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With my mind/psi, I can take out a red-conned Ballista, solo, without using a single inspiration.
IMO, that does not suggest "underpowered".
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Wait a freaking minute.
How the hell are you soloing red Ballistas w/ Mind/Psy and not using ANY inspirations. What level are you doing this at? Are you using temp powers/pets (i.e. Shivans). I'm sorry dude but I very much doubt your claim. I can solo Ballistas as well, but I sure as hell cant without using inspirations. I AT LEAST need to bring some Blues along. -
The Dominator pet (Mu Guardian) isn't summoning the Voltaic Sentinel at all. Also we can slot him for effects (immobilize, slow, etc) that none of his powers posses. Wish we could slot him for End mod and Heal.
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Looking back at a few pages, when did everyone start agreeing that Dominators are crappy outside of Domination? It's stil not true folks.
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Lemme guess, Plant/ Dom?
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I play 3 doms regularly plant/thorns, ice/fire, and grav/energy: not one is "crappy outside of domination".
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The only time when I think a Dom is "crappy outside of Domination" is in a multiple AV fight (Recluse Strike Force) or against a good team with mez buffs in PvP.
I still think Dom damage and/or End usage outside of Domination needs to be addressed, but I would hardly call Doms 'crappy' because of it. People are blowing this way outta proportion IMHO. -
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Ok after I've calmed myself down a bit, I'm wondering...
Mez resistance or mez protection?
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Protection vs. Knockback, Knock Up, Repel, Stun, Sleep, Hold, Immobilize, Confuse and Fear. Pretty much the whole suite.
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Zomg LOLOL.
Wow devs! This is much more than I expected. LOL I'll be able to walk through Force Bubble and Telekinesis. Plus Confuse and Fear protection? That's better than what most melees get.
Awesome job so far! I'm very pleased. Thanks devs. -
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So where are the devs on this.
States in beta said he would be keeping a close eye on Dom's after all the Dom's are too weak calls.
Then they said in I7 they were still looking and here we are a month later and nothing said.
So where are the devs in all this, it seems like they really dont care much. Its like dom's dont have enough players to be worth spending time on.
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States plays a plant/psi Dom (I think), I don't know what level he is yet. Around the end of April, I started a Fire/Energy Dominator on Justice. I'm level 37 now.
Fun? You bet, and I've played all the AT's in both games at pretty much every level. Dominators are definitely my cup of tea.
States and I -still- keep a close eye on Dominators. Datamining supports SOME of the claims made on these boards, but refutes others. Personal experience with the AT also lends credibility to some of the complaints, while showing others are simply blown out of porportion.
I read a bunch of the posts in this thread, not all of them though (yet). A lot of users hit the nail on the head when stating that you can't think of Dominator as "CoV's Controller". We went through a lot of effort to make sure that the ATs played and felt different between the two games. Dominators give up a bit of control for some good direct damage attacks that Controllers would give their left mouse button for.
Then of course there is the Domination ability, which is the real Jekyl and Hyde of the AT. A mild-manner Dominator with a full Domination bar can, at his or her discretion, become an unstoppable machine of destruction and control. While it never lasts "long enough" (even I am disappointed at hearing the sound effect of it wearing off), I've had missions where I have gotten Domination off four times from mission-entry to having Mission Complete appear on the screen. Good times indeed.
We've got a nice tweak to the Domination ability coming down the pipe (it will crank up your Mez resistance while it is active), and are currently data-mining PvP to see what effect our last set of tweaks to the AT have had.
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Posi thanks for the feedback and the changes to Doms since i7. I'm pretty sure that alot of the changes came from discussions in these forums (i.e. building Domination faster in PvP; reduced Domination recharge; the upcoming mez protection while Domination is active, etc) so I know that you guys are reading them at least.
IMHO the biggest obstacle to Doms is making a meaningful contribtion to teams when our primaries are largely negated. This is extremely apparent in PvP when opposing teams have mez protection buffs and also against EBs/AVs with purple triangles (esepcially in the Recluse Strike Force).
Personally I believe that Doms need a significant damage increase in our secondaries--even if it comes with the cost of nerfing our Domination damage bonus. Let us contribute something meaninful when we can't mez the AV or opposing player. I'm fine with our mez duration and I don't think the AT needs to be restructured, but I do believe that giving us a damage buff will at least give a fighting chance when our primary ability has gone down the drain.
In addition I'd love to see some changes to our Patron AoE attacks. IMHO these are the most redundant of all available Dom patron powers. Again, I think upping their damage would be a good start, but how about upping their secondary effects as well? i.e. Give Ghost Widow's AoE a massive Acc debuff or Scirocco's AoE a massive -Recovery.
So please please please consider nerfing the big damage boost we get with Domination and add it to our secondaries. Our damage is so sub-par in PvP that we're virtually defenseless against someone with a couple Break Frees. Even with a few Corrupters improving our survivability, we still can't reliably perform our primary function (control) against organized teams--at least make our damage something desirable as well.
Again thanks for finally giving the Dom forums some feeback! -
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A consolidated analysis/gripe about the Dominator PPPs. I know it's late in the game, but I still feel this needs to be said. The PPPs (and hero APPs) appear to all be balanced as if they are providing new abilities to the AT. In particular they all have much longer recharge times than equivalent powers in Primaries or Secondaries. However a large portion of the powers in the Dominator PPPs are similar to powers already available in the Primaries and Secondaries. More so than any other AT I believe. This means that Dominators will often be better served taking pool powers or those from their primaries or secondaries, unlike other ATs who are gaining new abilities.
There are only five powers of the 16 that are completely new to Dominators: the 4 shields and the 1 debuff: Poisonous Ray.
It's true that Dominators do not have ranged AoEs, so Dark Obliteration, Disruptor Blast, and Ball Lightning bring something new to the AT, but it is not significant because Dominators already have both ranged an AoE attacks.
The PPPs also bring two new debuffs as secondary effects, endurance drain and -Acc. However, these debuffs are very marginal for Dominators who specialize in control and preventing foes from attacking at all. A foe who is not attacking does not need endurance, and will not suffer from -Acc. The foes against whom Dominators have the most trouble, AVs, EBs, and PvP foes will not be significantly hindered by these secondary effects, especially because they cannot be stacked due to long recharge time.
The remaining powers are the pets, which are not permanent, compared to the existing permanent Dominator pets. Two endurance recovery powers, Dark Consumption and Power Sink, which compare very unfavourably with Consume and Drain Psyche, due to the recharge times. Water Spout is another control power similar to existing control powers. Finally, Bile Spray has long recharge, meaning it compares unfavourably with Frost Breath, Psychic Scream, and Fire Breath.
In summary, the PPPs add very little to the versatility of the Dominator AT, putting them at a disadvantage compared to other Villain and Hero ATs.
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I can definitely agree about the AoE comments. I see no reason why Doms should be getting more AoEs quite frankly, especially when our ranged damage is low low.
I disagree about debuffs being useless however. I'll concede that End drain might not be *the* most useful debuff, but having debuffs in general can only serve to help. Are Controllers complaining about their debuffs? I think the End drain is useful because Doms do tend to use alot of Endurcance: Our AoE holds/mezzes cost alot of End and our attacks are generally low damage so we use alot of End when fighting. So in that regard an Endurance buff/debuff power is something that can definitely have its merit, especially for End-intensive builds like Ice/Ice.
Extra pets are a touchy issue. Personally I love that I'm finally getting a pet. My Dom is Mind/Psy and a pet helps me in 2 key areas: 1) extra damage output, 2) Something else to take the aggro. /Psy is particularly low on damage, so having a pet around will be a very nice benefit. I may even start using Mind's/* TK while solo now, since I'll have something else help me kill mobs. For other Doms though I can see how an extra pet can be redundant.
As for the shields: I have no issue with them at all, as they're something I thought we should always get. Anything that adds to our survivability is fine be me.
Ideally I would rather have the PPP AoEs removed compeltely and replaced with some kind off buff or debuff. I would LOVE to see a debuff that lowers enemy mez protection like Benumb from /Cold Corrupters. A self-buff would be nice as well--something like BU, a self heal, etc.
I'd still like the option of mez protection as well. Besides Blasters, we're the only AT in the CoX game who has no option of mez protection in our primary, secondary, or epic. My main concern for mez protection is for PvP, but it would be nice for PvE as well. -
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I'm not sure When I'll have time to test this, so could someone answer a curiosity for me?
4 of 5 Villains PPPs contain a ranged Hold/Immob.... How is this affecting Blasters and Defenders? I ask b/c In general... The Devs' design mantra has always been "No AT is absolutely required for any team"... But if PvP becomes even more of a Mez-fest, then doesn't that make Empathy Defenders/Controllers required on all teams? We know Tanks and Scrappers can't absorbe mezzes, let alone find room to take Stimulant for their squishy Teammates so what exactly is the equalizer here? ...Other than a tray full of Break-frees I mean.
IE: Are Blasters and Defenders in ALL Team Make-Ups maintaining the same level of success they have in other zones and the Arena?
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Hard to say right now since alot of villains are still lvl 40 and dont have access to their Patron Powers yet. Honestly I dont see that many Defenders, Blasters or Trollers at all. The hero side has been like 60%+ Scrappers in my experience. In fact I've seen more Tanks than defenders (and even Blasters) at times. Of all hero ATs I see Defenders the least.
Defenders still seem to be the most vulnerable though. ALOT of Blasters have been hiding in PFF and only attacking when Aim+BU have recharged, so its hard to say if they're really being affected by mezzes. Scrappers walk all over pretty much any villain AT that doesnt have a Corrupter buddy. Tanks are unkillable without debuffs.
If they devs really said that "no AT should be required for teams," in the context of pvp, then I beg to disagree. If anything its even worse for villains than heroes since alot of vills are very reliant on Corrupters. There's really no subsitute for Corrupter buffs IMHO. Where you can arguably substitute a Defender/Troller for buffs & debuffs for heroes, you can't substitute a Corrupter for any other villain AT. -
Yeah I'd love if they nerfed our max damage on Domination a little bit and then added it to our base damage. I don't think its unreasonable.
Anyone know how many Domination-based holds it take to break through CM/Clarity? I know CM can be stacked, but I'd like to know how many holds it takes to get through one CM application. Without Domination it seems pretty much impossible, but it might be easier with Domination up. -
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When CoV was still in beta, there were some early discussions on the beta boards about the uselessness of hold in PvP due to break-frees.
Same issues still exists today, however someone then suggested something then that has stuck with me. What if holds had a secondary effect, like most attacks, that was put into effect upon a successful hit with your hold, was unresistable (not subject to break-frees), and lasted the length of the hold (so if the hold went into effect it would go un-noticed, therefore only being of use if a break-free was used or the hold used on a hold resistant target). This way a hold power could still have an effect on combat, even when its primary purpose was being defeated by something like a break-free.
Any thoughts? Most likely would require some game re-engineering and would probably end up acting similar to a debuff (and therefore be opposed by defenders/corruptors), so I am not sure how viable an idea, but I thought I would bring it up.
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Some holds already have this though. Grav has slows (and I think -Fly). Ice has slows and -recharge. Plant has -def (I think). Fire just has more damage (DoT). Mind has...errr...nothing, unless we're counting psionic damage. -
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Did more testing, the pet can ALMOST outdamage me unslotted when i'm out little fury, when fury builds his damage is pretty much dwarfed. 3 damages should put him at an accpetable level.
Also I need to stop goofing off and get more numbers on chum spray. Gonna throw it at some +2 and +3 longbow to see how it turns out. Of course I'll be using IBM Ref's Data format.
I'll start as soon as test comes back up.
Also:
Devs please make scrolling through the tabs easier, its really hard to find old numbers cuz the scrolling is so erratic.
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Cosmic can you confirm/deny that we can NOT slot recharge for the pet? There's been some information posted, in this thread and others, that states that we can't slot the pets for recharge. However its always best to *ask* the person who actually has a pet now.
You made a post a few pages back about the rechagre being a letdown but I wasnt sure if you meant just the long recharge in general or whether or not we could slot it. Thanks alot for the info regarldess and congrats on leveling so quick! -
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For those of you who are dissatisfied with the amount of hard numbers given to us by the devs about these powers, here are some of the numbers I've collected:
<font class="small">Code:[/color]<hr /><pre>
Power Charged Mu Mu Electri Zapp Static Electri Power Ball
Armor Bolts Lightni Shackle Dischar Fences Sink Lightning
BaseAcc 1 1 1 1 1.2 1 1 1 1
Target single single single single single cone AoE AoE AoE
MaxTrgt 0 0 0 0 0 10 10 10 16
Radius 0 0 0 0 0 40 10 10 15
Angle 0 0 0 0 0 45 0 0 0
Range 0 80 80 60 150 40 40 0 80
Activat 0.67 1.17 1.17 2.17 7.33 2.07 1.17 2.03 1.07
Recharg 4 6 9 32 24 32 20 120 32
s/Tick 0.5 0 0 0 0 0 0 0 0
EndCost 0.1625 6.5 8.58 8.58 17.94 18.98 12.74 16.25 18.98
Interup 0 0 0 0 6 0 0 0 0
Enhance resdam endmod endmod endmod endmod endmod endmod endmod endmod
endredu endredu endredu hold interup endredu endredu taunt endredu
recharg range range endredu endredu range range endredu range
recharg recharg range range recharg recharg recharg recharg
damage damage recharg recharg damage immobil damage
accurac accurac damage damage accurac damage accurac
accurac accurac accurac
Power Summon Summon Summon
Striker Guardia Adept
BaseAcc 1 1 1
Target Summon Summon Summon
Range 60 60 60
Activat 1.17 1.17 1.17
Recharg 900 900 900
EndCost 26 26 26
Enhance slow slow slow
endredu endredu endredu
range range range
knockbk knockbk knockbk
immobil immobil immobil
damage damage damage
accurac accurac accurac</pre><hr />
I'll soon be posting the numbers I have for each pet's individual powers.
NOTE: Before you ask--yes, what I've shown here states that recharge enhancements are NOT allowed in the 15 minute recharge pet powers.
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Wow. The more I hear about the patron pets, the more I lose my enthusiasm. If they won't let us slot recharge duration then these need to be some UBER pets. If I bring one into PvP it better 3-4 shot any hero. Seriously there just seem to be too many restrcitions on these things: 15 minute recharge, 4 minute duration only and unable to slot recharge enhancements. I'm assuming we won't be getting the advanced pet controls like MMs, so that just makes these pets sound even worse. Fortunately my Dom will be getting a boss-level Mu Guardian, but it absolutely sux that people will be getting minion-level pets with thse same restrictions. Please devs think this over. -
I'm really starting to lose patience with all the frequent mapserver disconnects, hero gankfests and server framerate drops (possible memory leak?) in RV.
In fact I've resorted to testing my new build in WB instead since I dont have nowhere near as many issues there. The hero ganking in RV is ridiculous--its damn near impossible to leave the villain base unharmed and even if you do there will be a group of heroes chasing you down. The 1hp respawn 'feature' is stupid and needs to be removed.
I'd love to test some of the new PvE content, instead of PvPing all the time, but my game loves to crash while zoning or loading missions. Hopefully some of these issues will be cleared up within the week. -
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Fishwork, I know personally I would love to see a succesful Dom in action. Would you be interested in running some training sessions in the Arena or one of the zones on test for the rest of us?
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Whoah dude I'm not THAT good lol. Any of my success on the test sever has come from excellent teammates and optimal (non-gankfest) conditions. I'm not some uber Dom who can solo anything at will.
Scrappers are always going to be a very difficult fight for us no matter what. Quite frankly I don't even think we should bother fighting them unless absolutely necessary. I'd much rather go for the squishy targets such as Defenders, Trollers (excluding Psy Mastery, heh) and Blasters (to a lesser extent). I might try to debuff Scrappers with Drain Psyche or use Terrify, but I dont expect to come out victorious against them 1v1. They have more HP, better defenses and MUCH better damage. The only time I even try to attack them (and expect to be successful) is when I have Corrupter support. I've had some Thermal Corrupters do some amazing things to keep me alive.
I dunno what to say about fighting Blasters. Its weird because I havent run into any new/different problems with the Blasters on test. On Freedom there's a huugggeeee amount of ice/energy blappers running around, but they seem to be less so far in RV. If anything, I see more of a variety on test than I do on Freedom. Blasters running FoN don't impact me much since my build is mostly Psy damage. I'm always doing the same (low) amount of damage no matter what, unless I'm fighting a Dark Armor Scrapper and then its even lower.
That being said I'm fine with sharing some tactics/strat/whatever on test or in the forums. There are *alot* of good Dom players out there though and I've had the pleasure of teaming with them during the past few days. Alot of them have much better builds than mine as well, and I'm sure they have better kill/death ratios than me. Hopefully my new freespec build will make things easier though. -
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OK, got a PM back from the magnificent _Castle_.
In response to 'Do we get +8 Dom per target with an AoE?'
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Not having made the change, my guess is each attack power from the Assault Set that hits any number of targets will get 8 * the number of targets hit. Looking in the sheet, I see that that is definitely how Whirling Hands was set up. I'm not positive that's intended, though.
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As for how PBAoEs from the Assault secondaries worked:
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It's attack powers only -- so the benefit only comes from enemies that are hit.
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So, no building Domination from Drain Psyche, not that I really expected it...
It seems, then, that the fast track to Domination in PvP is to pop a whole bunch of yellows and AoE like crazy. Psychic Scream and Psychic Shockwave FTW, perhaps.
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I just did a quick test with Psy Shochwave and that's definitely not the case unfortunately. You still only get 8 points no matter how many targets you hit.
AreEss:
You're Ice/Ice and the only thing I can suggest is to rethink your build or playstyle. Building Domination on NPCs now is stupid. It was viable in i6 but now you don't need to do it anymore. If you're not able to build it on players now, you need to consider ALOT more possibilities than 'Doms are gimp.'
I already told you that ALL villains are going to get ganked when so drastically outnumbered. Doms, Corrupters, Brutes, MMs, Stalkers. ALL of them will die when the heroes have massive number advantages.
I seriously think people are giving a knee jerk reaction before even taking time to test the changes under optimal conditions. I ive been ganked many many many times since playing in RV. The MAJORITY of those times have been due to overwhelming hero numbers. In teams encounters where the odds are much more even I did much better. If you're getting ganked by 3+ heroes then you need to find better teammates. I know that's easier said than done, but what do you expect when getting attacked by multiple opponents? If they are using
teamwork to kill you then you need teamwork to defend yourself. Grab a MM or Corrupter and get them to buff & support you. If three heroes are attacking you then your teammates should be attacking them. I got assaulted by a scrapper, tank and troller last night at the same time but I was able to survive because I had a great thermal corrupter on my team who gave me shields, mez protection AND healed me. I got Domination up QUICKLY, held some of them and my team destroyed them.
If you're not gonna bother changing some of you build for PvP then wexpect to get destroyed. You have access to a self heal in Aid Self and Power Boost will enhance that heal tremendously. Your slows alone from ice/ice will give you more than enough time to kite them, slow their movement and heal yourself. Your range attacks have some of the fastest activation times among Dom secondaries.
Yes it sux when we're confined to certain powers if we want to be successful in PvP, but that's the way it is. You should assume the people ganking you have been specced for PvP as well, since there's very little end game content for lvl 50 heroes.
Ultimately I agree that Doms still need a boost in survivability (i.e. mez protection, better buffs/debuffs, etc) but your posts indicate to me that haven't even tried much in i7 under good PvP conditions. -
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So I'm in Test, in RV right now. Got some fights in so let's talk some more on the changes.
I thought Siren's was bad. I've been proven very wrong. I'm getting two and three shotted by trollers. I have 1017 HP - and that's with the High Pain Threshold Accolade. (Yes, I have FIVE DEBT BADGES.) I'd say something about the reduced recharge on Domination, but I cannot stay alive long enough to get it up. I did get it up ONCE working a pillbox, and once again, I had it up to 90 well before it was recharged. Even on a team. Is it building more quickly? Probably, but again, I can't stay alive long enough to tell for sure. Unless I go hide in some corner and try to solo a pillbox I can't tell.
NPCs are laughing at me, doing more than double the damage I am doing. The only rep I've earned in here has been heroes that were trying to solo a team of four villains, and yes, usually gunning for me. Only takes one hold to garauntee my death - when I land a hold, I can't even get them down to half.
No, I don't have PPP's yet and I definitely will not be taking them. (ObGrumpGrouseEtcHere) They offer my build NSB (No Significant Benefit.)
So I'm gonna ask folks the same question I asked here in RV; where's the buff to Dominators that lets me live long enough to actually see and use these other buffs?
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I strongly suggest you at least consider taking a Patron Power for the shield it offers, if nothing else. Skip the End drain, pet or AoE if you want since those can bring questionable value. However you just said survivability is your main issue and the shields are designed to address that issue. Is it enough? Probably not since we lack mez protection or self heals. Will it help? Of course it will.
For me the resistance-based PP shields are the way to go. Given that most corrupter shield buffs are resistance based, I'm hoping that our shields, plus the ones from Thermal (or Sonic) will put us at the damage resistance cap.
I wouldnt bother engaing NPCs in RV unless you're have to. Unless its a Pillbox or some NPC you accidently aggroed then why bother?
If you're not living long enough, then there can be a thousand reasons why: 1) your build, 2) heores outnumbering villains by a huge margin, 3) heroes having access to all their APP while vills are still 40, 4) you're teammtes arent trying to protect you, 5) you don't have any corrupters on your team, 6) Trollers are just too damn powerful, etc, etc, etc
I dunno how RV is right now, but I do know that the heroes have *severely* outnumbered the villains during peak hours for the last few days. We can't expect Doms, or any villain AT, to succeed against that. -
Wow wow wow.
Everyone lets try to keep this civil. How embarassing would it be to have this thread locked for flaming?
Official Thread for Dominator Changes: LOCKED
There goes our 'voice.' -
Wow Shiver's that bad? I've heard a good amount of Ice doms say it was useful in PvP. Also, I've heard that /Ice is among one of the highest damage secondaries among Doms, not if that's saying much though.
If anything Ice/Ice seems to be one of the combinations that benefits from these new changes the most due to the slows and its ability to kite. Doesn't Power Boost affect slows too?
In addition I'm much happy with these changes whne PvPing in SC. Every Dom secondary, with the exception of Energy, only had one toggle drop power in SC. In my experience that one toggle dropper (Mind Probe) didn't do much. Even when fighting toons that run few toggles (Regen Scrappers), I was *rarely* able to drop their mez protection. That's all in SC though. -
Well after PvP alot last night I can say that I'm please with the overall changes to Doms. We still have 'issues,' but I feel this has been a step in the right direction.
However, I do question why we should even bother giving any attack a 5% chance to drop toggles? That seems rather worthless to me. Perhaps you could remove the toggle drop chance entirely and just buff the damage?Considering that its even more risky to get into melee range now (without domination running and since the toggle drop chance is so low) I think an increase in damage for our melee attacks is reasonable.
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Seriously...
If all the patron shield powers really cost about 1 End per second then they better put us damn close to the resistance/defense cap. 1 End per second is insanely high for any toggle, let alone shields. I'm hoping it was a misprint or the devs are using someon completely different number system than us. -
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3 simple things that can disable a stormie
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I think there are more ways then just 3, but that didnt matter to the devs
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It lasts WAY TOO LONG after you've got away from the radius
[/ QUOTE ] 10 seconds is way too long? I can think of numerous debuffs that last longer.
I havent tested hurricane today, but I did use ri and I could tell a pretty substantial difference in the amount of damage I was taking. I know a lot of people are saying it will balance out in PvE...but I could care less. PvE can be figured out. The ai is predictable.
PvP is where my beef is. This is going to get me pwned a lot more often.
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10 seconds is most definitely too long. We're talking about a non-travel suppression, -range, -Acc, Repel and knockdown power thats autohit and can affect multiple foes. 10 seconds is a very long time for a power with all those benefits. A blaster can kill most CoV ATs in 5 seconds tops. -
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*Sigh*
Once again the PvPers who refused to think through problems on the battlefield have gone and ruined things for everyone, including those who don't PvP at all or very often. The fact is, good PvPers know how to disable huricane fairly easily. All you have to remember are a few things:
1) Storm Defenders lack mez protection in their powerset. Unless they have another power that grants some or are teamed with people who can give them mez resistance, it can be very easy to hold, stun, sleep, whatever a storm defender.
2) Use travel powers to your advantage. If you have teleport, you can teleport right next to the defender and get off a mez attack before huricane takes effect. Or use superspeed's inertia to get in close.
3) Que your attack before engaging the storm defender. Remember, attacks will remained active ready to go off as soon as you get in range. So you can have a travel power ready, que the attack, get in close, and the mez attack or regular attack will go off on its own, even if you get repelled while it happens. The target only needs to be in range when the attack goes off.
So, there you have it, 3 simple things that can disable a stormie. Part of the challenge of PvP (and the fun if you ask me) is thinking through the challenges presented. It is a common theme that the best PvPers will do this, and that is why they are so strong. Not to say storm summoning's huricane did not need some nerf. The fact is forcing someone against a corner where they can do nothing (not even pop a break free) was a bit extreme and needed to be dealt with, but I think the developers are catering too much to people who just want a win button in PvP.
And why can't the effects of huricane be different in PvP and PvE. If you ask me, I haven't noticed storm being vastly overpowered in the PvE game. People must still think through their actions and I still risk death if I take on more than my powers can handle.
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All 3 of your suggestions can be avoided by the Stormy if he/she has Clear Mind or some other mez protection. Also even if you do have your melle attack qued you still be debuffed after hitting the Stormie--meaning that your Acc and Range will be floored.
Overall I do think Hurricane needed a nerf for PvP, but not the nerf that we just got. IMHO the worst thing about hurricane was not the repel but the debuff duration. It lasts WAY TOO LONG after you've got away from the radius. In addition it doesn't suppress your travel powers so a Stormy can SS/SJ through a group of toons, debuff them all, and get away with safety. The repel effects were the least of my concerns. :/ -
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Patron Powers
Villians got some nasty powers for pvp. They can also acess several froms of web grenades (one being a hold, another an AoE Immobilize), which is brutal with -recharge, -speed, -fly, and -jump if the status effect doesn't get ya. All archtypes can get a pet as well.
What I don't understand is why Stalkers get Snipes. I can see them getting a medium blaster attack (i.e. Slug) or a heavy damage attack (hello 20 footers!), but not snipes. That takes abilities away from other ranged villians against powers such as hurricane or force bubble. But I doubt they will crit from hide or there will be a lot of very angry corrupters.
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I PMd Castle asking fore some reassurance that Stalker Snipes would NOT be better then a Blasters and this is his response.
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The Sniper Blast Stalkers get is less than half the base damage of Blaster Snipe attacks, so with Criticals they are almost as good.
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So yes they will be able to crit from hide after a BU but we still have BU and AIM.
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Just a minor aside, how long did it take for you to get a response from Castle after you PM'd him? I send him a couple around noon PST regarding the 75% redundancy of the Dominator Patron Pools and I've still not gotten a peep from the guy.
Maybe I should put 'Stalker' in the subject, he seems to pay attention to that stuff.
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LOL
Subject: WOW Stalker PPs are great! Quick question though....
Post: WHY ARE THE DOM PPs SO REDUNDANT?!?!?
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In all seriousness I wouldnt expect a quick respone--he's probably getting HAMMERED with PMs right now. -
No thread like this will be complete without screenshots. I bring to you pictures from a recent 'fight night' in Siren's Call on Freedom server. Pictures say a thoudsand words right?
http://i17.photobucket.com/albums/b8...0-23-13-51.jpg
http://i17.photobucket.com/albums/b8...0-23-13-47.jpg
http://i17.photobucket.com/albums/b8...0-23-13-44.jpg
http://i17.photobucket.com/albums/b8...0-23-13-40.jpg
http://i17.photobucket.com/albums/b8...0-23-13-37.jpg
Notice the Illusion Controller's pets. The drones kept shooting at them which allowed the heroes to waltz around as they pleased. My Dom was largely useless against the Stormies cause they were all popping break frees constantly. Was just a big ol mess.