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Posts
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You seem to be new here. Lemme try and unpack it for you; the nature of this game is one where every single character is non-required. Everyone's roles overlap and you can beat any content, pretty much, by just throwing more of everything at it. So yes, the tanker's role will be muddled because there are at least four archetypes who are designed to do the same job, more or less.
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The other nice thing is that with as much S/L as I have as a passive, when I do get mezzed, the mez tends to end without much repercussion because I'm still sitting on the sunny side of 25%.
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Me, I'm amused by the talk of tankers who feel the aggro cap needs to be higher so they can rescue other people from their mistakes. As if the tank is the only person in the group who should be expected to play well, and as if the same scenario wouldn't just happen again if the knot of guys around the tanker was twice the size.
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Quote:/Fire. Hard to go wrong with /Fire. Of course, this leaves you worthless for control for a good long while, but you know the risks when you choose to make Gravity characters.Hello! I am wanting to make a Gravity Toon that can seriously contribute to a team or at least hold his own. Gravity, from my attempts anyway, seems a bit light on damage and particularly on AOEs. I don't care if it's aoe or strong single target attacks. So what secondaries would pickup the slack damage wise and why?
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Gotta be honest with you, when I saw the post about this on the archetypes forums, I figured 'Warboss' was a redname I didn't recognise. I am now therefore, slightly disappointed.
I might, if the set appealed to me individually. And it'd have to be a different take on mitigation, at least slightly, with some interesting or quirky utility power.
Movin' on. -
Good news! Your assumption is completely incorrect, therefore, you don't need to worry about the rest of your point! I just saved you a bunch of time fretting about something that isn't a problem! Maybe now you can stop being unhappy about a three year old change!
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Quote:Now consider how your stance looks to the guy who has 7x7 combinations.But you do understand that there's a difference between 18x12 combinations vs., say, 15x15 combinations?
10joy
Bonus: You have 18x12x3 - three whole different archetypes to play the combinations with. 49 vs 648. And you think that your problem is you don't have enough variety. Poor dear. -
Quote:Especially weird considering there are Dam/Mez HOs (which, incidentally, will solve most of your problems), and that all the slow sets provide some +damage (whyyyyy).P. P. S. Also, powers that do both damage and control seem to have few options. My Fortunata had a tough time slotting Domination (Hold+Damage). There are hold IO sets, and Damage IO sets, and nothing like Targeted To-Hit Debuffs for that set. I had to frankenslot.
I'd like to see a Hold set that also enhanced Damage. I think a lot of controllers would like that one. -
I built this character based on play experience, and I levelled him mostly through crashing through hazard zones kicking very large groups of blues and greens (before level 22) in the face, using their inspirations to move on to the next spawn quickly and conveniently, and then kicking them in the face. As I levelled into SOs I used them instead. So my playstyle is heavily biased towards destroying very large groups in a quick, efficient time frame.
Before IOs, it's simple - 1 accuracy, 3 damage, 1 end redux in attacks. If you want, I can post the chunk of the character who used to be Cottus, but now is Cearmaid (because Cottus is too close to a rude word, sayeth a GM), but I don't know if that build is going to be super useful to you unless you play in a similar style. You still interested? -
Fun historical tidbit. Accuracy bonuses from IOs were nerfed, while defence bonuses from IOs were buffed.
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Quote:Speaking as someone whose primary interest AT has seven primaries, would it kill those of you who care about being limited to merely 216 possible combinations to suck it up?No other playstyle has such a large imbalance between the number of available primary and secondary powersets. So, I'd really like to get another defensive powerset to go along with all the new melee weapons. (Call it character diversification, if you like.
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10joy -
Quote:Ah, memories.Originally Posted by Keapon LaffinOh Cod, it makes me Eel when people Carp and Whale just for the Halibut, with no Porpoise. I'm Net that kind of Buoy, Sea? I'm Shore tired of Gills in School with their Tails of Roe.
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Quote:Seems ridiculous. Our powers should grow with us. Pets are such a HUGE thematic part of control sets yet ours are rendered pathetic because they dont really benefit from IOs at all aside from the stats. The game isnt balanced around them but we should never be PUNISHED for them. Plus no unlockable pets should ever be more powerful than the pet a freaking PET CLASS gets should they? That just seems stupid.
- You socketed brawl much lately?
- You use rest regularly?
- The term control does nothing to imply a pet, neither mechanically nor thematically.
- There's a whole control set that lacks a pet entirely.
- You're not punished for having one unless you're the kind of person who thinks that having to buy more milk is a punishment for running out of milk.
- Dominators are not a pet class. We are a class that gets pets. Just like everyone but Masterminds.
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You might wanna be cautious about telling a woman what women think and act like in general, especially when one of your cites is an ad designed by men. Just saying.
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Quote:They don't on official forums. I've heard from a few people who have hacked things to let them use mob models, for example.
Why aren't the devs letting us DO that? -
BaBs had nothing to do with powers. It was Castle.
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Pets are there to hold set bonuses and not bother me.
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Quote:If we do that, we dismiss the entire issue. The nature of this complaint is only relevant when a player has only the domination-driven version of the powerset; if there are no valleys, then the higher valleys of the less-domination-driven powersets are actually hypothetically a problem.
First, let's dismiss this notion that the discussion is limited to permadoms. -
So...
When discussing permadom'd dominators...
... who don't use Earthquake...
... who need mag 6 AOE control every spawn but clearly not to lock down multiple bosses, since elec can do that without domination...
... who are also being directly compared to other dominators...
Yeah, filing this under non-issue. -
If you feel that Earth and Elec are weak sets then I guess we just have no common ground in this conversation.
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Sorry, if you're building for your needs and playing properly. I forgot to add that last bit. I should not have assumed such about anyone who would come on and whine about levelling a scrapper of all things as being too hard.
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Right now, the old restrictions on what Domination could and could not do lead to a paradigm where the sets do not benefit from Domination equally; everyone can benefit from permadom, but not everyone gets the same multiplication effect out of it, and instead gets better overall controls in the mean time.
This may have not been the intended design, but it is a good design and should be kept. Just because we can change it - if we can - does not mean we should.