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Quote:And yet they modify content to nerf these powers. Here's a recent example: the UG trial. You used to be able to cage the lichen that boosted the Lichen-Infested WW's regen. That was quickly changed.
In fact, this has happened repeatedly to several of Force Field's less popular powers. You used to be able to Repel the bombs on the Tin Mage Task Force with Force Bubble. It was changed so you couldn't. You used to be able to knockback the Telepathists in TPN. Also changed. You could make Antimatter intangible to prevent damage to him. Changed. For powers they don't have time to change they do seem to spend a lot of time modifying content to nerf it back into uselessness.
Force Bubble and the intangible powers are in the frustrating position of being powers limited in usefulness to extreme situations, but when those extreme situations actually occur the encounters are routinely changed to prevent them from working. This is a very well established pattern at this point.
Quote:Originally Posted by TimeshadowModifying content to better suit a very small number of powers doesn't quite make sense.
In any case, we could start fixing some of these powers by changing the encounters back.
It is also entirely ridiculous that Repel doesn't work on the swords in Apex, which is one of the main situations where you would even need it to work. -
HT is an interesting power in that it proves you can effectively nerf a power by making it more useful.
Illusion/Dark will be wicked. It's not like Illusion needed a third -ToHit debuff and Spectral Terror is basically the power that Dark is missing.
Dark Affinity is easily in competition with Cold and Rad as a "premier" min/max set for Illusion (or, well, anything). The two new powers are not very good but everything else still is, and its not like control is something most Controllers lack. -
Ok, there is some seriously inspired casting going on here, but none more so than Mother Mayhem as Frank. That's brilliant. It puts the BAF cutscene into an entirely new perspective. She's not enunciating. She's singing. (Or at least mincing).
As for the others, I may have some strange ideas:
Brad - I think it should be someone uptight. So naturally I gravitate to Maelstrom. Percy is also an inspired choice.
Janet - I actually don't really see Sister Psyche here. I see someone who starts out... fastidious, fussy, and easily influenced. The Desdemona suggestion fits quite well though. In fact even as I'm typing this, more and more I can see Desi as the "corrupt Janet" from late in the show. Also, Ms. Liberty's real world and alt world personalities seem to embody this character in literal terms.
Magenta - Ghost Widow is almost too perfectly snide to not play this role. Hired without an audition.
Columbia - Tell me if I'm weird: Flambeaux. Totally. Don't the characters even have similar story arcs, getting caught up in stuff way over their heads?
Rocky - I gravitate to Back Alley Brawler and Black Scorpion but only on virtue of size.
Riff Raff - I totally see Captain Mako in this role, right down to being a backstabber. I agree that Sicorocco is good casting as well.
Criminologist - Given his role as a "meta entity," I nominate Null the Gull. If Null is unavailable, Prometheus is my next pick.
Dr Scott - Does Azuria have a Praetorian counterpart? Because if so, that's who I have in mind.
Eddie - Frostfire or Mangle. -
Quote:As far as I am concerned, Ice Control is just fine the way it is. Would we all love it if it got buffed? Sure. But I could say the same for a dozen other powersets. It doesn't NEED a buff. Personally, if they buff any particular powerset, I'd like to see Energy Melee get a buff before I would get concerned about Ice Control. That's not to say EM is at the top of my "Needs to be buffed" list, but it's pretty darn close.
I mostly agree. Ice is reasonably far down my list of sets in need of serious changes. Part of this is that I overcome most of its initial issues with IOs, though.
However, I do feel I need to point out again part of what makes Flash Freeze so terrible--if you take any of the incarnate procs that cause a Damage Over Time, the power ceases to function. In fact, Ice's relationship with Interface procs overall is pretty unfortunate, because where every other set can happily spam its immobilizes, Ice makes a very heavy tradeoff in doing so AND one of its powers stops functioning completely. And with Ice Controllers and the whole Containment issue, in a set with such low damage and uneven control, it feels really egregiously unbalanced.
Regardless, I agree that Energy Melee needs to be fixed way before Ice Control. And I'd add Force Field, Sonic Resonance, and Trick Arrow to that list as well. -
Quote:She said that asking the devs to change Flash Freeze to stop Alphas when you can do it yourself by slotting range is like being 40 years old and having your mom cut your meat for you at the dinner table. You shouldn't really expect it unless you only have one hand (like her sister's husband).
The best way to slot Flash Freeze is to not slot it at all. It's a terrible power. If you are an incarnate and select an Interface with a DoT the power doesn't even perform its primary function. I'm also curious why it requires the main target be on the ground in order to work. It leaves you without a standard alpha buster, but Ice Slick (which I agree functions well with Range) is a better opener most of the time. Regardless, I strongly disagree with you that slotting Range in Flash Freeze fixes anything. I actually find the statement bizarre. Are you just being rhetorical and/or sarcastic?
I honestly think Ice Control is a victim of the fact that long ago, people waaay overestimated the effectiveness of -Recharge. It does work, and it's not terrible, but reading posts from that era it seems apparent people (possibly even the developers at that time) didn't understand that -Recharge caps at -75%. Shiver actually once had a 30 second duration and it was nerfed to 18 seconds. At least that made skipping the power an easy decision; hopping in and out of melee might be practical for a power like Heart of Darkness since you only have to fire it every so often, but the conflict between AA and Shiver is really silly, since moving away from melee has fairly immediate effects and Shiver's duration is too short to cover most of the timeframe during which enemies would even have powers recharging. -
Possible starting point below. This build assumes you are using Barrier Destiny and Cardiac Alpha. Features decent recharge and good defense to Ranged and Slash and Lethal (capped in non-incarnate levels all the time if you always use Barrier Tier 4). Blizzard is slightly underslotted here and you may be able to figure out a better slotting scheme.
Web Envelope was added to help you keep enemies inside rains and near debuff toggles.
Spending some Paragon Points on IO level enhancements could make a few powers (eg Enervating Field) be more effective.
Villain Plan by Mids' Villain Designer 1.952
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Corruptor
Primary Power Set: Ice Blast
Secondary Power Set: Radiation Emission
Power Pool: Fighting
Power Pool: Flight
Power Pool: Leaping
Power Pool: Speed
Ancillary Pool: Mace Mastery
Villain Profile:
Level 1: Ice Blast -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/EndRdx(3), Thundr-Dmg/EndRdx/Rchg(3), Thundr-Dmg/EndRdx(5), Thundr-Dmg/Rchg(5), Thundr-Acc/Dmg/Rchg(7)
Level 1: Radiant Aura -- Numna-Heal/EndRdx(A), Numna-EndRdx/Rchg(7), Numna-Heal/Rchg(9), Numna-Heal/EndRdx/Rchg(9), Numna-Heal(11), Numna-Regen/Rcvry+(11)
Level 2: Radiation Infection -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/Rchg(15), DarkWD-ToHitdeb/Rchg/EndRdx(17), DarkWD-ToHitDeb/EndRdx(17)
Level 4: Ice Bolt -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(21), Thundr-Acc/Dmg/EndRdx(21), Thundr-Dmg/EndRdx/Rchg(23), Thundr-Dmg/Rchg(23), Thundr-Acc/Dmg/Rchg(25)
Level 6: Accelerate Metabolism -- Efficacy-EndMod/Rchg(A), P'Shift-EndMod/Rchg(25), P'Shift-EndMod/Acc/Rchg(27), RechRdx-I(50)
Level 8: Freeze Ray -- BasGaze-Acc/Hold(A), BasGaze-Acc/EndRdx/Rchg/Hold(27), BasGaze-Rchg/Hold(29), BasGaze-Acc/Rchg(29), EoCur-Acc/Hold/Rchg(31)
Level 10: Frost Breath -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(31), Posi-Dmg/Rchg(31), Posi-Dmg/Rng(33), Posi-Acc/Dmg/EndRdx(33)
Level 12: Enervating Field -- EndRdx-I(A)
Level 14: Ice Storm -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(33), Posi-Dmg/Rchg(34), Posi-Acc/Dmg/EndRdx(34), Posi-Dam%(34)
Level 16: Aim -- RechRdx-I(A)
Level 18: Bitter Ice Blast -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/EndRdx(36), Thundr-Dmg/EndRdx/Rchg(36), Thundr-Dmg/EndRdx(36), Thundr-Dmg/Rchg(37), Thundr-Acc/Dmg/Rchg(37)
Level 20: Lingering Radiation -- Acc-I(A)
Level 22: Boxing -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(37), Stpfy-Acc/EndRdx(39), Stpfy-Stun/Rng(39), Stpfy-Acc/Stun/Rchg(39), Stpfy-KB%(40)
Level 24: Tough -- S'fstPrt-ResDam/Def+(A)
Level 26: Weave -- RedFtn-Def/Rchg(A), RedFtn-Def(40), RedFtn-EndRdx(40), RedFtn-EndRdx/Rchg(42), RedFtn-Def/EndRdx(42), RedFtn-Def/EndRdx/Rchg(42)
Level 28: Hover -- LkGmblr-Rchg+(A), LkGmblr-Def(43)
Level 30: Combat Jumping -- LkGmblr-Rchg+(A), Ksmt-ToHit+(43), LkGmblr-Def(48)
Level 32: Blizzard -- Posi-Dmg/Rchg(A), Posi-Acc/Dmg(50)
Level 35: Web Envelope -- Acc-I(A)
Level 38: Scorpion Shield -- LkGmblr-Rchg+(A), LkGmblr-Def(43), LkGmblr-Def/EndRdx(45), LkGmblr-Def/EndRdx/Rchg(45)
Level 41: EM Pulse -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(45), BasGaze-EndRdx/Rchg/Hold(46), BasGaze-Acc/EndRdx/Rchg/Hold(46), EoCur-Acc/Hold/Rchg(46)
Level 44: Super Speed -- Zephyr-ResKB(A)
Level 47: Hasten -- RechRdx-I(A), RechRdx-I(48), RechRdx-I(48)
Level 49: Fly -- Zephyr-ResKB(A), Zephyr-Travel/EndRdx(50)
Level 50: Cardiac Core Paragon
------------
Level 2: Swift -- Empty(A)
Level 2: Health -- Mrcl-Rcvry+(A)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(19), EndMod-I(19)
Level 1: Brawl -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(13), KntkC'bat-Dmg/Rchg(13), KntkC'bat-Dmg/EndRdx/Rchg(15)
Level 1: Scourge
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
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Sorry if this wrong place for this thread. I couldn't think of a better place for it, and I really wanted to ask.
I was at a Rocky Horror showing the other night and started thinking about which of my characters would play which roles if they had to put on the show themselves.
So that led me to wonder--what if you were the casting director in Paragon City and had to cast the City of Heroes signature characters to stage a show? Who do you cast for each role, and why? Who plays:
Brad?
Janet?
Frank?
Dr. Scott?
Rocky?
Magenta?
Riff Raff?
Columbia?
The Criminologist?
Eddie?
Maybe I'm weird but I happen to think what people would pick tells us a lot about each of the characters in game that a simple discussion of their personalities might not.
[BTW I'm aware the movie/show contains some somewhat suggestive themes, although IMO its actually quite a bit tamer even than what Desdemona and Mother Mayhem are wearing in promotional pictures. Hopefully we can keep it fun without taking it completely off the tracks.] -
Quote:He's probably making use of the -KB to Herdicane every thing into a nice pile. An Ice/Storm can -rech cap every thing up to +4s with Snow Storm + Shiver and hit the "soft cap" for to hit debuff vs even cons with just SOs in Hurricane.
If that's the case, it still leaves questions about why why we'd avoid making either AA or Ice Slick as a linchpin for Ice Control in general. Something has to be.
You could do the same trick above with anything/Storm, except most enemies would actually be mezzed AND recharge floored (Snow Storm + Freezing Rain = -102.5% Recharge, without any need for Ice Control at all). No it doesn't work on +4s specifically, but even those are at -50% Recharge plus a mezz, and that is probably more effective than just -75% alone. -
Quote:I like -knockback on my Ice/Storm controller, so I am against getting rid of that. Also, I hate Arctic Air. So making it even more of a lynchpin of the set for my Ice Doms will make me like the set less.
Lewis
I'm confused. If you're not using AA, and you're not using knockdown, what are you using? Just Shiver? I know Storm has enough control capability to allow that, but if neither AA or Ice Slick is the linchpin, whats left? -
It's impossible to predict exactly how players will react to the zone. But being that all the post-50 rewards are there, I expect that Dark Astoria will be the new Peregrine Island, combined with Grandville, combined with Rikti War Zone's incarnate trial crowds. If you are a paid subscriber you are hurting yourself to spend you level 50 life anywhere else except for Task Forces or farming (and you'd be better off farming Dark Astoria if you can manage it).
Thus, the 45% soft cap is probably on the way out, because the vast majority of enemies encountered at level 50 and higher will punch right through that.
Defense will still be useful. And so Purples and -ToHit. Especially -ToHit in a very fast recharging cone, attached to a Fear effect in a set that can also immobilize enemies to prevent running and can stun enemies in a radius bigger than any power on 90 second recharge schedule. -
Quote:Every post-Castle set has broken previous performance standards in one way or another. It didn't seem too likely that darkness control would be the first exception.
To me, based on this thread, it sounds like the balancing factor for DC is that many of its best tricks aren't such a big deal at high levels. -tohit is amazing early on and always remains at least useful but when you and the rest of your team are softcapped incarnates it just doesn't quite have the same proportional impact. The same can be said of the confuse (I know, I know, you can use this one power to solo the RSF, but in your average team environment...) and ehhhhh arguably the double damage aoe immobilize. Actually that last one remains pretty spiffy.
Dark Controls tricks are great at high levels. Amazing. Wait til you see the builds I and a few other people are about to crank out of that thing. There's a reason I'm rerolling my kitted Mind Dominator; Dark outclasses it in every possible category. And Mind Dominators weren't exactly bad off to start.
Anyway -ToHit is a nice thing to have considering the soft cap is about to get reinvented by Dark Astoria. The old soft cap has no meaning there and builds that can soft cap for soloing are going to be limited once again. -
Quote:I clearly recall on my first Ice/ Dom that I started not too long after CoV release that the mobs would both run away and cower in fear. It's been a long time so I'm not sure I have the chronology right but at release Dom AA was enhanceable for fear and the controller version never was. I remember in early posts controllers complaining about that but it was regarded as a feature for the Dom version not a bug.
The part of the chronology I'm not sure of is when the devs made a distinction between afraid and fear (originally all fear powers applied "run away" effects and IIRC slotting them made the run away duration longer) at one point they split them into the 2 separate effects we currently have.
I clearly remember that the Dom version did both at one time but the controller version never did. Originally you couldn't tell when the mobs were affected by the confuse in Artic Air. The devs added the purple bubbles a few issues later.
The purple Confuse indicator showed up during the Issue 16: Power Spectrum when it first became possible to recolor powers. I am almost positive a Terrify effect, if it existed prior to that, has not been removed from Dominators since that time.
The split between Terrify and Afraid itself happened in Issue 3, prior to the release of the Dominator AT.
The only note I can find about Dominator Fear and AA is in a Patch Note from 2007 that says that Fear IOs were "fixed" to work with AA for Dominators. However, I cannot find anything about there being an actual Terrify affect in AA.
The only other change I can find to AA is that was changed to debuff enemy Stealth in Issue 4. (I'm not convinced this actually works--I think Stealthed enemies can't be hit with AA at all, because you can't see them to hit them. I could be wrong about this though, and AA's autohit could be unrelated to the caster's ability to see the enemy. Part of the reason I doubt this is AA requires line of sight).
EDIT: Note that one change I would LOVE to AA would be to increase its radius from 25ft to 30ft. 30ft is actually the standard radius of PBAoE control powers (see Heart of Darkness in the new Dark Control set). I would also love AA to get a nice graphic that is more like a "snow globe" than just a ring around the caster. This would give Ice Control much better ability to leverage knockback, Repel, and Storm like powers. -
I investigated in game to see what slotting Fear in Arctic Air would do. From the screenshot it doesn't appear to do anything (look at what slotting Confusion does relative to slotting Fear):
It's possible the screenshot doesn't tell the full story, but it seems to me that the ability to slot Fear in Dominator AA is simply a bug. -
Quote:While it's possible slotting fear in the power changes how it works, I have personally never seen Arctic Air make an enemy cower. It's possible I just wasn't looking for it. However, the Afraid effect should cause them to try to run away, not cower. This is the same effect that is in Hot Feet and was in the previous version of Burn that causes enemies to scatter. Looking at Mids, I can't actually tell if slotting Fear enhancements increases Afraid duration, so I'd have to verify that in game.I've seen mobs stand and shake in AA though to be honest I've not looked for it or specifically noticed it since they made the confusion effects more visible. With Ice Control there's too much going on what with the mobs flopping and having purple bubbles on their heads. Mids even has the slotting options for both versions of the powers correct and has for some time. It's not a bug. Its been that way since they introduced Doms. That was of course back when CoX was "2 different games, yet one game". If the Dom version no longer applies both a fear and an afraid that would be the bug.
And I'm sorry, but having totally different slotting options depending on whether it's the Controller or Dominator version is either a bug, or a design "feature" needs to be changed. I'm leaning heavily toward "bug" myself. The fact that the bug has existed for a long time is not relevant. I doubt most people were are even aware of it. An Ice/Fire Dominator is my main character and I didn't even know that slotting was possible, because it stands in contrast to the Controller power and against every other Afraid causing power in the game that I can think of, because Afraid is normally not enhanceable (see Spectral Terror for an example of Terrify in the same power as Afraid).
Quote:Tell this to my Aura using blasters (/fire, /elec, and /dark) who have inspirations and outside buffs as their only means of keeping their Aura toggles on. Some are further hampered by having no single target hard control available in their primary let alone one with a decently quick animation time or adequate range.
The fact is, Ice Control is a night and day set depending on whether you obtain mezz protection, and yes, that is a balance concern relative to other Control sets. I like playing my Ice characters because I completed that hurdle. I think they are pretty good next to my other characters now that they are IOed and incarnated. The path there was another story. -
Quote:Shiver: I don't have a problem with shiver but it is also kind of redundant with arctic air. What about giving it an insane -rech like -1000% but making it last only a very short time like 5 seconds. That would basically prevent the enemies from acting for that brief time (at least I think it would).
Unfortunately, no. -Recharge only has an effect on powers that have been used. That is why I have an issue with Shiver's duration. It could very well take the power's entire duration before enemies are out of attacks. The reason Arctic Air works well is the Confusion causes enemies to discharge their attacks into each other, meaning that they can only attack you both when their powers recharge and when they are not confused; if they are confused in the moment it recharges, they will waste it on one of their allies again.
[Note, however, that I do think -Recharge is a lot better than its sometimes given credit for. A lot of enemies have only one or two ranged attacks and several melee ones, so if you floor their recharge, they do run out of attacks pretty quickly.] -
Quote:Wish granted. The controller version has a 50% chance of a mag 3 fear that lasts for 3.75 seconds but is unenhanceable. The Dom version has a 50% chance of a mag 3 fear that lasts for 3 seconds but is enhanceable. enhancing to the ED cap gives you a 50% chance of a mag 3 fear that lasts for 5.8 seconds. Since the power pulses once every 2 seconds most targets will be affected by fear a large majority of the time.
That is really weird. Ice Control doesn't actually have Fear, it has Afraid, which causes enemies to run from you. Does slotting Fear enhancements actually increase Afraid values? I never noticed I could slot Fear on my Dominators, but this a serious bug either way, as the power should not have completely different slotting options on Controllers and Dominators.
Quote:True but controllers can mitigate this by paring with Forcefields or Sonic Resonance. Dominators mitigate this with Domination which can be made permanent. -
That immobilize does double the damage of other sets, in the fashion of Plant Control.
While I'm loathe to use the word "best," Dark Control is very, very strong, and at least possibly the "best" Control set in the game. The minor annoyance of having to run to melee masks the fact that Heart of Darkness covers more than twice as much area as Flashfire or Stalagmites.
It also has non-aggro Confusion, which IMO is the best single target mezz in the game, and none of the problems with AoE Containment that afflict Mind or even Illusion Control.
All of that and very large amounts of -ToHit.
In other words I'm saying its overpowered without using that word because I don't feel like dealing with the aftermath of that.
[I will, however, be rerolling my Mind Controllers and Dominators as Darks because there is no reason not to.] -
That immobilize does double the damage of other sets, in the fashion of Plant Control.
While I'm loathe to use the word "best," Dark Control is very, very strong, and at least possibly the "best" Control set in the game. The minor annoyance of having to run to melee masks the fact that Heart of Darkness covers more than twice as much area as Flashfire or Stalagmites.
It also has non-aggro Confusion, which IMO is the best single target mezz in the game, and none of the problems with AoE Containment that afflict Mind or even Illusion Control.
All of that and very large amounts of -ToHit.
In other words I'm saying its overpowered without using that word because I don't feel like dealing with the aftermath of that. -
Even though you ruled it out, I really like Psy Blast on Corruptors. It has (I think) the best range out of all the sets available, and its two AoEs are huge/long distance. If you take Cardiac later, the distance increases even further. Where it makes a huge difference is in iTrials and Task Forces that feature enemies with dangerous PBAoEs and death patches. You can attack from almost anywhere with your 120ft (with Cardiac) powers.
I also am very fond of Dark Blast paired with Time. -
Quote:2) Give Shiver a new mechanic "power loss" Every power the mob has suddenly starts recharging, as if it has been used. This would shut down the Alpha, and coupled with the -RECH, it will take a while before they do anything. ("Power Loss" should not work in PVP I'd assume, AND it should grant an auto power making them immune to another stack of Shiver so that mobs don't get locked out of their powers.
I really like this idea. It's inverse Burnout. I'm not quite sure how to balance it.
I think it should go in Flash Freeze and not Shiver though. Shiver recharges so fast the enemies would never be able to do anything. The optimal strategy would be to dump most of your other powers and just spam Shiver. -
Ice Control does have some issues. It is still my favorite Control set, and I'd love to see some tweaks to it. What I don't want to see is a ground-up rewrite that tries to turn into Plant or Fire clone. Ice has no great alpha breaker and I'm fine with that. However some of the powers could use some rebalancing.
Here are the things I'd like to be considered in any revamps:
Dominator penalty on Arctic Air Confusion duration. Arctic Air on Dominators takes a Confusion duration penalty relative to Controllers. On most powers, this value either can be increased in Domination mode, or is the same for both ATs. On Dominators, they take only the penalty, and do not receive extra benefit.
Recommendation: Set Dominator and Controller AA Confusion duration to the same value, or add some form of Domination mode to AA.
Controller Containment from Frostbite conflicts with Ice Slick. At the time Ice Control was created, Containment did not exist. It was never a balance consideration to have the conflict between cages/knockdown.
Recommendation: Change Ice Slick's knockdown to a granted proc power that causes enemies to knock themselves down if the source of their knock protection is anyone but themselves (e.g. immobilizes, etc). You can optionally do this for all powers that cause knockdown; I would use great care before putting it in Sleet or Freezing Rain though as those powers are already extremely powerful.
Ice Control is too reliant on avoiding mezz. By far my biggest issue with Ice is the curve between having and not having mezz protection. This is, IMO, the big difference in the set between people who say its too weak and people who say it's okay. Enemies with mezz are a nightmare for Ice Controllers who haven't built for mezz protection--imagine what would happen if Earth or Fire's powers just stopped working every time the caster was mezzed, then realize by design Ice is constantly mixing it up with enemies who are given short breaks where they can attack you.
Recommendation: To fix this, I think Jack Frost should be improved so that he has some limited support powers. I'll call the power "Cold Comfort": mag 3 protection to Hold, Stun, and Sleep. Jack will upkeep this power on the owner only. These specific mezzes are selected in order to limit (but not totally prevent, as the protection is only Mag 3) detoggling. No further improvements to Jack would be needed if this change were made, as it would greatly help to balance out the set and a fairly unimpressive pet.
Recommendation 2: If unwilling to do the above, at least drop the Recharge on AA from 15 seconds to 5 and reduce the animation time so that it can be reasonably replaced after a detoggle. Note, however, that Ice will still be the only set that virtually requires outside mezz protection to function.
Arctic Air's endurance cost. It's too high for a power that does no direct damage in a set that also has very poor damage. Cut it in half.
Arctic Air's 1 second delay on Confusion activation. Arctic Air's Confucsion has a 1 second delay on it.
Recommendation: Seems to be there just to make you take it in the face. Remove completely. If the player is that close to the enemy they shouldn't need additional penalty.
Flash Freeze is awful. I have no specific ideas here. The power is just loaded with reasons to not use it, including the damage portion that allows enemies to shoot you before the power even works, and the fact that enemies must be on the ground. However, what I really don't want is a generic Flashfire or Stalagmites clone here. Something in the vein of Electric Control seems appropriate, although I don't want to just totally gank Electric's power either. Making it non-notify, a la Mass Hypnosis, but with twice the recharge would be fine (it is indeed possible to have non-notify powers that do small amounts of damage, e.g. World of Confusion). You could also do something interesting with it, like have it sleep the enemies, but also return endurance/to-hit/health/defense to the caster or team. Or you could even have it do something crazy, like cause Jack to absorb it's power and receive some very powerful but temporary controls of his own. Finally, you could improve it by making it similar to Electric Control's sleep but without the "patch" part: 5 ticks of Sleep on the enemy, once every 3 seconds for 12 seconds.
Shiver's -Recharge duration.I don't want Shiver turning into a ranged mezz. It's a power on par with something like Quicksand and I think that's fine. But the power should really last 30 or even 45 seconds, not 18 seconds. I'm don't even bother casting it in its current form, it doesn't last long enough to stick for the amount of animation time involved. With auto-hit powers like Time's Distortion Field lasting 45 seconds I feel Shiver should easily qualify for that duration as well. -
Quote:I am actually encountering the same thing with Masterminds. "Welp...I can't summon my own army...back to CoH!"
That's funny because Masterminds are the teammate I hate teaming with the more than any other.
Not all of them really though. Just demons and robots mainly, because they are huge and loud. I dont really notice the more humanoid pets. But, everyone plays Robots and Demons.
I do hope and pray for a day when MMs don't have to have all 6 pets out for max efficiency on teams, and can stick with 2 or 3. Especially ever since AoE shielding came out having them around feels blinding. -
I won't play the most popular combos as a rule. I feel like when people see an Ill/Cold or SS/Fire they don't see a powerset pairing, they see a Ill/Cold or SS/Fire. I do have a Fire/Kin from when I was less good at making money but I hide him away out of a kind of embaressment. I usually play characters who are "one step" off from the more popular path: Ice/Fire Dominator, Psi/Dark Corruptor, Katana/Fire Brute, Mind/Ice Dominator, Mind/Cold Controller, Earth/Time Controller, etc.
That aside, Energy Blast. I HATE this power set beyond reason. Played it twice to 35 or so and deleted the toon (same one with different secondaries) both times.
While I won't say I'll never play Force Field again, my FF/Ice Defender is the lamest character I've ever taken all the way to 50. There's no beating around the bush here: this character sucks. The only thing he is good for is Power Boosting shields and throwing a Ice Rain followed by a single target hold. When my Ice and Electric Controllers started being able to out damage him I knew something was seriously wrong.
Worse pairing I ever made though was a Fire/Sonic Resonance Controller back before AoE shielding. Just putting shields on the team combined with the necessary toggles would cause my end bar to crash. He got abandoned at level 30 something and shipped to the Freedom server. I still have a Sonic Resonance Defender, there because I liked the concept enough. To solo the character has to put his debuff ring on a patron pet. Will never take Sonic Resonance on a character without pets again (or for that matter, pets that need any kind of support, since Sonic isn't very good at even that). -
Ice Control is probably the best pick for this but it will have a lot of residual effects going on: the AA ring itself, the ice slick, blocks of ice encasing enemies etc. Note though that AA's fear isn't the "crouch because I'm afraid" effect, its more like "run around like an idiot because I'm afraid of the caster sometimes, afraid of my own allies other times, trying to kill caster sometimes, trying to kill my own allies other times." IMO AA probably gives the best impression of the true concept of "confusion," aesthetically speaking.
How much enemies attack each other really depends on how much you debuff them. AA itself only lowers their recharge by 50%, which about doubles their Recharge time if they are the same level as you. If they are much higher than you, the amount of the debuff isn't that significant unless you pile it on. They will indeed attack each other and in some cases do substantial amounts of damage. On my Ice/Rad Controller, who does fairly pathetic damage on his own, I only started being able to solo big crowds once I built to survive in melee against enemies I didn't control too much, ensuring they were able to hit each other.
If you are going for this effect specifically I would avoid Psi (for the stacking -Recharge you don't want) and maybe take Earth. Thorns colored white can look like icecycles if you decide you want the Ice look after all but sadly they still spray out green stuff.
Note that a Controller has better durations from AA than a Dom, because the power grants no Domination mode but still takes the Dominator un-dom duration penalty. The issue with this power is usually how easily it is de-toggled, so a source of mezz protection is highly recommended. If you do go Controller, Time Manip would be a great, unobstrusive secondary. Plan to take Indomitable Will for the mezz protection (the Psi defense doesn't hurt either).
BTW, skip World of Confusion, it's terrible. The interface and purple proc are very effective for Ice though in my experience. If you want even more Confuse, go and stay Rogue, you get a PBAoE Confuse up once a minute or two that is much better than WoC. WoC really is that bad. -
I think it depends a lot on the Controller... on something like a /Cold it could allow you to essentially reroll a missed Benumb that happened at a bad moment, and the endurance hit wouldn't really affect you.