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Posts
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Quote:I'd have to disagree. While variance is good thing, I feel there's a significant performance gap between the sets that benefit from the higher magnitude and mez protection and those that come away with mostly just mez protection. Wouldn't it be poor design if, for example, one Scrapper primary was able to crit with much more consistency than another? Don't people often raise this issue with Defenders' Vigilance? The key feature of the AT should function consistently across all sets. The fact that some sets benefit from it very little, Ice Control for example, to me is poor design.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. -
There are some decent pieces that I'll use so I picked it up. But really, the pre-tinting annoys the heck out of me. The corset and the gloves both have places where two colors could be used, but we're stuck with one color. Why on earth is it set to a pre-tinted shade?
EDIT: Oh my, I just came across the floaty belt. Even on the coats it fits it sits very high. -
Well, that's one... but that's opposed to /rad, /cold, /TA, /Time, /Therm and soon Dark Affinity. All of which also offer up some -resist and -def (with the exception of DA, -resist only) as well. Doms do have some access to that, Sleet most notably, but for the most part are kind of limited with spawn to spawn -res/def. I could see Ill/Psi/Ice being a monster of a build, but so is an Ill/Cold controller; the dom would pull ahead in AoE though.
So far, I'm still in the camp that Ill on a dom would be no worse than it is on a troller. Of course, given how long it's been since proliferation began, it's obvious the devs aren't there with me. -
Quote:The thing is the different versions of Shield Charge, etc. have been assigned to different AT's, each power called a different version of the pet because they were different powers. We've even seen different AT's calling on the same version of the pet, like Freezing Rain, for instance. There has been an aversion to creating multiple copies of a power even for the sake of compensating for AT modifiers. However, that may be changing.While it could, it likely won't.
Since the pseudopet powers are the ones not affected by Domination, these would be the only ones you'd need to worry about. So each power where you replace the pseudopet would need a new pseudopet created (which is how the different Shield Charges/Lightning Rods/etc work), and this is something they could have done from the very beginning (similar to if Hidden <do this> and if not Hidden <do this> for Stalkers). Really, if they wanted to do it, they could have done it from the start but presumably it's a lot of work to go back and change them all now. Probably not as much as power customization, though. >.>
Perhaps I am assuming too much, but it seems that TW and the new Assassin Strike are not using modified conditions on existing powers as Domination does. They seem to be calling powers with different values and animations... at least that's what I'm speculating. Before I go on making more wild speculations, I'll have to see if I can get that question answered. -
Quote:I doubt they'd change PA in this way, but the secrecy and hype around Dark's tier 9 have me wondering if some kind of shadow clone is in the works...I have an alternate hypothesis to the whole 'why not yet' question: it's been brought up that we (A) have powerset customization, (B) have doppelganger tech, and (C) the devs originally hoped for decoys to mimic their summoner. (You know, actually BE decoys.) If this is in any way possible, they might be holding off proliferating until they can get such a thing working.
Just a thought. -
Oh lord no... Gravity/Dark Affinity could bring two phases to the table. What have you done devs? WHAT HAVE YOU DONE?
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Quote:Perhaps you need to examine you unambiguous wording as I'm not the only individual to interpret it as such. And again... this discussion of Mind control has been far from objective from the very start. Obviously, there are things to be said for the utility of Mind's controls in both the early and late game, and you've even commented on Mind's early potential. However, the importance that should be placed on early vs. late game or vice versa is obviously a subjective matter and any discussion of a sets value are going to be tinted by that fact.I've already corrected your misinterpretation of what I said in my last post. Again you ignore what I clearly and unambiguously said to focus on a clumsy turn of phrase. Try not to steer the argument away from objective discussion of Mind control's deficiencies and towards character assassination.
That's not my perspective. My perspective is that people should be given accurate information so that they can decide for themselves what they want to play. People trying to downplay weaknesses by saying that Mind has "middling" aoe damage, or hyping up strengths by saying that it can solo the Hamidon or "never take a point of damage" don't constitute this.
I have already addressed my statement about Mind's AoE damage by presenting my view that its confuse powers contribute to its damage potential. Admittedly, that is a difficult measure to make as it varies from mob to mob. -
With some of the new mechanics popping up in the game I am wondering if it would be possible to expand Domination to affect powers it previously did not. Titan Weapons and the proposed Assassin's Strike changes both use a mechanic which calls upon a different version of the power to be executed (powers with shorter activations in TW's case and an uninterruptable Assassin's strike outside of hide for Stalkers) if certain conditions are met. For instance, could Domination set a marker to call a different version of Synaptic Overload that has a mag 4 confuse throughout the chain rather than the current version which is only affected by Domination on the initial target?
If it's possible what other powers could benefit from this? Should it be limited to only mezzes (holds, confuses, etc.) or should other controls such as Ice Slick and Earthquake also be given a variant with additional/stronger effects? -
Something does seem a miss. My last reward token was given on October 15; I haven't been awarded one for November yet.
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Quote:I always think of my old Druid from Diablo 2 when someone mentions a Beast mastermind. I like the wolf/big cat/bear line of thinking. I think they could, rather than have their own tier, place birds in of some sort as a power akin to Hell on Earth, an eagle or similar that would buff a single pets tohit and periodically attack, or Gang War, calling down a flock of ravens for a limited time.With the introduction of German Shepard, do you think it's possible to create a Primal/Beast Set for Mastermind?
Tier 1: 3 Wolves/Dogs
Tier 2: 2 Cats/Lions Or Hawk/Eagle (with sonic blasts. :P)
Tier 3: 1 Bear/Gorilla
I would love to play a "Druid" theme MM! :P The 3 powers for Primal, I think...
1. Throwing Knife as tier 1 attack
2. Bite as tier 2 melee attack that has good debuffs.
3. Whistle as tier 3 power which buffs the pet by giving it more defense/damage, much like Bestial Wrath from Beast Mastery? -
Steering the thread away from Dominator matters...
What do you think we'll see in Dark Control? Tohit debuffs are almost certain. Fear is very likely. Will Dark Servant be the pet? If so it might be the most supportive of Control pets, I believe (a heal, tohit debuffs, and some controls of its own). -
Excellent though I hope this doesn't rule out someday getting Dark Miasma as a secondary.
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Quote:First, I'll address the issue regarding AoE. I'm quite sure you'll disagree on however. If pets can be considered a portion of a sets AoE potential (and you have already included Illusion's) then Confuse (and Deceive) must be as well as it grants Mind (and Illusion) a virtual pet with every spawn. Confusing a single lieutenant or boss in a spawn undeniably reduces the damage contribution need from the player to defeat the mobs. In fact, confusing a boss is sometimes a poor tactic in regards to xp/time due to the amount of damage they can deal to their allies.Contrary to what you claim, I place a strong emphasis on flexibility, versatility and optimizing to face what's actually in the game rather than a solo farm. As far as I'm concerned, the ideal character ought to perform well solo and teamed, on offense and defense, at high levels and low levels, against single hard targets or hordes of weak enemies (and hordes of strong enemies), with capable teams and poor ones, against as many enemy groups in the game as possible. I don't think any character can check all of those boxes but the more it can, the better it is. I issue the quoted challenge only because you claim that Mind has "middling" aoe damage without evidence to back it up.
Quote:I don't have a single "prime metric", unlike some controllers who emphasize the support role exclusively, nor do I neglect the effect of support and control. In my first post I listed as one of Mind's most glaring weakness to be the fact that it actually outputs less hard mez than Fire. I also noted that illusion shares the same low-damage weakness that Mind has, however I don't consider it sub-par, since illusion gives control advantages significant enough to counter the weakness. The problem with Mind is one of not enough control for the damage it does, or vice versa. For a control-heavy set, Earth comes a lot more closer to providing enough control for the amount of damage it applies.
Quote:None of the examples you cite are so significant as to compensate for Mind's weaknesses. Every powerset has specific enemy groups that are weak to it so I consider this nothing special (for a more balanced perspective, it's worth also looking at how many enemies have psi res/def).
As to psi resists and defenses, Carnies are the only group that actually has inherent defense to Psi across the board; Rularuu Whisps are unique in their faction for having some. There are factions which have significant resistance to Psi among their mobs, most notably Arachnos with Fortunata and Widows and Malta Titans. However, what is overlooked when this argument comes around is how much more prevalent smashing, lethal, and (to a lesser degree) energy resists are (though rarely as strong), which affects Earth, Gravity, Plant, and Electric. In fact, all of the mention mobs have other resistances in addition to their resistance to mind.
On a side note, the old Praetorian robots also highly resisted psi, but have been largely replaced with Clockwork and Warworks which do not. Unfortunately, this has led to the misconception that all robotic enemies have high psi defense.
In my experience, Arachnos are the worst enemy to fight with a Mind Control because of the combination of psi resist found among their ranks and the mez protection many of them possess.
Quote:You are right that one of Mind's advantages is that it's a remarkably strong low-level set. In the low levels where over-aggro can actually be a problem and a single boss is a pretty tough enemy, being able to juggle bosses with Lev and getting an aggroless early sleep makes it one of the really strong performers pre-30 (which is where IO sets begin to dominate) and especially pre-20 (before most controllers can effectively slot their aoe mezzes). I just don't consider it much of an advantage to be strong in the early game and weak in the lategame, not when the first 20 levels quickly fly by and when late-blooming IO builds nevertheless manage to fare decently when exemplared down.
Quote:Nowhere in the quoted text did I "dismiss fun".
Quote:Apart from fun (which is subjective and thus left out of balance discussions, which must focus on the objective), characters are built to complete content. How they accomplish that goal is immaterial because methods don't matter, results do.
Quote:What I did say is that fun is subjective, and what's fun for me may not be fun for another person. When people ask "should I play powerset X?" I don't consider long stories of what I subjectively consider fun to be a useful contribution. I think it's much more useful to point out how the powersets stand in relation to each other, because most people do try to find a balance between performance and concept/playstyle etc. In the end, whether or not the character will be fun enough to outweigh any mechanical disadvantages is for the individual player to decide.
Quote:In conclusion, nowhere did I dismiss fun, and the fact that you keep twisting the meaning of my posts should stand as a warning to everyone to take your posts with a grain of salt. Unfortunately, most people can't divorce criticism of a powerset from criticism of their characters, which they're heavily emotionally invested in. -
Quote:A simple case of YMMV. What you find irrelevant, I find highly useful for those scenarios and will actively seek them out far more often. Sky Raiders, Trolls, and Destroyers are all groups where I appreciate Mind's ability to circumvent positional defense. Paragon Protectors also come to mind. Also, tightly knit Cimerorans.In my experience intermittently sleeping an AV offers no real mitigation if the rest of the team is hitting it.
These advantages are only relevant occasionally. They don't compensate for a fire controller producing more helplessly staggering about enemies than a mind controller does.
Quote:We can't compare control sets in a vaccum, but empathy is interesting in that it lets you see how the primary alone performs without any help from the secondary, and from there, infer how it might work with other powersets. When many people praise the performance of their Mind/Kin, Mind/Rad etc., it's really the secondary doing all the heavy lifting. Empathy eliminates that observer bias.
Quote:You claim that Mind can leverage other secondaries to greater effect without providing any compelling examples. A solo Mind/Kin would get to maximise FS at their leisure, but this would need to be weighed against the fact that it doesn't work as well in a team, and that modern characters can often be built to maximise FS, with or without aggroless controls. Mind's damage is so poor that it can't exploit the massive damage potential that other kins (Fire/, Plant/, etc.) bring to the table, which I consider a large disadvantage.
Quote:Mass Hypnosis doesn't set persistent containment and the need to reapply it constantly means mind controllers suffer an animation and endurance cost penalty. Mind has no aoe immobilize which, as I have mentioned above, not only sets persistent containment but also fires procs and DoT interfaces. It is really very difficult to overstate how much damage this does when the immobilize recharges once every 3 seconds plus change. The above two problems doom Mind control to the bottom of the barrel as regards damage. Some Mind controllers chose not to slot DoT interfaces in order to maintain the aggroless control advantage, which further hurts their damage.
It's worth noting that Illusion has the same problem of no persistent, low-recharge containment setter, but makes up for it by being able to control enemies that control primaries in general do not work against, while maintaining all of Mind's advantages (aggroless control, psi damage - there's even a nonpositional attack in there).
Quote:That said, I'll gladly change my opinion (and post here that I did) if someone shows me evidence. Get on your Mind controller and show me how fast you can kill things. I'll hop over to your server to take a look if you agree to come and see how fast my non-Mind controller can kill things. Send me a tell at @Laevateinn Quote:Of course it can. Apart from fun (which is subjective and thus left out of balance discussions, which must focus on the objective), characters are built to complete content. How they accomplish that goal is immaterial because methods don't matter, results do. The faster characters can complete content, the less the risk they take while doing it, the more different types of content they can handle and the wider the range of situations under which they can do it, the better they are.
More importantly, your dismissal of fun should stand as a warning to anyone who looks toward your advice to take it with a grain of salt. When we return to the OP's question "Why play mind control?" fun is very much a factor and objective analysis of dps and survivability do not address his question fully. -
Make a portion of the proceeds from the pet power go to the Humane Society or some other charity that focuses on animals and I'd consider making the purchase.
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Quote:Then there are 5 or 10 people that will see that price, think to themselves "too high", and pass on the item without ever saying a word. It doesn't require a majority to sustain this business model. Fewer customers willing to pay much more will buoy those that won't.I just hope all you guys who are complaining that the "price is too high" for things like this vanity pet dog realize that for every one of you who are complaining there are probably like 5 or 10 people happily buying it for all those "too high" prices.
Quote:Paragon Studios is a company out to make money. They are setting the prices for these things at exactly the right points for them to maximize their returns. Sure we have seen that they have lowered the prices of a few things here or there, but the majority of the items for sale have stayed the same. What does that tell us? It tells me that there are plenty of people out there buying most of these things for the supposedly "too high" prices. Why on Earth would a business sell something for $1 when they have plenty of people willing to pay $5 for it? That's exactly what's happening here.
Quote:So if you're mad that the items for sale in the Paragon Market are too expensive don't blame Paragon Studios, blame your fellow players who seem to be willing to throw all their hard-earned money at it. *shrugs* -
Any of the self buff, such as Decimation: Chance for build up, will only fire on the first target. Procs that affect the enemies seem to work just fine throughout the chain, which includes damage procs and the chance to hold/stun.
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I'll agree that the UG can be spoiled by one person, willfully or via ignorance. However, it's a separate and very different issue than the one facing Keyes. Both trials could be improved.
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Does this mean unlikable people are bad? That would be bad news for you, GG.
But jibes aside... you're pretty far off. A lot of very bad people are very likable and very charismatic and that is why they're able to get away with doing bad things and find success in convincing others to do bad things for them. Conversely, there are good people that are quite unlikable because their dedication to "the good" puts them at odds with a larger, more morally neutral majority. -
I'm not sure how I feel about the new Keyes. It certainly is easier, but...
I still see people getting lost. While the pulse and number of glowies were a problem, I think they overshadowed the larger problem that this trial is confusing. The conditions for using the power cells changes too often. People are not understanding why they can or cannot use the cell with the War Works/Anti-Matter present/absent, and there is no significant break in the action to explain the conditions for the next phase. I almost feel it would work better if there were only one set of conditions (Anti-Matter present, no War Works) that could be explained at the beginning of the trial. That would allow teams to assign tasks (taunter, a team to clear War Works, and a team to retrieve power cells). This is something we have in other trials to a degree (teams assigned to a location in BAF escape phase or to collect a specific item in Lamdba) and gives players a direction.
Right now, it feels like a league can be carried by 5-6 people who know what's going on while the rest scramble in confusion. -
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That was in the last patch... so since last Thursday. To help address server load I've heard.
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Quote:It's not like it needs to be a brand new, awesome animation. Give it the Air Superiority animation and a particle effect. BAM! It's done. Don't like that? Then there are plenty of other melee attacks that could have the rad particle effect attached to them.That... doesn't really matter. It'd still need all new animations for players, and they'd have to completely change them for players.
Anyway, on topic.
A Munitions assault set, though not my cup of tea, could probably be easily pulled off. I'd love to see a Whip assault, but I doubt that's in the cards. -
Quote:First, allow me to direct you to the suggestions forums.Hello everyone,
First I want to begin by saying thank you for taking the time to read my posting. It has become evident to me, from your responses, that I have misunderstood what a Controller is, thus, I will be re-posting this new power set under Dominators, hopefully I will be correct in my understanding of which archetype this new power set is better suited for. I also want to express my gratitude for your critiques and your interests in this power set, thank you for your time.
Secondly, you may need to consider what doms are as well. Their primary is control, just the same as controllers. Their secondaries are a mixture of melee, single target ranged attack, one or two AoE attacks, and generally a self buff. All of your powers are AoE's. As others said, without the damage in a few of those, it would be a potential debuff set (but even too AoE heavy for that role). -