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I think Rad and Dark are both good sets for what the OP is trying to do. I just want to throw in my hat with a couple of things that haven't been brought up yet:
Lore pets. They're pretty much rewritten the rules on what it means to solo an AV. Outside of bragging rights and doing it the old, hard way, Illusion Control's edge has significantly diminished versus where it was a few years ago in terms of most AVs. Even if you don't choose to actually solo, having your Lore pets not die often means a huge DPS contribution in trials and elsewhere.
Anyway, Lore pets do very good damage for 5 minutes at a clip, but they can die, so any set that can heal or protect them has an advantage that is somewhat difficult to define, in some circumstances even Power Boosted Force Field (shocker, I know).
Cold, Time, and Dark all offer +Defense, Rad does not. Cold has no particularly great way to heal a Lore pet, but can put some +HP on one. Time and Rad have reliable PBAoE heals, Dark heals for more but has to roll accuracy to use it. -ToHit is heavily resisted and is almost a non-factor for any set except possibly Trick Arrow (which is hands down the worst set at supporting any pet).
Radius of Debuffs. Unrelated to AVs,Radiation and Dark's -ToHit toggles are very different from each other. One often missed difference is the radius. Dark has a 25ft radius, Radiation has 15. The difference is very noticeable in gameplay.
+Recharge for self. Only a few powers anywhere in the game outside of Hasten offer +Recharge to the caster. Radiation has one, Time has a ridiculously powerful one that shames all others, no other buff set does [EDIT:except Kinetics]. While Recharge has limits of usefulness after you acquire sufficient amounts, this "bonus" recharge can make it easier to set up the build in the first place, especially if you plan to do a lot of exemplaring.
-Recharge. Cold Domination offers a huge bonus to Recharge resistance. While I'm not really sure you'd normally get hit by -Recharge debuffs anyway, remember that the assumption of "perma Phantoms" is that you never get hit. If Cold Doms get hit they weather it better than other Illusionists. (This is usually more of a factor for other Controllers, particularly those in search of mezz protection from perma Indom Will). -
Quote:If you were to take a vote, I am sure the overwhelming majority are going to say Option #2.
The real issue is getting a consensus on what the set(s) should get and convincing the Developers that they need these improvements.
One question that has always been brought to mind regarding this; would adding a new secondary effect to a power, without changing it from a toggle to click, or vice versa, really be a violation of the Cottage Rule.
For example, lets say we increased the damage on Force Bolt to be equivalent to, say, Neutron Bolt, and then ALSO added a "stun" effect or short duration Debuff (My personal choice). Would this "break" the rules.
If you ask me, the answer is clearly NO, but I am not sure that the Devs have actually answered that question.
thoughts ?
It's hard for me to think through what effect a damaging version of Force Bolt would have on the 4 ATs the power is available on. It seems great for Masterminds. Controllers probably wouldn't get Containment so I'm unsure it's worth casting. A second T1 for other Defender/Corruptors is hard for me to rate.
Another idea I had relates to the "Dizzied" status effect I mentioned above. The "Dizzied" status could dictate that the enemy is unable to try to stand up for some period of time after being knocked down/back. It's also something I had thought about as a fix for Ice Control's Ice Slick power: enemies who fall get up more slowly, too.
The "Dizzied" status effect would be enhanced by Knockback IOs and enhancements. Powers like Ice Slick would have the value hard-coded in at a decent value, while powers like Force Bolt and a few choice other powers could enhance it, and using Power Boost would have some effect. -
I mentally associate Shiver with Earth's Quicksand power. They are very similar overall.
I don't have Shiver on most of my Ice characters. The cast time to effect time is horrendous. -
Quote:I really don't think what Force Fields needs are more esoteric and highly situational power gimmicks. It needs utility that is useful against all content types so that people will value the set for more than Deflection Shield, Insulation Shield, and Dispersion Bubble outside of a couple extremely limited cases like caging the buff beams on the Recluse STF fight or Force Bubbling the paths in BAF.
Agreed but I'm not going to rehash what I've written in 50+ other threads every time I post. These suggestions are in addition to other things.
Regardless, I'm not sure I'd call the ability to knock an eney out of Phase/Intangible "highly situational." Maybe highly situational like Benumb is highly situational, especially attached to a better version of Force Bolt. -
I think the knockdown in Ice Slick should ignore the -kb in any immobilize. How to do that, I don't know. Make it unresistable would be one way, but that may have other issues.
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Quote:What if we added -resist to Repulsion Bomb and made it last... 20 sec or so? Maybe lower the end cost to 12?
I think Repulsion Bomb would be cool if if we ignored its name and reversed its original design. Enemies within 15ft of the target all get sucked next to the target (via teleport).
I've often suggested that Force Bolt should cause a collision of forces that locks enemies out of intangibility for a period of time (e.g. Carnies). Another option is for Force Bolt and a couple of other powers to apply a Dizzied status effect that prevents the use of certain abilities.
Of course that wouldn't be as necessary if they implemented my suggestion that the damage taken from a fall that results from a knockback be multiplied by the mag of knockback that triggered it (with some limits). -
You could just make it not have a melee attack, since that would be unique in itself. Fire Assault actually only has 1. Glue Arrow would be a suitable power (similar to Thorntrops). If you really need a PBAoE, have the arrows shoot straight upwards.
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Unless you fight lots of Nemesis...
...we will all soon be fighting lots of Nemesis. -
Based on your criteria, Dark or Radiation.
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Well this is my current partially planned build. Note a couple of underslots are actually places where Enhancement Boosters would go.
Hero Plan by Mids' Hero Designer 1.954
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Controller
Primary Power Set: Darkness Control
Secondary Power Set: Cold Domination
Power Pool: Flight
Power Pool: Speed
Power Pool: Medicine
Power Pool: Leaping
Ancillary Pool: Psionic Mastery
Hero Profile:
Level 1: Dark Grasp -- BasGaze-Acc/Hold(A), BasGaze-Rchg/Hold(3), BasGaze-Acc/Rchg(3), BasGaze-Acc/EndRdx/Rchg/Hold(5), HO:Perox(5), Dmg-I(7)
Level 1: Infrigidate -- Acc-I(A)
Level 2: Living Shadows -- GravAnch-Hold%(A), Cloud-%Dam(7), Posi-Dam%(9), TotHntr-Dam%(9), SipInsght-Acc/ToHitDeb(11)
Level 4: Ice Shield -- LkGmblr-Rchg+(A), LkGmblr-Def(11)
Level 6: Possess -- CoPers-Conf(A), CoPers-Conf/EndRdx(13), CoPers-Conf%(13), CoPers-Conf/Rchg(15), CoPers-Acc/Conf/Rchg(15), CoPers-Acc/Rchg(17)
Level 8: Fearsome Stare -- Cloud-ToHitDeb(A), Cloud-Acc/EndRdx/Rchg(17), Cloud-Acc/ToHitDeb(19), Cloud-%Dam(19), Cloud-Acc/Rchg(21), Cloud-ToHitDeb/EndRdx/Rchg(21)
Level 10: Glacial Shield -- LkGmblr-Rchg+(A), LkGmblr-Def(23)
Level 12: Heart of Darkness -- WotController-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(A), WotController-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(23), WotController-EndRdx/Rchg(25), WotController-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(25), WotController-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(27), WotController-Rchg/Dam%(27)
Level 14: Hover -- LkGmblr-Rchg+(A)
Level 16: Hasten -- RechRdx-I(A)
Level 18: Haunt -- C'Arms-+Def(Pets)(A), EdctM'r-PetDef(29), SipInsght-ToHitDeb(29), SipInsght-Acc/ToHitDeb(31), SipInsght-Acc/Rchg(31), SipInsght-ToHitDeb/EndRdx/Rchg(31)
Level 20: Arctic Fog -- RedFtn-Def/Rchg(A), RedFtn-Def/EndRdx(33), RedFtn-Def(33), RedFtn-EndRdx(33), RedFtn-EndRdx/Rchg(34), RedFtn-Def/EndRdx/Rchg(34)
Level 22: Aid Other -- Heal-I(A)
Level 24: Aid Self -- Numna-Heal/EndRdx(A), Numna-EndRdx/Rchg(34), Numna-Heal/Rchg(36), Numna-Heal/EndRdx/Rchg(36), Numna-Heal(36), Numna-Regen/Rcvry+(37)
Level 26: Shadow Field -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(37), BasGaze-EndRdx/Rchg/Hold(37), BasGaze-Rchg/Hold(39), SipInsght-Acc/ToHitDeb(39), Lock-%Hold(39)
Level 28: Benumb -- RechRdx-I(A), Acc-I(40)
Level 30: Combat Jumping -- LkGmblr-Rchg+(A), Ksmt-ToHit+(40), Zephyr-ResKB(40)
Level 32: Umbra Beast -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(42), ExRmnt-Dmg/EndRdx(42), ExRmnt-Acc/Dmg/Rchg(42), ExRmnt-EndRdx/Dmg/Rchg(43), ExRmnt-+Res(Pets)(43)
Level 35: Sleet -- RechRdx-I(A), Achilles-ResDeb%(43)
Level 38: Heat Loss -- Efficacy-EndMod/Acc/Rchg(A), P'Shift-EndMod/Acc/Rchg(45)
Level 41: Mental Blast -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/EndRdx(45), Thundr-Dmg/EndRdx/Rchg(45), Thundr-Dmg/EndRdx(46), Thundr-Dmg/Rchg(46), Thundr-Acc/Dmg/Rchg(46)
Level 44: Indomitable Will -- LkGmblr-Rchg+(A), RechRdx-I(48)
Level 47: Psionic Tornado -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Acc/Dmg/EndRdx(50), Posi-Dam%(50), FrcFbk-Rechg%(50)
Level 49: Mind Over Body -- S'fstPrt-ResDam/Def+(A)
Level 50: Agility Radial Paragon
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Level 2: Swift -- Empty(A)
Level 2: Health -- Mrcl-Rcvry+(A)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- EndMod-I(A)
Level 1: Brawl -- Empty(A)
Level 1: Containment
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
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About 50% of problems with powersets have to do with methods of evaluation more than the actual set itself, and after reading this discussion that's my overall impression here as well.
For one thing, "AoE" and "single target" are invented categories. There's a reason the "best" AoE chain is impossible to determine: outside of farming, it's often advantageous to mix AoE with single target attacks against the most dangerous enemy. Exactly how and when this is true is impossible to derive, because it's related to opportunity costs.
This is actually where I incidentally disagree with a popular notion that's been appearing on the boards lately, about range having no practical damage value. It is clear from my practical experience with Assassin Strike that physical distance limits my damage SIGINIFICANTLY, not only because it often reaches "guaranteed critical" status often just as the target dies or is killed by a teammate, but because the current target's HP is often low and the extra damage ends up "wasted." The opportunities lost by being unable to fire this particular power at the "perfect" enemy hinders my Stalkers very noticeably. if I were a better Stalker player, I could reduce this somewhat but I doubt I could completely eliminate it. Damage crunchers, meanwhile, continue to assume I land every Assassin's Strike in time to use the critical, which no doubt happens in pylon fights but much less reliably against the target's encountered in much of te rest of the game.
Anyway, I've always been somewhat weirded about by "aoe attack chains" because on most characters most of the time I have few actual opportunities to use it. Even the few characters that do have full chains find themselves spamming it for more than about one cycle, tops. Outside of say, fire farms, a high BURST seems often more advantageous to me.
Where Staff falls on that chart I'm not sure. In fact, it's somewhat unknowable, because it depends on how often you needed to use a good single target but couldn't because, say, the current enemy is too dangerous so you ended up blowing your animation time on a cone + defense power to protect yourself. There isn't a clear answer to many of these evaluations, and many of the elaborate formulas that appear on the boards tell us more about the poster than the powerset.
That's not to say powersets are completely subjective, but it is to say that like claims that "iq" measures "intelligence," what is derrived from such measurements may approach the truth in a general sense, but rarely is it actually true.
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Quote:Mind Controllers as top tier is not close to the mark, so it is not clear what you are talking about. On Dominators, maybe, but I still prefer my Ice Doms once both sets types get IOed.The point is that Illusion as a set adds much more offensively than Ice could hope to conjure whilst providing competitive if not outright superior control- Same could be said for Plant and Mind, being the top tier sets.
Do you actually have an Ice Dominator from which you are drawing these conclusions or are you just arguing to argue? You are kind of all over the place and it's apparent, frankly, that you really aren't very familiar with the set, particularly in terms of its performance at the "top end" you keep bringing up in this and other threads (e.g. the Archery/Psi Blaster discussion).
EDIT: Just re-read that, sorry, it was ruder than I intended. I just mean, do you actually have an Ice Dominator with IOs and incarnate abilities to compare to a similar character with other sets? I have a Ice/Fire Dom, my little brother has a Earth/Fire Dominator with a nearly identical build (I built both characters). I've played both and both are very good. Definitely not as huge a gap as some people seem to think based on pre-IO performance. The main thing is just that the Ice character has more trouble at the start of the fight or against enemies with a lot of +ToHit, the Earth usually has more trouble if he finishes a fight quickly and runs off to the next before powers are recharged: no Arctic Air and no stacking with Contagious Confusion or Cognitive. Cognitive + AA is incidentally where a lot of my additional mitigation comes from, and that particular synergy is less than 8 months old, so I doubt if many players at all have tried it.
I also have to admit I don't know exactly what you mean by the farming like a Brute comment a few posts ago. I think Ice is probably better than Plant at that if what you are talking about is Fire farms. Earth might beat Ice. But I can definitely fire farm with my Ice/Fire at around 50+3 with bosses. Not as easily as a Brute due to modest HP and lower capped resists, but easily enough. If you're just talking about finding some map to run around against 50+4s that's unquestionably possible and I've done it many many many times on the Ice/Fire Dominator, again possible because AA has no recharge so it is always ready for the next group no matter how fast you go.
EDIT2: Of course I wrote all that, and then right after went into Dark Astoria and got my butt handed to me by the Knives of Vengeance. I have no idea how other Dominators do with that, but without a good hard mezz, forced to fight something that seemingly ignored -run speed, I was toast, even at +2 (to my +3). ut a lot of that comes down to the decision to increase the ToHit of mobs in incarnate content, which naturally effects Ice Control, because when its mitigation is entirely tied to being able to mimic a Scrapper. -
I'm thrilled to get new armors actually. I think the unique armors set CoX apart from competitors. Lots of games have unusual attack types, but CoX sits nearly alone in having a choice of unusual armors.
I have long wanted to see a Gravity Blast set, though. Telekinesis being one of the core powers seen in comics, and not particularly well represented by Psi Blast.
PS I had been at the Pummit I would have thrown in that an armor whose characteristics extend to nearby team members would be new ground. Only Shield has that right now. Why not give teammates some +Recharge when you are around (e.g. +10% Recharge to self and allies, as opposed to +20% Recharge for self only in a few existing sets)? -
Corruptor.
Defender Cold Domination gets the wrong pet from Sleet. It should get the same one as Defender Storm Summoning does. Instead it incorrectly inherits the same pet as Corruptors get.
But even if that is ever fixed, still Corruptor. -
Quote:Pairing World of Confusion (where "world" equals "reach out and touch you distance") with a Cognitive Interface (with a 20% chance to proc Mag 2 Confuse for 4 seconds on your Interface) might be worthwhile ... but even that's a bit of a stretch, since I wouldn't recommend Cognitive for any AT other than Mastermind (and not even all of the Primaries for MM either!).
Sideline, but I've found Cognitive great on Ice Control characters. -
Quote:@Oedipus I don't doubt that the set can perform to a reasonable standard, because everything in the game can. COH is very balanced in that respect, I don't think that anything is ever truly terrible... It's just that some sets are so good/so much better than others in comparison and that's what leads to things like me calling sets like Ice Control "bronze medal" sets. I'm sure that a good player who's experienced with it can do great things with it, but c'mon. We have Illusion, Mind, Plant, etc.
I also have those sets and I am saying is that with IOs, Ice is not as far behind as you think once it starts plugging holes. When other sets get IOs, they improve but gameplay doesn't radically change. Ice is more like "Where the hell did THAT come from?" I would definitely say my Ice Doms give my Mind a run for his money. AA is a freaking awesome control power with no real recharge once you tame it: it's built for steam rolling. Mind Control, not so much.
I wouldn't say no to unresistable knockdown in Ice Slick and alonger confuse in AA. Or Glacier with half its current recharge. But a lot of that has more to do with the journey to IO-hood and not the final destination.
EDIT: Specifically, what I disagree with is that anything given IOs improves the same amount. I don't really feel IOs significantly improve Sonic Resonance, for example. But Ice is in a weird position: it has a very good power that only unlocks its potential specifically after you add defense and reliable mezz protection. So, it's not quite the same as just throwing survivability at another character. The survivability compounds on itself and produces something a lot stronger than what you might initially expect. -
It's a bit of a volatile thing of me to say, but IMO Force Field suffers from a cousin of the "healzor" mentality itself in regards to players who believe lots of knockback powers (as compared to lots of heals) are a keystone to great gameplay.
That's not to say everyone who likes Force Field falls into this category, but from my experience the ideal way to use FF is to grab 5 powers tops (if not fewer) and grab everything else from your other set or pools because what's there is so much better. What really makes me sad about FF is looking at Tactics and thinking "This is better than half of what's available in my primary set."
Force Field with DDR might be something to see. And here's hoping it picks up some Absorb mechanics. Based on some leaked info, it appears it will soon be possible to cast a power at a ally OR an enemy, and Sonic and FF's intangible powers would IMO be very interesting with an Absorb mechanic when cast at a teammate.
What's really tell-tale about the state of FF though, is he fact that everyone considers it mostly a buff set. It isn't mostly a buff set by design: it has more enemy-affecting powers than Cold. But these powers suck so much that no one takes them seriously. They make up the fodder for what support sets contritbute to APPs and Veteran powers or else are just ignored completely. -
Repulsion Bomb sucks. That's what you mainly need to know.
The main reason to take it is there isn't much else to pick from. The power might be okay with reasonable cast time. But it takes forever to cast, does low damage, doesn't even deal a guaranteed stun to Minions, and has a recharge way higher than a typical AoE blast. It's also only a 12 foot radius.
On paper, the power deals the same damage as an Tier 1 AoE blast. It would be just about the worst AoE blast in the game tho for its recharge, cast time, projectile speed, and radius. I guess that's better than nothing but it's certainly not better than a decent debuff or control power that actually works. -
I don't play any epic AT. The unique power combo system is the main reason I play CoX. The epic ATs feel extremely limited to me.
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Quote:Even if you Balance Plant Control it will still be near the top especially in the late game unless you completely butcher the recharge and damage on Carrion Creepers (as well the other broken interface issues with CC), Reduce the recharge of SOC as well as lower the mag, and fix roots entirely. The set is sooo well balanced so then after the adjustments happen it will still be excellent at control.
It being near the top isn't really concern of mine. It having an immobilize superior to a blast is, though.
I would probably give Roots the Fire Cages treatment. That would lower it as follows:
Current: 3.06 x 3 Lethal + 3.06 x 3 Smashing + (If containment: 6.12 x 3 Lethal) = 36.72
Revised: 3.36 x 3 Smashing + (If containment: 3.36 x 3 Lethal) = 20.16
That puts it exactly even with Fire Control, still ahead of other control sets and, for its recharge actually still a fairly impressive power. Not an immobilize nuke, though.
We should note that when other damage powers outperform similar damage powers, they tend to do it at the hands of unusual calculations. Not Roots. It just straight up deals twice as much damage as everything except Fire, and about 1.5 times as much as Fire, whose secondary effect is supposed to be "more damage." Plant doesn't have a real secondary effect so I am fine with giving it a few edges, but this one is waaay too out of line.
I would ultimately love to see the set toned down some and it pick up a stronger secondary effect of +Regen. That theme already appears to be running strong in it. -
Quote:I think the devs did a good job with Dark Control ,and Electric for that matter. Dark sits slightly above the middle of the pack in damage, but pays for it with some odd quirks. Electric, in my opinion, has more damage potential than most credit it for due to the generally low opinion of Jolting Chain and its slow single target activations.
I more or less agree. I have some quibbles with it but then I always do. My general take is that is a powerset is only somewhat over or underpowered that it's okay.
In any case, there is some history here: the last time Tater Todd and I debated Roots was during the Dark Control beta. Dark Control originally had Root's damage values. We and others had a protacted argument about it, then in one of the beta builds the numbers were reduced to their current values. Had Dark been released with the originally intended values, it would have rivaled Plant. But no set is allowed to rival Plant, because Plant is broken. This issue is at least on some developers radar in terms of new sets.
There's a reason I keep saying if Plant or Fire were released today, the boards would be flooded with people saying these were the worst powersets in the game's history, as evidenced by Smoke, Bonfire, Tree of Life, and Spore Burst. That's because most beta testers don't seem to actually test sets as a whole. Instead they scan individual powers and make sure no single power is worse than the best something else has to offer.
Quote:No, no, no. Both of you...you're not reading my posts. I said to build all sets to the level of Plant Control. Not particularly in damage but in function and survival. Currently there are a lot of sets out there that don't provide decent damage or control. I said nothing about making a set better than plant control...and then turning around to make another set push even further.
Todd, you are an all around good guy and I don't like to argue with you, but what you're suggesting is along the lines of saying that the way to fix Shield Charge was to give all other sets something comparable. It just doesn't work. It's unsustainable to just keep pushing values up and up. And it doesn't just effect Controllers or Dominators. Corruptors, Blasters and Defenders are frankly getting screwed by Plant Control.
One of the funniest things I read recently in the Staff Fighting feedback section was that powersets would be more popular if all of them were "above average." I'm still not sure if that was intended to be sarcastic. -
Fixing a grossly overperforming powerset IS "building up." I'm not here to to wrangle power by misleading developers.
A policy of buffing powersets but never fixing major violations of balance formulas is unsustainable. It is, in fact, how we got where we are now, where all of these other sets NEED a buff. -
Quote:*Stop it!* No nerfing of Plant! It's not the lead in damage Fire is. Plant is exceptional because it's an all around good set with damage that makes Fire Control sweat....a lot.
Suddenly Plant is so horrible funny how I didn't see any of this attitude on the forums before the Pet/Fire Imps Nerf.
The problem with objectivity is sometimes you win, sometimes you lose. I have Plant Control characters who would be weakened by fixing it.
There are some points that are debatable in powerset discussions because they come down to context. But there is no context in which Root's damage values are justifiable in relation to the other Control sets or to powersets in general. None. Zero.
I personally believe asking the developers to buff a set is a matter of ethics. I'm telling them that in my unbiased opinion the set needs help. With Plant, concealing what I know to be extremely damning data while demanding fixes to other sets is to me tantamount to lying. The set is ridiculous, not just ancedotally but identifiably, based on numbers that are completely out of alignment with what has been established for other sets. There are two possible ways to deal with it:
1) Buff the damage of all other Control sets, along with Blasters, Defenders, Corruptors (at a minimum) along with all other ATs that are supposed to specialize in AoE powers
2) Fix Roots
The choice is pretty obvious to me. -
There are a few issues with Frostbite versus Ice Slick that hurt Ice Control.
The first is Containment. That was covered earlier.
The second is that for Fire, Plant, Dark, Electric, and Gravity, the AoEs are an attack. Moreover, they are an attack that doesn't disable your control powers. In the early years of the game, this originally wasn't so bad... you could immobilize things and for the first 12 seconds they wouldn't fall, but after that they would., because the actual base damage of the AoE isn't that great (outside of using Kinetics).
But then came procs (including a Chance to Hold proc).
And then came incarnate procs, which are tied to damage delivery.
And now here comes Hybrid, where you can get extra control from damage delivery powers.
The AoE immobilizes are basically blast powers now. For every set except the one that can't just spam them (and Mind and Illusion, which lack them entirely. Illusion doesn't really need it, Mind Control on Controllers is meanwhile probably worse off than even Ice at least in terms of damage).
The current situation is basically that to play Ice on a Controller, you should build with defense to handle enemies that aren't going to be falling because that is where most of your damage is going to come from. Jack Frost is durable (only as of the recent buff) but compared to say, Dark or Plant's pets isn't going to do too much.
WARNING: People who only want to press for buffs without also considering that nerfs are also possibly necessary shoudl stop reading here.
It's time we had an honest discussion about Plant Control.
Specifically, we need to talk about how outrageously overpowered it is and what to do about it. I don't feel it's honest in the slightest for us players to tell the developers this set or that set needs buffs while not doing the same kind of analysis on a gross overperformer like this one.
Seeds of Confusion is ridiculous. But it's not even the power I want to talk about right now. No, I want to talk about Roots. For reasons known only to the original developers, Roots does exactly twice the base damage of other immobilizes.
With an actual blast power, it would be considered insane for a power with the same recharge and modus operandi as 6 other powers to do literally twice as much damage as every other version of that power, but somehow Plant does.
If the problem ended there it might get a free pass, but it doesn't. Not only does Roots do significantly better damage than other immobilizes, but by my admitedly non-verified-by-Arcanaville estimate, on a Controller it does around the level of an actual Corruptor blast with half the recharge and twice the radius (before factoring in Scourge). Mids is doing some weird things I don't understand right now, so here are the numbers based on what I pulled from City of Data:
Code:Now, to understand how outrageous those numers are, we need to delve into a little geometry. A radius of 30ft vs a radius of 15ft doesn't mean Roots is "twice as big" as standard AoE blasts. There are two ways to look at it, as a circle (if you care only about stuff basically on the ground all at the same level) and as a sphere (if you care about the true area). A 15ft radius gives you 706ft area in a circle and ~14,137 ft in a sphere. Root's 30ft radius in comparison gives you 2827 ft in a circle and ~113,097 in a sphere. The sphere created by Roots is 8 times larger than standard AoR blast powers. And it recharges in half the time.Roots (Controller w/ Containment): Damage: 36.72 Recharge: 8s Radius: 30ft Explosive Arrow (Corr): Damage: 37.54 Recharge: 16s Radius: 15ft Explosive Blast (Corr): Damage: 37.54 Recharge: 16s Radius: 15ft
The power is only given that radius and recharge on the assumption that it's a "control" and not a "blast." And yet it's quite clear that this power has assumed the role of a Blast. And then there are all those procs to consider.
At best, Roots should be doing the damage of Fire's immobilizes. In fact, even the numbers on Fire's cages in a game now filled with damage procs and incarnate powers are eyebrow raising enough that I'm convinced a review of all Control sets is in order. But at least Fire adheres to the basic metric: it gets the same base damage as other sets, then tacks on a little DoT. Plant just straight up doubles the numbers. It would be like having Explosive Arrow randomly deliver twice as much damage as every other AoE. It just isn't done with attack powers. And since this power is clearly an attack, it needs to be brought in line. -
There are a bunch of sets that could use a lift, but nothing stands out to me more than Blaster Devices.
Energy Melee is way up there of course.
The four support sets that in my mind are competing for a spot at the bottom are Force Field, Sonic Resonance, Trick Arrow, and Poison, each for fairly different reasons but most of it coming down to just plain not delivering like other sets do. Of these, Force Field bothers me the most because it's such a conceptually important set for the super hero theme.