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Posts
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Well, OP, first- Ninja Run isn't changing how our powers animate. It's a new (and unenhanceable) power in and of itself.
Changing "run styles," though... I don't know, I don't see them going into a pack. As it is, you can already have six different versions of Sprint (Sprint, Prestige power slide if you bought the COH CE, and the four preorder/vet sprints.)
One thing I would hope, though, is that these were added as alternate animations - not alternate powers in and of themselves. While I don't mind (much) having five other Sprints - that's pretty much my limit. (I'll sometimes use one with a jump or run set Stealth in it, basically, and ignore the others aside from normal Sprint.) But having them all added as extra powers instead (one way of doing it) - ugh, I hate to think what my powers list and post-respec tray would look like!
In any case, alternate Sprint animations (not sure if they could do it to walk) - sure. As a pack - not really sold on it. -
My only 50 stalker is MA. As an MA stalker, you have no AOEs - which some may consider bad. And, as mentioned, you're all smashing, so as you go up, you'll find it resisted more. You might find this irritating, or you might not. (Me, I managed to snag several Touch of Death NE procs and fit them in.)
It's certainly not a *bad* set. It was, however, outshone by Energy Melee for a long time. Then again, so was every other Stalker set. -
"Eh."
Bows still fit, to me - ranged, yes, but still fitting. (It's also nice when you pair it with /ta.) Shuriken I'm not wild about. The dart or mini-crossbow, maybe - after all, the attacks are there in the widow trees.
Alternately, give melee attacks. Have it as a 100% melee mastermind. Give them a sword!
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Quote:The difference between peacebringers and nictus are twofold -Also I wonder will evil peacebringers turn into evil warshades (nictus)?
because isn't that what the difference is khelds get negative powers when they are nictuses? isn't that the background story for warshades?
Then again you do fight Nictus as White Dwarves, that always confused me.
1. Morality. Peacebringers (and Warshades) won't force posession on a host. They combine. Nictus will try for complete domination.
2. Science altering their powers. Nictus (the "race," if you will, as opposed to the faction) came about due to altering their powers via scientific experiment.
Now, yes, faction-wise, you could fight a Peacebringer "nictus," but that PB's either deluded, fanatic, or (essentially) a Quisling.
Also... *points to sig*
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Quote:No.This isn't more a suggestion on my part more fishing for a suggestion/improvement, anyway:
Does anyone else feel that the cost of certain things in WW/BM are making certain aspects of the game more & more inaccessible to certain people?
See, those items are available to everyone. The people who put them up get them from the same place I do (drops, merits, etc.) WW/BM is for the impatient.
Why do those items cost several hundred million? Because people will bid that. Yes, in part it's due to people *listing* that high - but on the other hand, the last time I got a purple, I listed it for 10 inf and got 100-some million. Whose "fault" is it that that sold for that much?
You can spend one of two things to get the items - INF, or time. How patient are you? -
Quote:*checks for flying pigs, looks at thermometer.*
My take is that the playerbase doesn't give this set enough credit. Especially after the buff, this set can really shine. You can quite easily soft-cap Sm, Le, En and get very high on the rest with a bit of work. This doesn't feel functionally much different than my Shield or SR who are soft-capped to all positions. And with an in-set heal and endurance recovery tools, it's actually quite strong.
Uh oh.
I agree with EG. This can't be good. (I will, however, give the possibility of bias - EM/EA was my first Brute, and first vill to 50.) -
Quote:Absolutely nothing will get through! Including air!This. What's the point of the question? What do you want to DO that requires that much Defense?
(Yes, I know, not exactly a *personal* FF, but I find it amusing.) -
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Quote:AA, itself, doesn't for me. AA *as part of a whole character,* as I'd mentioned earlier (how it works with doms, for instance) is.I disagree about this being circular. AA is powerful. For it to work, you need to be close to enemies. Thus, Ice has a powerful argument to be near enemies. That isn't circular, it's just the chain of logic. How much you agree with it boils down to how powerful you believe AA is, not a flaw in the logic flow.
I keep going back to my Ice/Emp as a character I feel a lack of synergy or use for AA. *Everything else* in it - both primary and secondary - give no reason to be near enemies. AA, to be in the least bit effective, means you must be. The only other power that does is Glacier - that's not enough, for me, to consider AA as a necessary, or even high priority, part of the build.
Isn't the same true of - well, almost any power? Including what many seem to feel is eminently skippable in Ice, Flash Freeze? I mean, that fits just as well in that statement. "It's about builds that leave Flash Freeze off altogether. An Ice controller can take both Ice Slick and Flash Freeze. A character with both options has more options available than one who doesn't..."Quote:Again this discussion isn't about Ice Slick versus Arctic Air. It's about builds that leave Arctic Air off altogether. An Ice Controller can take both Ice Slick and AA. A character with both powers has more options available than one who doesn't, unless he or she can find a suitable power to replace it
If you're on a team, you should be using your powers to the benefit of the team. That means being aware of what others do. What's happening on the rest of the team? Even assuming it's the two controllers - which means, barring difficulty adjustments - spawns of, oh, 3-5, we're looking at (theoretically) :Quote:. Ice Slick is great until it doesn't work (read as: a Fire or Plant Controller joins the team) or someone fires a knockback cone right on top of it. The character with AA has a suitable response. Does the one without?
(Note, I'm going to put this theoretical pairing at 22, for Stamina and SOs.)
- I put Ice Slick down under the group. (It recharges fast enough to be an every spawn power.)
- Fire troller Fire Cages the group. The group, now immobed and aggroed, fires on the Fire troller.
My options -
- Stay and continue healing/buffing myself and the fire 'troller.
- Rush in with AA
- Reinforce Cages with Frostbite since Ice Slick's knockdown is nullified anyway, catching any enemies not caught in Cages and making sure we both have Containment.
- Waiting a second to see what the Fire controller (who, at this level could have Smoke, Hot Feet, Flash Fire or Cinders) does next - after all, if we're talking about nullifying powers, it's only fair to point out Flashfire and Cinders effectively nullify Arctic Air's confuse, making it pointless to run - as does Glacier at 26, which doesn't come into play here.)
- Hold problematic enemies or help stack holds on the Boss in the group, who's likely ignoring the immobs and will be trouble anyway.
- Absorb the alpha, heal the Fire who probably took the damage (if Fort wasn't enough defense.)
- Reinforce a buff that's going down (which should, ideally, have been done before the group was attacked, yes - but it's still a possibly needed action.)
As you see, I have plenty of options (including "wait,") only one of which is AA.
Of course, if that group includes one (or more) enemies with immobilizes (and I don't have CJ, or the fire's not an emp or therm,) AA's not going to make one whit of difference anyway. We won't even get into holds, confuses, their own knockback and the like - there are *many* variables.
AA's cast time is 2.17 seconds. Someone else in melee - actually, any character, yes up to and including a tank, depending on what you're fighting - can *certainly* go down in that time.Quote:I can't picture this scenario. Are you saying that once your character starts walking, he is unable to do anything else for 2 seconds?
The question I posed that you're replying to mentions nothing about a "mad dash to get into AA range." Especially mentioning my Ice/Emp, I'm looking specifically at a heal - something I can do at range, of course - being available now vs being unable to waiting for AA's activation. It is enough time for someone to go down.Quote:Or that if a group of enemies appears, your character must run immediately into melee, leaping over fallen teammates' bodies in a mad dash to get to pole range?
But again - there's no *need* for an /Emp to get close to enemies for anything whatsoever. Which brings us back to "Synergy." /Kin? Sure. /Emp? No. An /emp can do their job perfectly fine from range. Nothing in /Empathy requires any interaction with the enemy whatsoever. 7 of the 9 powers in Ice/ are 100% usable from range - the exceptions being Glacier and, of course, AA. Now, let's take two common pools - Fitness for stamina, and, oh, Flight. In flight, I'll even take Air Superiority (as opposed to hover) and Fly. So, of 23 powers, exactly three require any interaction on my part with the enemy at melee or near melee range. The exact same number completely nullify or decidedly don't work well with Arctic Air (Block of Ice, Glacier, and - if I take it - Flash Freeze.) I could potentially add Ice Slick there, as well - if I want to take advantage of the confuse, I don't want the enemies flopping around, I want them shooting at each other. Fly isn't really a power that works well with it - if you're in the middle of flying enemies, Frostbite should knock them all down. AA does. (You've split the group.) All that missing means AA will likely chase a flier out of its own range anyway - and who knows how scattered they all are on the ground.Quote:I would say the superior option would be to heal people when they need it and get close to enemies when you have the chance to do so. If your team is taking so much damage that you are unable to do anything but heal, this is a red flag that you are lacking in control.
And yet, with all that, you're telling me it's a must have power, so vital you'll consider not inviting that *same* character because they don't have AA.
I've got *my* experience with these characters to say - to your OP's question - "Yes, you're being an AA snob."
AA is not Block of Ice. AA (going back to my ice/emp) is not the RAs, or CM, or Fort. AA, on my Ice/Emp, is a luxury power. AA, on that character, is a sunroof or a CD changer.
I think part of why you're wondering - borrowing your words again - if an Ice/ character without AA is "pulling their weight" is because of the two things you did keep mentioning - basically bad builds and players that don't pay attention. (Ice with just Block of Ice and Ice Slick, and players that keep throwing AOE immobs down on Ice Slick.) The first, I'd "nudge" with a suggestion or question or two (maybe they have a reason to build that way, maybe they just don't know) - and if they're being a 'heal0r,' not bother with again. (My own example is a /rad corr that was invited to debuff Eochai during halloween, but had only the rez, AM, and heal in the mid 30s - that's 'not pulling their weight,' absolutely.) The second? Again, talk to, let them know what's happening, and if they refuse to change and actually work together with others powers (IE, it's not an accident,) don't reinvite. Neither of those, though, really impact the "must have" status (or not) of AA.
At this point, I suspect I'm going to bow out, though.
We obviously have different views of the power, and I don't think we'll see eye to eye on this (other than a few specific builds.) It's been an interesting discussion, though. My parting thought to you, though, is - don't be so focussed on if an Ice/ has AA. Instead, watch how they perform *overall* and judge by that.
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Quote:Ice control player centered powers:Thanks for your comments. Here's a rambling reply.
The synergy between Empathy and AA is that both have the same end goal, which is making sure no one gets splattered. Since your character has to stand somewhere, you might as well make it somewhere useful. Empathy may not have a powerful argument to stand near enemies, but Ice Control surely does.
AA
Glacier
Everything else can be done at range. So what, looking at the set as a whole, is this powerful argument to stand near enemies? If you say "Arctic air," you're just getting into a circular argument. Heck, Ice Slick (which I think you'd find more people calling a "signature power" of Ice Control) can quite happily and safely be dropped around a corner. Alpha strike? What alpha strike?
And as you say, since my character has to stand somewhere, might as well make it somewhere useful - which, for me, is back a ways, where Healing Aura can cover the ranged squishies, while Heal Other (and, on the characters that have it, Absorb Pain) work for melee.
Now, just as a comparison, if Pain Domination came to controllers, that's another set I'd *definitely* be pairing with Arctic Air. Soothing Aura/Suppress Pain (depending on the version,) World of Painand Anguishing Cry all scream (heh) to be used in melee, and AA helps out there, absolutely. But Empathy? Not so much.
Again, that secondary is directly affecting just how useful AA would be for the character.
First, which powers are you putting down as "kind of suck?" Force bubble? Detention field? Repulsion Field? Repulsion Bomb? And why are you saying they kind of suck? Hopefully not because they don't synergize well with AA - that'd be a bit too narrow of a POV, wouldn't you say?Quote:The synergy between Ice and Force Field is that you can build off of Dispersion Bubble to make yourself an invincible, mezzing snow globe. Yes, you can still be slept. Yes, some of the FF powers kind of suck. They kind of suck for FF Defenders too. What doesn't suck is the huge personal and team survivability boost FF buys you with minimal slotting. If someone's going to jump into a pack of enemies it might as well be someone with Tanker level resistance to the big 3 mezzes and the option to IO herself to untouchable levels. 
(And - purely IMHO - if you have to IO yourself out to make a power useful, the power wasn't that useful to begin with.)
And in the extra time it takes to toggle on/off, I can be firing off other powers that are more useful. What - going back to the Ice/Emp - would you call more useful, the one firing off a heal *now,* or the one that fires it off 2 1/4 seconds later (plus travel time to get somewhere AA is affecting anyone?)Quote:One thing that for sure should go into any upcoming guides to Ice Control is to remind people that just because AA is a toggle it does not mean that:
1) You have to leave it on ALL the time
2) That you have to be able to use it in every single situation or else it is useless
3) That you can't still be mobile, and pull back if things get too rough or (especially) need to back out for a second to fire Shiver back into the crowd
Edit:
Just to re-emphasize where I stand on this, somewhat.
If we were talking Dominators, who spend much more time in melee (to varying degrees,) I'd put MUCH more priority on Arctic Air. Yes, some secondaries can spend less time there, but to me it's more of a "must have" power for a Dominator. I'll take AA over Frostbite on a dom, 95% of the time. It almost *is* armor for the Dom.
For Controllers, it's far more varied, and much more strongly dependant on the secondary. Ice slick and Frostbite take precedence over AA for most Controllers, for me... depending on secondary. If your secondary is going to bring you into melee a lot just by the nature of its powers (Kinetics is the perfect example of this,) place more priority on it. If not, if it can do more at range (Empathy, FF, Sonic) it's much more flexible and certainly not a "must have." And really - the only ones I *really* see great synergy with are Kinetics, TA (but that works well with... well, everything on a controller,) and Storm with some clicking. The rest, to me, are really "iffy." -
Follow the link in my sig to the COH trailer guide. Most importantly, go through the dev diaries.
Origin used to mean more - a LOT more - but this was in, oh, *alpha.* As in how many powers you could choose, and how far you could develop them. The system got dumped in an overall rework.
Right *now,* I think origin's fine as is as far as it relates to what you can do with your character. Leave the "story wise" bit to the player, please. Not least because, as Photon says... five years on is a bit late to make this sort of a change to (literally) millions of characters. It is, probably as a holdover from the prior system, a fundamental, non-changing part of your character. We've been told it's seen as fundamental and unchangeable as AT, primary and secondary as far as what makes your character up.
All that said, the one place I *would* like to see Origin affect things is in storyline. Let other options become available in dialog and in contacts that aren't available to the other origins. (The biggest problem with this, of course, is that what the developers consider "appropriate" to an origin might not be what YOU had in mind for the character. For instance, Science: "The (X group) is trying to break into your old lab and retrieve the data from your experiments that gave you your powers!" could be a storyline... except, of course, that my Science origin is from toxic waste in the bay I was dumped in by some gangsters. No lab, no experiment. -
That still sounds *really* low, especially for doing it with a team.
Then again, with the "soon" last-ten-showing-on-the-map they've talked about, well - maybe that'll fix this. -
I do have a friend who dual boxes regularly (and quite well,) and had a pair of characters to work together, stories tied together and such.
For mine... hmm. I've got a rather... evolving group. The most extensive?
My first 50, elec/elec blaster. Created a peacebringer to extend her story. Had a friend I played and RP'd with who played her partner, the two had a family. Had them as "kids" (emp/psy for her daughter,) who later underwent a powers change and went undercover in the Isles (ice/cold corr,) then came back to take up the mantle of a hero (defender.) She also had the COT make a doppelganger of her to try to discredit her, but they couldn't copy the powers (dark/therm corruptor.) And a version of her from another dimension, who - instead of having a happy ending, had her would-be husband get killed and took over the world in retaliation - then got banished here by a rather desperate rebellion (elec/elec brute.) And a version whose electrical powers became more storm-oriented, so she started building her army (merc/storm MM.) And, just because she got restarted post-IO, another elec/elec blaster that found her way here. So, overall... nine characters as part of an ongoing and branching storyline.
Not exactly the same thing, I know, but.. yeah
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I think you're missing a few things (for instance, chinese weapons, not ninja,) but - well, I think you need a closer look at the pack.
Quote:First, ask yourself - "To go with what?" This is a booster pack - costumes, emotes, tiny power. There's not going to be a new powerset involved - that's for issues and expansions.What would have made me want to get this booster pack?
Martial arts weapons from around the world.
Other kicks, punches and the like? Well, not really weapons - and we just *did* get those.
Swords? Included. Three Chinese styles, actually.
Staves? Again - to go with what? (This, really, is my question to go with most of the things I can think of as "martial arts equipment" - what would use it?)
Since you "dont' want ninja," I'm assuming no shuriken (which are in some sets anyway.)
Have you looked at the costumes? Asking this honestly. I'm already (over)using one of the pieces (in two variants) because it's fitting an overall "look" - not just "martial arts" - for several characters, including a peacebringer.Quote:Martial arts costuming from various countries.
A better straw hat(s)!
Where's my turban!?
Wu Xia much?
I've got to be honest, most of what I see in the pack doesn't say "Ninja" to me - I could make quite a passable one just using the free pieces in the costume creator now.
Go to the wiki page, look at the costumes, and tell me how much of this is really "ninja" versus - well, rather open use.
The "Ninja run" costs a bunch of END, suppresses in combat, and most importantly as far as differences, is *unenhanceable.* Yes, stack it with sprint, Quickness, Swift (or mental training, etc) and you're getting a nice bit of speed, and may be able to consider skipping a travel power - but sounds, quite honestly, like you're going by assumptions without doing much actual investigation. It isn't that huge of an advantage, but it does open up options for you.Quote:What makes me not want to get it?
Paying for the prestige sprint. Paying for a power like this is a step in the wrong direction for this game. The Ninja Sprint is far superior to sprint and gives what appears to be even greater advantages than Combat Jumping.
Too much focus on Ninja. -
Did you destroy... anything? on the way to the bank? Even as a low level, you should be able to get plenty of extra time built up on the way - even if you skip the side missions.
If the hero doesn't show, check outside. If your team is split, they may have gone elsewhere (also if you've been defeated, you could have passed them on the way from the jail to the bank.) -
Quote:Because, of course, natural does not mean natural human. I know you're trying to say "Natural human," but you keep swapping these two around like they're the same thing - and they are not.You really like to nit-pick don't you.
Sure, it's possible to come up with a concept that would let you define pretty much any powerset as 'natural' if you wanted to.
What prevents "just a normal guy" from using technology?Quote:But that doesn't change the fact that if you want to play a normal human character with no superpowers, some powersets fit that archetype better than others.
You said yourself that most of the concepts of a non-superpowered human controller fit better into a tech or science origin (i.e. a normal dude using advanced technology). Wouldn't it be nice to have a control set that fit the 'just a normal guy' archetype without all that mental gymnastics?
How many Archery, Trick Arrow, or Assault Rifle characters are there that are listed as natural versus tech? How many of them could use their powers without the technology (the rifle or bow) in the powerset? Broadsword or dual blades would look *awful* silly without the actual sword (tool, aka technology) they use as part and parcel of the set - yet they're normally classed as "Natural."
How "advanced" is tear gas? Or flinging sand (or ashes) into someone's face? (See Char, Cinders, Smoke.)
If you think "I throw X at you" falls under "Mental gymnastics," well - the only person limiting you is you.
Tell me this - do you consider Devices or Traps "natural human" powersets or tech? Trick arrow? Archery? Assault rifle?
Would you consider a control powerset that had you throwing tear gas, smoke, stun, etc. grenades "Natural" or "Tech?" And why? -
Quote:Let's look at your own choice of words.That's a perfectly fine way to look at things. My point is though, if you do want to make a natural human character, then you have a lot more choices in certain powersets than in others, and if you want to make a normal human controller, you're pretty much screwed.
Original post -
You make no mention of "Natural human control sets." Just "Natural sets." Again - only characters are given an origin. Powersets, for the very reason I mentioned, are not - and "Natural" is not listed as "natural human."Quote:I'd really like to see this evened out more, with no more natural sets for scrappers and tankers, and a couple more in other areas, especially for controllers and blaster's secondaries.
Now this post:
which, again, with that phrasing is patently false. A normal human can very well use their brain and skills to come up with means of controlling the environment. They may well be classified more as "tech" or 'science,' perhaps, but a normal human certainly could. In fact, we do *today,* with things like stun grenades, tear gas cannisters, caltrops, sonic (non lethal) weapons and the like.Quote:if you want to make a normal human controller, you're pretty much screwed.
A "normal human controller" would be perfectly capable of using a suit, grenades, pre-programmed nanobots, hallucinogenic sprays or whatever rationale you want to come up with to be a "controller." -
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Quote:Because, after all, every fire tank is issued a controller JUST for them with an AOE immob. Oh, wait, they're not? You can't guarantee there'll be one short of dual-boxing yourself?God forbid I expect outside help in the form of a team member in a MMO...
| <--- you the point -------------------->.
The good:Quote:It seems like people look at everything that isn't great and forget about the good aspects of a power.
It provides immob protection.
The bad:
...that isn't a toggle like every other tank's, so hope it's up. That comes later than every other tank or scrapper's, even though we face immobing enemies early.
The good:
It provides damage.
The bad:
... for the half second that enemies take to run out of it. Unless you HAPPEN to have a (non-illusion) controller on the team that has their AOE immob or hold. And they actually wait for the enemies to be bunched into a nice burn patch area instead of spread out.
The good:
It makes enemies r... oh, wait.
The bad:
It makes enemies run away from the tank or scrapper due to the fear effect.
Two controllers working ot cross purposes is not the same as a single power that works against itself.Quote:Doesn't fire aura have fiery embrace and blazing aura as part of its offense? And FYI, burn isn't the only power that doesn't work "all the time". Take ice patch for instance. Lay that down then have a fire troller spread out some fire cages and see how useful that power is. Powers are situational, that's how it is. You use them to your benefit when the time is right. I wish we could all get the exact powers we want as well, but I'm realistic. Fire Aura could use some tweaks, but burn would be the last on my list.
(Edit, because I think it needs saying - I'm not saying this from "I tried this once and hated it." I have multiple Fire/ tanks - including my namesake, at 50 and 41 - and a /Fire scrapper. I've tried to fit it in and make it work. The fear in it hobbles the rest of the set. Again, I'll be fine working with the fear, as I know some use it for mitigation, IF it went the Hot Feet route and added a slow as well.) -
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Quote:Ahh. That example, sure. The one I was mentioning had people actually there doing it.The part that I think is against the rules is playing the game "unattended". Leaving your characters to plink away at each other while you are AFK. I could be wrong, but most MMO's have a problem with that.
I can't abide boredom well enough to be a farmer, but maybe I'll tip-toe into a zone and see what I see. -
Why would you use the VGA, when there are DVI to HDMI interface cables?
As to the resulting image quality, I couldnt' say. -
Brain lapse. I meant awakens.

If you don't rez yourself (as I recall,) you respawn in something like 10 seconds in the arena. Then (again, from memory) you're phased for a few seconds so you can set up, and you're a valid target again.Quote:I was thinking that all the farming would happen in arena events, so no one would interfere, but I'm not sure how respawning works. If you are defeated in an arena match, do you automatically respawn or do you get the opportunity to self-rez? Is it the same in zones? On most servers I guess you don't really need to worry about being bothered if you hide in an out of the way corner of the zone.
The problem with doing it in an arena, of course, is getting enough people to have the timer not be an issue. So, yeah, zones are where I usually see people doing this.
Zones... I'm not sure. You can self-rez, if you want (and get killed again - thus the farms,) go to the hospital - I *thought* I remembered seeing a note about an automatic hospital trip, but don't quote me on it. Don't feel like digging through patch notes at the moment. An out of the way corner usually works.
Well, except you're also subject to the inactivity timeout and such - not to mention network crashes, maintenance, someone killing off the spines and the regen...Quote:The recharge on something like the wimpy /regen self-rez might be around the same as the cooldown period. Just have a suicidal regen with revive on auto stand next to a spines/dark scrapper with the damage auras on and spine burst on auto. Walk away. Come back in a week. Collect recipes.
It's actually not against the rules - it's just very irritating when people do it *right on top* of the villain contacts, so people who aren't interested try to do something and become the target of an 8 (or more) on 1 slaughter. (And since they've been working on PVP IOs already, expect some to have TP resistance and the like.) Of course, you can also call in a team of your own, but still. Others will go to a quiet part of the zone and do it on their own.Quote:It would be against the rules, and I'm not suggesting it, but I wonder why other people aren't already doing it? -
Quote:You're assuming "Natural" = "Natural Human." This is an incorrect assumption. (see also "Peacebringer.")I don't mind the costumes, but the powerset thing does bother me a little bit. Specifically 2 things.
1. The majority of the new powersets released recently have been 'natural' feeling ones (willpower, dual blades, shields). The only non-natural ones we've gotten are pain domination and earth assault, one of which is for only a single AT, and one is for 2, compared to willpower which is for 4, dual blades for 4, and shields for 3.
2. The 'natural' powersets are not spread evenly, instead they're concentrated far heavier in certain ATs than others. Look at heroes.
Blaster: 2/9 primaries are 'natural', 1/6 secondaries is 'natural'
Controller: 0/7 primaries are 'natural', 1/9 secondaries is 'natural'
Defender: 2/10 primaries are 'natural', 2/9 secondaries is 'natural'
Scrapper: 5/9 primaries are 'natural', 5/8 secondaries are 'natural' (I'm counting everything but dark armor, electric armor, and fiery aura, since they're the only blatantly 'super' secondaries).
Tanker: 3/8 primaries are 'natural', 4/10 secondaries are 'natural'
I'd really like to see this evened out more, with no more natural sets for scrappers and tankers, and a couple more in other areas, especially for controllers and blaster's secondaries.
For instance, I have a Fire/Fire blaster (and her nemesis, a fire/fire Dominator) who are basically fire elementals. Controlling and projecting fire are as natural to them as breathing is to me. Similar explanations could be made for most powersets - thus why origin (natural) is tied to the character, NOT the powerset.

