum to begin with.

    Quote:
    As for Seeds, I don't like to compare it next to Mass Confusion because they are not the same. Having said that, I think the original devs knew that Area Effect Confuse is one of the most powerful abilities you can have; not only is everything not attacking you, but they are attacking themselves. Hence its position at the top of Mind Control in place of a pet.
    I trust most of us can agree that the two powers aren't meaningful to compare to each other in a vacuum-- but that's usually just an excuse to ignore the elephant in the room; a comparison of sets.

    Quote:
    Before Seeds, the only AoE confuse power was Mass Confusion: 34s duration and 240s cooldown.
    Arctic Air has a warmup period of 4 seconds, is a higher end cost, and is point blank, but it's also (effectively, slotted) a 25' radius toggle 72% chance mag 3 confuse that can be used perpetually and does lots of other nice things. I'm not disagreeing with any broad point you're making, I don't think. But people do tend to ignore AA.

    Quote:
    they justified it to themselves to lower the recharge to 60s. However, as the cone size on Seeds is so huge it could be argued that this was a mistake; it isn't really the drawback it was intended to be. Almost a back door way of making it overpowered.
    Yes. Also I think the addition of aggro to the power seemed to them like a huge drawback that it wasn't. Not at base 1.0 accuracy and potentially huge area.


    Quote:
    Now, I disagree that Mind is anything but very powerful.
    I've said all this above, but really, it's nice that you're confortable with it, but (ideally) the question's not personal. Mind moderately underperforms a majority of sets, especially once you talk about the 32+ game. That's a problem. Not for Mind Controllers (but they don't pay subscription fees, so who cares?), and not for you or I. For the game.
  14. Quote:
    Originally Posted by Obscure_Blade View Post
    Plant is heavily built around Seeds; nerf it and you cripple the set. Mind is strong even without MC, much less with it.
    If Seeds of Confusion was changed so that its recharge time was 61 seconds rather than 60 seconds, that would:

    1) Constitute a nerf to SoC and
    2) The set would remain the strongest in the game, which is needless to say far from "crippling" it.

    It's one of those arguments like "public subsidy of anything will plunge us into radically inefficient and tyrranical communism!" Not really.

    Putting forward a "Crippled Plant Control!" as soon as any sort of nerf to SoC is mentioned, is probably viscerally rousing for a lot of folks that're shortsighted enough to dread any minute adjustment to their own toons... or just the status quo in general, regardless of the help or harm it might deal to the game overall.

    But getting anybody to realize they play characters in *the game* (and therefore have a stake in the game's optimization) is pretty tricky. One experiment I often conduct re: that is to point out on the forums:

    There are no Controllers playing City of Heroes.

    The best part is the way general perplexity at this remark proves my point.
  15. Quote:
    Originally Posted by EmperorSteele View Post
    However, I DO honestly think SoC SHOULD affect less targets (like 10 or 12) and have it's acc brought down (UNLESS MCs is brought UP). Cut duration to 27-30 seconds, certainly not "half"... Maybe add a bit of danger by reducing the range so that the character has to be within normal agro range to use the power (so not quite half there, either). If a wider cone is needed, or heck, even making it a full, spherical AoE, that'd be okay to compensate for the lack of range. And yeah, recharge increase, but not by much. 90 seconds seems fair.
    Right then. SoC belongs to a class of powers: area controls that were left (in the defense nerf) with fast recharges-- the most typical examples are Earth & Fire's AoE stun. Consider the comparison:

    Code:
    Set               Accuracy    Recharge    Area           Targts Duration
    Stalag,Flashf   0.8 (1.56)  90s (46s)    1963           16      15s (29.3s)
    Seeds of Conf  1.0 (1.95)  60s (30.8s) 1309 (3186) 16      37s (73s)
    (numbers in parenthesis are practical upper limit enhancement)

    I wouldn't want to finagle with the long duration of confusion-- it's a given (for whatever inscrutable reason) that confusions take ridiculously long duration. If we propose to change that here, one wonders whether there shouldn't be an equivalent nerf to Confuse, Decieve, MC, Arctic Air. I say: leave duration alone.

    Area coverage's hard to compare, because one's enhanceable and the other isn't (but the unenhanceable starts bigger). Leave it alone, says I.

    # targets hit is identical. Leave alone.

    So IMO any nerf to SoC should be to bring its accuracy and recharge closer to Stalagmites & Flashfire.

    Quote:
    TBH, I have absolutely NO problem with how Mind plays/functions... except when we start comparing numbers and functionality.
    Personally "having no problem with" something is all well and good, but I wouldn't want any nerfs or buffs done to suit personal preference.

    The thing is, the game presents a situation in which competition between power sets is real and intense-- mainly because the game caters to teaming, and people have a choice of what builds they team with, but also because it is, at least in principle, regularly adjusted to suit how it's actually being played by whichever builds are being played.

    In which case, either we're all fine playing the one by-far best performing set of seven available, or there's actually inherent value in controller set diversity. Considering how many people play relatively sucky sets and how much time was sunk into making those sets up, I conclude it's good for the game, and something people want, for set options to be genuinely competitive.

    Realistically, Mind and Grav aren't. That doesn't mean nobody ever plays mind or grav. What it probably does mean, however, is that lots of people whos start with those builds get disillusioned with the game a lot faster and leave. Which is bad for the ongoing development of the game, needless to say.

    OTOH (and I realize this is an abstruse defense of the concept of balancing sets, but it seems like we're coming up on that question), how different sets really are is also important-- I think people relish that there are real tactical differences and areas of specialty in each set, so obviously balance can't become identical sets that look cosmetically different.

    As far as tier 9s and comparing powers by what tier they belong to-- I think I see what you're talking about, but I stand by the view that it's a very narrow sort of comparison.
  16. Enantiodromos

    Specialty Teams

    I've seen a fair number of interesting and effective teaming type projects done in CoH, as well as charming but mediocre concept groups and insanely powerful but tedious groups. I don't know that every last possible niche has been explored yet.

    One of the other theads reminded me of an example. What others can you think of?

    Teams of Mind/ with /Empathy and /Thermal, plus particularly aggressive blasters (meaning I suppose something like: Ice/ as well as /devices need not apply) aiming to achieve a 2- to 4-to-1 ratio of blasters to controllers. Granted things would get a little hairy in the average AV fight, but everything else ought to be cake assuming even rudimentary teamwork skills, plus, the small version of such a team would hover around that 4-man sweet spot for XP gain, and the finite buffing ability (and patience for it) would be well served at that size. Or you could have 8-man wild hair teams with the Mind 'trollers taking turns with total dom, and a pair of Mass Confuses for backup.
  17. Quote:
    Originally Posted by Weatherby_Goode View Post
    Balance Sets not Powers.

    Mind is slightly underpowered, Plant is slightly overpowered.
    Brevity is the soul of wit, and tediousness its outer limbs and flourishes. I swear I use no art at all.
  18. Quote:
    Originally Posted by Pans_Folley View Post
    OK, I'm now using my Carrion Creeper and I just found out that while it is with me, I loose my stealth from Steamy Mist. Is this intended or is there a bug out? If it's intended, why do they not let me know I have that pet even if it's timed? I'd like to know if I still have it following me before I go walking up and get hit.... lol.
    You should look at it this way: the vines, as your pets (though only indirectly summoned), whilst attacking, give you away. You'd have this same problem if you had a fighting hostage you were leading out of a mission, had summoned a pet warwolf or Amy whatserface, etc. Or if you were Fire/Storm and had imps leaping about. Premature/collateral aggro from pets isn't unique to CC + Steamy Mist.
  19. Suppose you thought the devs might be looking to diversify more than create new sets per se, and suppose you thought you could push the envelope on "diversification" a little and envision them crossing functionality from blaster secondary or de/buff set directly into a control set.

    Well, what's the standard you'd want to have your eye on before you go making up a new set?

    The generic (fire/earth) controller template:
    Tier 1: ST Immob
    Tier 2: ST Hold
    Tier 3: AOE Immob
    Tier 4: AoE Slow/Aggro Manage
    Tier 5: Aggro Manage/AoE Slow
    Tier 6: AoE Stun
    Tier 7: AoE Hold/Pulsing Knock*
    Tier 8: Pulsing Knock*/AoE Hold
    Tier 9: Pet

    Right, so, what powers that thematically don't have a control primary yet seem controllery? For me, the first things that leap out are the Devices/Traps/"Gadget" sets.

    Gadget Control: the Obvious set.
    1 Web Grenade
    2 Taser (A ST Stun!)
    3
    4 Smoke Grenade
    5 Caltrops
    6 Concussion Grenade (ala malta)
    7
    8 Oil Slick Grenade
    9

    The above with details of recharge, accuracy, damage &c brought into line with controller equivalents, of course. There're only three powers this really leaves a gadget control set short on:

    MISSING PIECES
    AoE Immob
    Aoe Hold
    Pet

    FILL THE GAPS?
    Pistols
    Empty Clips
    Cloaking Device
    Triage Beacon
    Poison Trap (scale back regen debuff, increase %chance on pulsing hold)


    Consider:
    I'm not sure any of the missing pieces are necessary for a plausible, rounded control set in this case. Particularly if the novelty of a ST stun rather than a ST hold is retained. And wouldn't a set that could plausibly abandon pet and AoE hold bring novelty to the range of controller possibilities?
  20. It's understandable that people get ticked off with this conversation, because to be sensible, it has to cut far into an analysis of several sets-- Mind and Plant to begin with, and probably all the sets in general, since relative performance certainly matters, given that game play constitutes a competitive environment for the controller primaries. Yet that conversation is usually too tedious for the majority of people who really just wish things would be "fixed." That said...

    When you describe a hypothetical nerf to SoC, I think you go way overboard. That sounds more like a straw man than a serious proposal for bringing SoC into line.

    Personally I'm a fan of Mind, Plant, Grav, Fire, and Ice, in varying degrees and for different reasons, but especially Plant and Mind. Still, I think it's a little silly that any conversation about this has to kowtow to the status quo maniacs. Whether Grav of Mind are ever buffed, I think there're things about Plant that need to be reconsidered-- and you name them; the immobs have too much damage and SoC is (slightly) too powerful.

    Likewise, whether Plant ever gets a nerf, I'd like to see Mind (and Grav) get a few small improvements to bring them in line with the overall functionality of other sets. Mind's problems do in some ways trace back to the AoE nerf all controllers suffered. Most sets had one AoE total control go to twice the recharge time and half the duration. Mind had BOTH of its AOE total controls-- which were once useable every fight, and stackable with a ST complement, crash up against the defense nerf. Leftover as its fast recharge control was the sucktastic Terrify. Ouch, you know?

    One of the problems with this whole scenario, I have often sensed, is the nonsensical emphasis devs seem to have placed on the importance of confuses drawing aggro or not. I take this to be part of the explanation for both SoC's overpoweredness and MC's underpoweredness.

    I disagree that there can be any simple analysis like "A tier 9 power should be better than a tier 5 power." Particularly since many, many sets besides blaster/corruptor primaries live and breathe powers from prior to tier 9, and some tier 9s are frankly mediocre.

    Anyway, a solution to the problem probably is no closer than a comprehensive look at Mind, Plant, and Grav.

    If I were going to propose a solution, I suppose it would go something like:

    1) Cut MC's recharge back to 120 seconds. If there's still whining from mind controller players after that, they need to suck it up.

    2) Cut back Plant immob damage by 25% and raise end cost by 15% or something along those lines, and boost seeds' recharge up to 90 seconds so its availability is comparable to Flashfire, Stalagmites, Wormhole.

    3) Cut the activation time on Propel, raise the damage on Lift to make it comparable to levitate, and modify Dimension Shift so that it is aggro-free, autohits targets with the translucent cosmetic effect, and makes successfully hit-checked targets fully invisible (so they can't be targeted for ST stuff by teammates).
  21. I keep coming back to the fact that there're between 3 and 6 powers readily available from sources like blaster/devices to start out a gadget control in the completely generic fire/earth template: Web Grenade, Taser, Smoke Grenade, Caltrops, Concussion Grenade (Malta; AoE Stun). In fact, I think that if you left Taser a ST Stun, that coupled with the concussion grenade as a sort of generic AoE Stun, you could go pretty far afield with the remaining 4 powers-- even skipping an Aoe Hold and a Pet, and still have a set that conformed reasonably close to controller generic functionality. You could even give it a facimile of Thugs/Pistols and Thugs/Empty Clips on the pattern of other damage tools. Or Cloaking device on the pattern of superior invis. Or (cringe) triage beacon on the pattern of spirit tree.
  22. It's not so much a question of who/what, as it is of how many. Duo with an effective blaster, and you're golden. That's my best advice.

    Or if you're a mind/Emp, get on four-man teams (including yourself) with three blasters, keep everybody CM'd and Fort-ed, and surgically control nuisances.

    Oh wait, that doesn't answer your question directly. A pair of mind controllers + a trio of X, still, X should be blasters.
  23. Quote:
    Originally Posted by Amy_Amp View Post
    And yet I found your guides on Mind as being must reads.


    That's gratifying, though I cringe in many ways to think how out of date they are.
  24. Enantiodromos

    Levitate vs Lift

    Quote:
    Originally Posted by PosterChild View Post
    I'm getting real tired of this plant>mind stuff.
    I don't think anybody is holding a gun to your head if it's not something you want to discuss. I'm sure you see that people have differing views on the topic. But if you're tired of it, there's always leaving it to the folks who're interested and understand the topic.

    Quote:
    ... plant controllers only dream of ... enemy placement, and total control.
    That's not really true. In the first place, Plant has four total controls: Strangler, Spore Burst, Vines, and Seeds of Confusion. Mind, granted, numerically has more (six)-- confuse, mass confuse, dom, mes TD, and Mass Hypnosis.

    But obviously this is not a situation in which plant "only dreams" of having powers it has (numerically) four of, opposed to mind's six. Moreover-- and this is an important basic point about the way the game plays that lots of people don't get, but fatigue doesn't change the facts-- AoE powers are substantially more powerful than ST equivalents for normative play (where there are many MObs) because their effectiveness scales directly with number of MObs present. Not only does the AoE question make a simple count of powers obsolete, but so do other features of the powers, cheif among them, recharge. Total Dom and Mass Confusion, AoE powers both, are on LONG recharges. Plant control's Seeds is half that-- which effectively makes it twice as available.

    If we pair off Mass Hyp + TD + Dom with Vines + Spore Burst + Strangler, we're left comparing Mesmerize and Confuse to Seeds of Confusion.

    Which would you rather have, Seeds vs [Confuse + Mesmerize]? I have Mind controllers levels 50, 50, 43, and 29, and Plant Controllers 50, 49, 47, and 11. Over the course of a career of normative play, I would prefer Seeds to the pair.

    By a vast margin. That's the hard control comparison between the two sets.

    Quote:
    Telekinesis makes enemies go where you want them to, even my defenders take it! This power is golden, not as a hold (which it is great for too, if you have a corner) but as a positional godsend. I can put enemies in to Freezing Rain slick, in a to glue arrow, into a burn patch, Oil slick burn patch. You name it. Can a plant troller do that?
    As a rule, it need not. All the other powers you mention are positionable, and in fact easily so. Something you may not be aware of if you've not worked with AoE immobs in the past (and in many sets besides plant, AoE Immobs are a less safe proposition): spawns are usually initially tight enough for things like Freezing Rain, and an AoE Immob will keep them that way.

    Quote:
    Comparing SoC to MC is ridiculous. They don't come in to a controller's build even CLOSE to the same time. SoC is more appropriately compared to something like Mass hypnosis or Telekinesis for mind, and Flashfire etc for the other sets. (Ice Slick, Dimension Shift, Stalagmites...not really Group Invis). Mind has a tool for every situation. Plant has one tool for every situation...and if you find yourself facing Nemisis? Plant is beyond broken.
    I don't in the slightest follow the "what level it comes at" logic. Comparisons of powers that come outside equivalent levels is not at all ridiculous.

    If it were ridiculous, then (by your logic) comparing defender siphon speed (@L6) and controller siphon speed (@10) is ridiculous.

    I don't see how claiming to be tired of a conversation is a good justification for making baldly indefensible arguments of this sort.
  25. Enantiodromos

    Levitate vs Lift

    Quote:
    Originally Posted by Peacemoon View Post
    You know I am not even going to touch this Mind Control debate that has risen in this thread by certain individuals. If you want to shout about how Mind sucks be my guest, it is completely false and just absurd.
    I'm left to wonder if everyone who disagrees with you is automatically "shouting about how something sucks."

    Also left in doubt: why after saying you were "not even going to touch" the conversastion, you assert a position. This is your way of admitting you can't at all defend it, I assume? Hit and run opine?

    Actually, there has been some pretty reasoned discussion of mind control here, though I'm not sure remarks that summarily declare straw men "completely false and just absurd," show our best work.

    Needless to say, nobody's "shouting that mind sucks," that was your own invention. So. Hopefully that's clear now.