Neuronaut

Citizen
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  1. Wormhole: I prefer the suggestion (made by several including myself) to add a moderate AoE disorient around the destination location. This preserves the orginal use of the power and makes it a viable AoE control. I can play with the new 'supersized' Wormhole, but I'd rate it a 3 on a scale of 1-10 in usefulness, with the proposed being an 8. Please lose the Knockback though, in any Wormhole; it serves little purpose and there is no need to further 'balance' this level 26 power.

    Propel: I like the idea of an AE Disorient around the target, especially if Wormhole is kept supersized. AE Knockback fits the power better

    Dimension Shift: For starters, I wouldn't mess with the recharge time on this, especially in response to PvP usage. If you want to limit PvP usage, you can grant a 1 min Immunity to Intangible after it wears off, to stop chain-DSing, similar to what other PvP games have done.

    You can do tons to make this a viable and even a key power. First thing would be to have it toggle the Intangibility status of foes in the area so it can be shut off (it still wears off in 30 sec regardless), AND so that it can be used to make foes that use Intangibility like Ancestor Spirits vulnerable (and Immobilized BTW). Note that this is better than simply making it a toggle power. Then, add more foes that use Intangible. You can also add foes that are randomly buffed with very high but temporary status resistance, making the only way to easily control them be DSing them until their buff expires. You can add more point-defense mission objectives as in Cape and Respec missions. All in all, this power has great potential for skillful players, but their skill needs to be rewarded with an increased experience rate when used properly. It's OK to keep it situational, just increase the frequency of those situations.

    Crushing Field: Not much attention in this thread, but I believe most Gravs respec this out by the 30s. Even with my Rad secondary I find it is just too dangerous to use, and of very little utility. However, adding an enhancable Knockdown effect before the Immob kicks in makes it viable IMO, and a novel and thematic AE control power. Note the Knockdown would be one-time, unlike Ice Slick, but would give enough time to get a tank in there, AE them a little, etc.

    Neuronaut, Grav/Rad, Virtue