Oedipus_Tex

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  1. Umbral Torrent in Blaster Dark Blast is a major candidate. The base power has 100% chance to knockback, so its 100% chance to KD, -5.25% ToHit, with a cast time of 1.03 seconds.
  2. Quote:
    Originally Posted by Warkupo View Post
    See, that's an interesting sentiment because you have a wildly varied description of how the power seems to perform with the addition of this new IO. From people who warn of it being overpowered, to people who are saying that it being overpowered is fine, and then all the back to people who are saying it's not useful in slightest.

    Which is precisely why I can't really debate "balance" without even seeing it in action. Offhand though, I think a power that is being described always ready, can knock down enemies to the point in inaction, and does something-greater-than-terrible damage to the enemies it is used on to be overpowered. That is, again, only derived from what I've been told by both people on either side of the argument for whether or not is it overpowered.

    Here is a video another poster (Premantiss I think) produced of how it works in practice.

    Link = http://www.youtube.com/watch?v=CkGy_ubh4eg

    Note that he (she?) drags the enemies back into the power. In practice a better way may be to just toss it at them. They can't fight back regardless, and it is castable around walls.
  3. Oedipus_Tex

    Fire/Psi/Psi

    Quote:
    Originally Posted by planet_J View Post
    So where would you borrow the slots to put in subdue...I took the slots from Health and Stamina...put them in char for 4 baz gaze and Apoc Dmg...

    Take the slots from mental blast? Flashfire?

    -E- my intent with this toon was to stay about 85-90% at range with him, I am not planning to be in melee range but often enough to fire DP and get out...should I be rethinking that strategy?

    I would build as an opportunist. Pick up the ranged powers for when they are best suited but still take powers like Hot Feet because they can help you a lot when you just need to (pardon the expression) burn down a group quickly.
  4. Quote:
    Originally Posted by EvilGeko View Post
    My melees can quite simply kill quicker and safer than a Fire Control character using this proc.

    What kind of control do they have?
  5. Hmm. Many of the spawns standing around overworld maps are bigger than +0x1 so I don't think it's true most players don't consider it. I think most players probably consider an amalgamation of solo instances, overworld fights, and what it "feels" like on a team. Even if you just mainly run past enemies outdoors you're still likely to notice if you don't stand a chance against them.
  6. Quote:
    Originally Posted by EvilGeko View Post
    That's exactly what he said.

    ...

    You can take your strawman and stuff it.

    EvilGeko, what I said is that it requires the right map and strategy to perma lock enemies in a corner. I did not say that is the only time I use Bonfire, or the only time it is useful. If I was, I'd be pushing to nerf that effect too, because like I said: the result is identical to this proc. What keeps that portion of it balanced is the fact that you can only use it on certain maps. That is why I brought up maps.

    I do not want to see the base Bonfire power nerfed. However I really don't think it needs a major buff either. The fact that some people skip and some don't in this case is a sign to me that the power is fine. Unless someone is going to advance the case that Fire Control is underpowered and optional-ish powers like Bonfire are holding it back.

    I don't know where the belief that every single power has to be attractive to every single player or else its terrible is coming from. Bonfire is IMO not only fine for some players, it grants effects identical to the proc you are saying is overpowered.

    Sorry for the italics, but I want to make those points very clear so that I mae sure there is no confusion about my position.
  7. The AoE hold, single target hold, AoE immobilize, and single target immobilize available in most Control sets are more similar than they are different. Aside from the animation speed and secondary effect attached they all do the same things.

    The issue with damage and Ice Control isn't that you can't get Containment at all, its that you can't spam cages because that resets the -kb timer. The lack of damage is circumstantial; it has to do with an inability to easily combine cage spam with knockdown.

    Mind misses out on immobilize for its dodgy Terrify power. It's Containment allegedly comes from Hypnosis. However, all the extra damage powers from Incarnate procs are Damage Over Time. And they break the your (single target) Hypnotize power, so you get no containment on Elite Bosses and up at all, unless your secondary allows it or you use temp powers.

    The lack of Containment situation on Mind Control is so acute that my end game builds took Power Boost just so I could power boost the (standard) AoE Hold.. once per minute on a heavily IOed build or every twoish minutes with SOs. Mass Confusion is fine when it's up, which is 1/4th to 1/6th as often as staple powers in other sets.
  8. Quote:
    Originally Posted by DarkSideLeague View Post
    Or just add a terminal that can be clicked to instantly trigger the next wave.

    I like this suggestion personally.
  9. Quote:
    Originally Posted by Yogi_Bare View Post
    I didn't think Bonfire would trigger the FF proc anyhow (for the caster) because its a summon power (or for itself - no recharge buffs for pets).


    However, enhanced Bonfire seems to become a viable contributor to 100% chance (or close to it) Interfaces like Diamagnetic... easier to achieve AoE stacking.

    I think that proc still only triggers every 10 seconds. It's autohit when it does, but not particularly rapid. Certainly better than the base Bonfire power, which would almost never trigger it if enemies keep getting thrown out of it (they'd have to happen to be inside it exactly at the 10 second trigger mark).

    Bonfire is basically like Freezing Rain or Sleet in terms of how it does damage, although it does last quite a bit longer.
  10. Quote:
    Originally Posted by Primantiss View Post
    If a person slotted for range, they should be able to toss this at mobs with no fear at all of being retaliated against. The KB takes place instantly, and the mobs don't even have time to open up with their Alpha, oh and it's auto-hit..

    Toss it through a wall. Range helps with that somewhat, of course. But if you wall toss, they have no way to respond at all. You should aim for the front of the group so the rest of the enemies all walk into it, and they all end up in a big clump right on top of each other.
  11. Quote:
    Originally Posted by Yogi_Bare View Post
    Another question; now that Bonfire can be put into flip-flop mode... has anyone checked to see if it has become better at leveraging Interface bonuses?

    Bonfire is really just a standard damage patch when it comes to most procs. They trigger at the start of the power and then every 10 seconds, like they would in Sleet or Rain of Fire. Damage and incarnate procs become more useful than they would normally be only because normal Bonfire throws targets out of its radius, preventing procs from firing, but Bonfire itself isn't a damage monster.

    What makes it overpowered with knockdown is that the power's pulse rate matches the animation time for knockdown, and coincides with a period in the animation where the enemy is not able to respond but vulnerable to another knockdown.

    [Note: A common question on other powers in the Bonfire family (Repel, Repulsion Field, Whirlwind, etc) is whether to slot the Knockback Chance for +Recharge there. The answer is almost always no. In toggle powers and patches, the proc fires every 10 seconds. Since the toggle is constantly knocking enemies out of its own radius, the only time it could fire is if it happened to pulse the exact moment an enemy entered range. Procs in Bonfire work basically the same way. Procs fire every 10 seconds, not every time the enemy is knocked back/down.]
  12. Quote:
    Originally Posted by Pauper View Post
    One last comparison:

    Ice Slick - level 12
    Earthquake - level 18
    Bonfire - level 35

    I didn't list that, because it's irrelevant (and wrong, on Controllers/Dominators). Powers are not balanced by the level they arrive. If they were, Sleet vs Freezing Rain wouldn't happen, and all Blast powers that are clones of each other would arrive at the same level.
  13. Mind Control on Controllers is IMO in quite poor shape. For me it's much worse than Ice or Gravity.

    But I also think Ice's badness is somewhat overdramatized. It's just not that much worse to me than Electric Control and in some ways IMO better, or at least a draw. Both sets do fairly comparable damage, and Jack Frost easily outtanks the Gremlins. Electric doesn't have the knockdown conflict, but it also has powers like Synaptic Overload which I might charitably call "difficult" to leverage in a team environment. Ice's main issue is you pretty much have to build for anti-mezz to make Arctic Air do its job.

    (Well, actually maybe part of its issue is that people skip Arctic Air. Probably 50% of the Controllers I see lack this power, and spend the fight casting Shiver. As if an Earth Controller would skip Volcanic Gasses and just throw down Quicksand everywhere. )

    Ice could use some adjustments, but Mind Control is flat broken at top level. The recharge on Mass Confusion is ridiculous given how much that set gives up to get that power, and Confusion really really really really needs to set Containment (which incidentally would also slightly help Ice Control).

    IMO the business about Mind Control soloing 1 particular Task Force has done the set a lot of harm. That particular trick is so edge case that I'm always surprised that people put stock in it. To me it's no more relevant to the set's power than someone finding out that Personal Force Field can allow you to stand in melee with a dangerous AV.
  14. Quote:
    Originally Posted by Test_Rat View Post
    Bonfire without this proc is a terrible power.
    So situational that it is best not taken.

    I've read a lot of comments like this about Bonfire and pretty strongly disagree. The perma-knock that people are recognizing in Bonfire was always there, it just required the right map and a strategy to lock enemies into a corner. I consider Bonfire a very, very good power and would personally never skip it except on a very specific kind of farming build. If the power had less favorable recharge and duration I could see skipping it, but in terms of slotting it's almost a freebie. I don't generally consider knockback all that great, but this power was one of the few I thought pulled it off reasonably.

    The issue with the proc is it takes something that was possible only in certain situations and makes it universally applicable. But there is a reason my Blaster had Bonfire even before the proc existed. I'm not ashamed to admit that it is almost entirely because of Bonfire that my Rad/Fire/Fire Blaster was able to farm himself up from level 45 to 50 using strategies to maximize the power on narrow maps.

    Sidenote if any GMs are reading, I do skip both Repel and Repulsion Field, but would be much more willing to accept then if they had Bonfire's 25ft radius. That's the approximate radius needed to cover the full size of most dead ends and conference rooms (about 50ft across).
  15. Quote:
    Originally Posted by BurningChick View Post
    A large AoE? No target cap? Damage? One-shot neutralizes an entire 8-guy spawn? Autohit? Fast recharge? Long duration?

    It actually does have a target cap of 16. What's interesting about that is Ice Slick has a target cap of 10. I have no idea what the target cap actually does though; in Ice Slick, it would seem like it would make only some enemies suffer from -RunSpeed, but doesn't seem to work out that way in practice.
  16. Quote:
    Originally Posted by BurningChick View Post
    Devs, it's stupid powerful. If you keep it, you gotta do something about the toggled KB powers -- they are inferior in every single way possible (smaller AoE, more end, no damage, high mag KB). And if you're gonna nerf it, do it like ... last week.

    Some apologies from the posters who attacked those of who pointed this out months ago may be in order as well. I don't honestly remember who they were and am too lazy to go check, but this outcome has been known from the first day the proc was announced, and some of what our fellow players had to say about pointing it out was fairly un-nice.
  17. Quote:
    Originally Posted by Tater Todd View Post
    This proc would be even more desired if it worked properly. I'm waiting for the fix.

    Can you imagine Caltrops with the Ragna. Chance for KD proc mixed with the Over proc? What a 40-50% chance for Knockdown? And you can get almost 3 out at the same time.

    It will be glorious.

    To find the chance of at least one proc working, start with the chance of each not firing and multiply them together.

    I think they both have a 20% chance to fire (which is a 80% chance to not fire). (If that number is wrong, adjust and apply the same math below.)

    0.80 x 0.80 = 0.64, or 64% chance to not fire.

    If it didn't not fire, that means at least one fired. Therefor, there is a 36% chance at least one fires.


    There is also a chance BOTH will fire on the same enemy. To get that we just multiply the chances together. 0.20 x 0.20 = 4% chance both fire. It matters in this case because if both fire, the resulting knockdown becomes a knockback.
  18. Quote:
    Originally Posted by mauk2 View Post
    (sigh)

    Ok, I see a lot of "OMG THIS IS TOO GUD" posted in here.

    I don't see anybody running numbers.

    How does bonfire slotted with this proc compare to a whole bunch of other dot powers?

    Try, ice patch, rain of fire, and blizzard, for instance. How does it compare? Really?

    We have been posting numbers in various threads.


    Ice Slick 57% knockdown every 2 seconds*, 90 second recharge, 30 second duration
    Earthquake 51% knockdown every 2 seconds*, 90 second recharge, 30 second duration
    Bonfire 100% every 2 seconds, 60 second recharge, 45 second duration


    *Actual value somewhat lower but unknowable. There is a period after a knockdown where an enemy is immune to another knockdown. 57% and 51% are the chance to fall within the first 2 seconds of the power, actual number of enemies down at any point during the power is probably about 1/2 to 1/3 of that. So, more likely around 30% and 27% or so, to Bonfire's 100%.

    All of this is already in this thread, just not presented in this way.

    Whatever the case, it definitely doesn't take reading numbers to see this proc is too good in this power. It's perma knockdown, it's been removed from other powers in the past, and it's properties are already fairly well known.
  19. Well, biggest one is that when Glacier is down, Ice Slick can be cast around corners. Because it is a slow patch, its usually best to not put it right under the entire mob. Instead stick under the feet of a few guys at the front of the pack. They won't be able to run fast, but everyone behind them will be going full speed--right onto the edge of the slick. They will all end up clumping together and make AoEing them down easier.

    At the incarnate levels, alternating Glacier with Barrier provides pretty effective mitigation.
  20. BTW in general, yes I do use the immobilize. I cast it one time so enemies can't move, then don't refresh it so they start falling. I usually jump in with Glacier (if it's up), then cast the immob a few seconds after while enemies are frozen, so that by the time they are unHeld the -kb has worn off and they start falling.
  21. I have an Ice/Fire/Fire who happens to be my "main" character. That wasn't really planned, I just seem to gravitate to the character more than my others.

    You'll want to build for recharge and defense, most likely Ranged defense with supporting S/L resistance (from the armor).

    My build is constantly changing. Unfortunately, MIDs is not working for me right now but if you do a search on my name you might find some Ice builds laying around. I have some videos showing gameplay on my YouTube page if you want to watch those. The character is reasonably tough, maybe not "amazing." Probably much better than most people assume due to Ice Control's reputation, but I am also not a very good player overall.

    This is the most recent of the videos:
    http://www.youtube.com/watch?v=rHHiBCFPDOU
  22. IMO among the most self-serving points of view a player can maintain is that there are dozens of powersets, if not entire ATs, in dire need of buffs, and not a single one that should be reeled in. It's a difficult belief to maintain in the face of objectivity: it's the belief that the developers make tons of mistakes, and when they do it always results in a too-bad set, never a too-good one.

    The belief that some sets and powers are overpowered is identical to the belief that some sets are underpowered. There is literally no difference except for a belief about how developers should fix the issue. Both agree that mistakes and/or changes to the game have resulted in some sets not performing as they should. The difference is that one viewpoint is based on full disclosure, and the other on grabbing power. I personally consider it somewhat unethical to request changes to power sets while staying mum about sets like Plant Control.


    EDIT: I just re-read that and it sounded witchier than I intended. I'm not sure what word I should use instead of "self-serving"--for the record I don't care if players are self serving, since they pay to be here. But it's a POV I hope the developers can see through. One of my biggest bones to pick with CoX design is that unwillingness to nerf when necessary has spiraled power design to some absurd lengths.


    PS the power in Plant that unequivocally deserves a nerf is Roots. This is only semi-related to IOs, and only semi-related to Dominators. And by "nerf" we mean "make it obey the rules ALL other AoE immobilizes must follow."
  23. I like Stone Cages. It's not 100% necessary but I always seem to find reason to use them.

    I skip both Incinerate and Combustion on most of my builds. Incinerate has good damage but I hate the range of it. Combustion is slow as all get out and I find it very awkward to use despite its decent damage over time.

    The proc in VG is usually a good bet, unless you prefer to put damage procs there.
  24. I put it in Fireball personally because I will often cast it even at single targets due to its animation speed, and on most of my builds Fireball recharges faster than 10 seconds, which is the speed of the Knockdown proc when slotted in Rain of Fire.
  25. It's a bit of a tricky question, calculating how much more survivable +Regen makes you.

    For example if I said you will be taking 10,000 points of damage over a peroid of one minute, but have a regen of 10,000 points of damage over the same period, a damage model might assume I had taken zero damage. After all, I'm losing exactly as many HP as I get back.

    But let's change the statement. Instead of taking 10,000 points of damage over a period of one minute, you will be taking 0 damage for the first thirty seconds, 3,000 damage at the 30 second mark, and the remaining 7,000 damage over the remaining period.

    What makes Regen tricky is that if you ever hit either max or min HP, it basically stops doing anything extra. The benefit is in returning to Max HP (or at least toward it), not in sitting there.

    In the example above, what happens after the 30 second mark is irrelevant, because you are dead. Regen provided no benefit at all for the first thirty seconds of the fight, because you were already capped; it didn't stack its benefits up in preparation for a big HP loss. Because of this, it provided no benefit at the thirty second mark, and after that you are dead. It certainly can add a lot of survivability, but it can also essentially add zero depending on how the damage arrives.