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Posts
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Mobs who are protected from control still react to control powers as a high threat. This is a problem for the Dominator who expected to be able to hold a mob, but just ends up with a face full of aggro. (Infamy September 9th)
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This one merits some testing, I'm not sure the effect is dramatic as we've suspected in the past. Unless someone provides something more concrete, including specific mob types, powers etc. this won't make it onto the list. -
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Venus will wake up mobs who are sleeping. (RockMonster October 9th)
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Tested this out again, and while she might not always do this, it is might annoying when she follows up your Spore Burst with Fling Thorns. I'll be adding this. -
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Yep...my tests agree, the origin power damage appears to be affected by damage buffs. The domination damage buff will affect them then
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Not only will it, but it does, I just checked in-game.
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the only question is should domination boost Taser Dart's hold and Tranq Dart's sleep, and my opinion is that it shouldn't. Would require additional code in those powers, as well.
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I'm not sure if it should or it shouldn't, but I think the issue is too small to be concerned with. I don't recall ever seeing someone using those powers in earnest. Probably due to the poor accuracy. -
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The biggest difference between Gravity Distortion and Strangler is the hold of GD applies at the end of the animation while Strangler is applied at the start of the animation.
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I just tried this out, and there is quite a big difference between Gravity Distortion and the other STH in when the hold takes effect. I'll put that specific issue in.
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And sorry about not noticing this sooner. I seem to have forgotten about giving input to the Dominator Issues list previously, hehe.
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welcome back -
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My friend's Dom picked Scirocco for the end drain so can't help you there :/
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What about you? You do play a Dominator, right? -
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Disorient duration too short for Wormhole. (Lemur_Lad September 5th)
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Oddly enough, I've never felt that this was an issue. (Flashfire is another question entirely though.) Anyone out there support this?
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I agree. Wormhole's stun duration is fine and consistent with that of other stuns. (Plus, looking at it just now I noticed it's mag 4/8 in PvP!)
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Almost all of the Dominators and Controllers controls are Mag 4 in PvP, so that's not really a surprise. -
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Gravity Distortion measuring poorly against other STHs. (Natsuki September 9th)
Balance issue, Strangler needs foes to be near ground unlike other STHs. (MarquisQ September 22nd)
Strangler activation time is too long, especially considering the grounded requirement. (Natsuki, Overthrower October 20th)
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Ah, the inevitable balance issue amongst the STHs. Personally I would like to see more uniformity in these powers given that they are the true staple control power. The long activation times for Ice/, Plant/, and Grav/ make the difference preventing them from holding through the PToD, and almost certainly make a difference in PvP effectiveness.
How would people feel about an issue like this:
Activation times for the single target holds (Gravity Distortion, Char, Block of Ice, Dominate, Strangler) need to be more consistent, because this is a limiting factor when trying to hold tough enemies such as Players, Heroes and Arch Villains.
And for Strangler:
Strangler has 2 disadvantages when compared with the other single target holds, its targets need to be grounded, and its animation time is extremely long. This is inappropriate for a power that is so critical to the control sets. -
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Hot Feet animating but failing to activate. (Desmodos September 6th)
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No one else has complained about this. Perhaps it was a brief stun effect hitting at just the wrong time. I'll remove it unless others have encountered it. -
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Disorient duration too short for Wormhole. (Lemur_Lad September 5th)
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Oddly enough, I've never felt that this was an issue. (Flashfire is another question entirely though.) Anyone out there support this? -
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Poisonous Ray does damage, but doesn't accept damage enhancements. (Plater August 21st)
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Easy confirmation here. I don't have access to this power yet. -
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Disorient animations are too subtle. (Natsuki August 21st)
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How do others feel? I don't have much opinion on this, so will drop it unless there's additional support. -
I should never had let this list of discussion items get so long.
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Is Singularity too subtle in it's behaviour? (QuiJon August 8th)
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Many people felt that Flytrap is too subtle in it's behaviour, and gives the impression of doing nothing. Does the same concern apply to Singularity? My personal feeling is no, that the Singularity is better like that. If anything it's a question of the subtlety of the gravity effects, which are already listed. I'll remove this barring objections. -
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I have a problem with the tier 9 in /nrg. Nvm...I swear it was a 20 ft range before I posted this...
*CoD says 20 ft while Mid's says 40, which is it?
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It was 20 feet in i7. They have since changed it, along with Blaze, Shout, and Impale, to 40 feet.
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For Dominators, Blaze, Power Burst, Thorn Barrage and Bitter Ice Blast were all increased to 40 feet. Impale was not modified for Dominators, while it was reduced for Scrappers. -
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Another weird one:
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Should temp powers be boosted by Domination? This depends on if they can Scourge or Critical, and if they are affected by Fury. (Princess_Grace July 25th)
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I determined that the origin powers (Throwing Knives) are boosted by Fury, while the veteran ones (Blackwand) are not. Would anyone care to try this out for Domination?
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How did you determine the origin powers are boosted by fury?
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I logged in as a Brute (!) and watched as damage from Throwing Knives changed based on my Fury.
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They are marked to ignore enhancements and buffs, and thus not be affected by the damage buff of fury (Full fury is exactly akin to popping 4 large reds, etc). Domination's damage buff should also not affect them. They're not marked for any inherent specific abilities (Scourge, Critical, Domination's extra mez), either.
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Flares' range is shorter than Fire Blast's. (Swynwraig July 30th)
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I basically agree with this. Any objections to making this a full issue?
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It's the same on Blasters and Corrs...unless they changed that since i7
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According to City of Data, for Dominators, Blasters and Corruptors, Flares and Fire Blast have different ranges. Naturally the issue would extend to Blasters and Corruptors, although they have the luxury of being able to skip Flares.
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Knockup not working consistently when mobs are affected by cold powers. (ywxiao July 30th)
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I suspect this is due to the knock* protection in Block of Ice, and haven't heard anything else about it in the last year. I will remove it from the list unless there are objections.
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You're correct, it's due to the knockback/knockup immunity granted by Block of Ice, Chilblain, and Glacier. Plant's and Fire's immobs and Grav's holds also do this, among other things.
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I'm trying to divine the meaning of an unclear statement made on the forums over a year ago, so there is no certainty of correctness. But the justification is strong enough that I don't mind removing it. -
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Issues with the Recluse Strike Force. (Gail_Sieht August 8th)
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This was brought up as a general question, but nothing specific ever came from it, barring the standard PToD discussion. I'll remove it and we can discuss any specifics people have. -
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Ice/ has difficulty with flying enemies. (Circuit_Breaker August 7th)
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This is a commonly recurring complaint, which never achieves consensus. In summary, Ice/'s problem with fliers is that it's -Fly powers also grant immobilize protection, nullifying the Ice Slick. The response to this is that Arctic Air, Shiver and Glacier still work fine against fliers. What's more, other primaries also have problems against specific enemies, like Plant/ or Mind/ against Nemesis. For this reason, I'll remove this from the list, unless someone wants to argue it again. -
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Knockup not working consistently when mobs are affected by cold powers. (ywxiao July 30th)
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I suspect this is due to the knock* protection in Block of Ice, and haven't heard anything else about it in the last year. I will remove it from the list unless there are objections. -
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Flares' range is shorter than Fire Blast's. (Swynwraig July 30th)
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I basically agree with this. Any objections to making this a full issue? -
Another weird one:
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Should temp powers be boosted by Domination? This depends on if they can Scourge or Critical, and if they are affected by Fury. (Princess_Grace July 25th)
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I determined that the origin powers (Throwing Knives) are boosted by Fury, while the veteran ones (Blackwand) are not. Would anyone care to try this out for Domination? -
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Jump around in various mobs with AA unslotted. Jump around in various mobs with AA slotted. Note difference in behavior. It's been a while.
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I definitely want something more scientific than that. The biggest problem is that you know what the slotting is in each case, and have expectations of what is going to happen. It's very hard to be objective in that case. You could try it with a friend, and do a few runs, they don't know if it's slotted or unslotted each time, and ask them if they can tell the difference. -
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Each time I've tested it I come to the conclusion that adding Fear enhancements increases the amount of time that the mobs are afraid... perhaps try something a bit more scientific; although I'm not completely sure what that would entail, I definitely can tell the difference between slotted and unslotted AA.
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I didn't spend long on it, maybe 30 mins, but I found it extremely difficult to figure out what was going on. Even with consistent slotting, the same mob would run away for different amounts of time. After running it would sometimes just stand there and stare at me for a few seconds, perhaps waiting for powers to recharge.
Against -5 Crab Spider Longfangs the unslotted Arctic Air seemed to cause a flee of about 7 or 8 seconds, and against an even con Wailer Queen 3 or 4 seconds. With 95% fear slotting, the Wailer Queen would still only run away for 3 or 4 seconds sometimes, which led me to conclude that the enhancements were not increasing the duration. I did have the impression that she did the 3 or 4 second flee less often, and the longer flees more often with the enhancements, but my sample size was not large enough to be statistically significant.
How have you done your testing? -
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Arctic Air takes fear enhancements, which makes mobs run away. Should Hot Feet have the same? (Liliaceae June 26th)
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I just did some testing on Arctic Air, nothing too scientific, and drew the conclusion that fear enhancements don't increase the duration of the run away/Flee/Afraid effect. From this I would conclude that Arctic Air shouldn't take Fear enhancements at all. Does anyone have any counter evidence? This is very tricky to assess. Of course, removing fear enhancements would be an unwelcome change to those who wish to slot fear IO procs. -
I've been playing Gravity/ a bit recently, and have to say that I don't notice any significant difference between its holds and those of other sets for aggro. I regularly use GDF as an opener, and don't suffer return fire from hit enemies. It's nothing like Wormhole which is well acknowledged to have this problem.
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Telekinesis pushes enemies partly through walls rather than only against them. (The_Raz July 12th)
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Could I get a couple of agreements that this is an issue? In my experience it can make things hard to figure out. -
An interesting one:
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Some assault sets working better with Domination than others. (Lemur_Lad July 4th)
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Sounds like a reference to Energy Assault. Since I think Psychic Shockwave is the only other power from the secondary that is boosted by Domination.
This is probably connected to the fact that Total Focus is mag 3 instead of 4. Otherwise we could one shot disorient EBs under Domination.
My feeling is that it's generally fine. The difference is not that great, during Domination most things will be controlled anyway, and /Energy needs something.