ketch

Legend
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  1. Quote:
    Originally Posted by Laevateinn View Post
    This has some nifty uses e.g. detoggling Mary's hurricane, but in general is not significant on AVs, which are mostly bags of HP that you have to attack over and over again. saying that Mind controllers "mez AVs in one hit" does make for a compelling soundbite, but is not a realistic description of the powerset's ability.
    However, the ability to intermittenly sleep an AV gives roughly the same mitigation as a fear. Also in multi-AV scenarios a mind controller can often take a single AV out of the fight while the team focuses on another.


    Quote:
    The advantage vanishes at high level, where controllers start getting APP blasts. Even Mind controllers will want to drop Lev for one of the good APP blasts because Lev is not particularly good DPA.
    This varies from build to build. Generally, I find the single target attack from APPs mostly lackluster and, until recently, found that the other 4 powers in most APPs were more worthwhile for utility or AoE damage. Since the change to open APPs at 35 there are some builds that I would recommend it on.

    Quote:
    Theoretical advantages in extreme edge cases are not a significant factor. Very few enemies other than mitoes and AE critters have only positional defense, so this is of little use. Again, this is one of those soundbites that make the set sound better than it is.
    However, typed defenses are fairly common, especially smashing and lethal which are present in Earth, Grav, and Plant. More importantly, Mind can circumvent many enemies god-mode powers, Marauder being a prominent example.

    Quote:
    This is false. Most of my experience with Mind is with Empathy, which gives the controller minor benefit and has no debuffs, so I have an extremely clear idea of why the powerset is deficient (unlike your Mind/Kin, where Kin makes up for some of the low damage). Ignoring the fact that performance cannot be considered in a vaccum (since you are forced to take a secondary anyway), Mind control is not especially powerful relative to other powersets.
    As you've noted we can't consider a control set in a vacuum. Drawing conclusions from empathy alone would be unfair. That said, empathy is possibly the least useful of secondaries to pair with Mind. Even other relatively low damage control sets like Earth and Ice benefit from being able to buff their pets or, as is the case with Ice, offset heavy endurance costs. However, Mind can leverage other secondaries to greater affect than other sets as well. For instance, I find my Mind/kin a stronger performer than my long retired ice/kin; Mind's aggro free controls simply made it easier to leverage Fulcrum shift.


    Quote:
    Here's a more objective description of Mind control from someone who's played over 100 levels of it. It has poor AoE damage and the AoE control ability is not significantly higher than that of most other powersets (you may be surprised to learn that Total Dom and Mass Confuse, combined, have less uptime than Flashfire alone). While it has a lot of AoE control powers on paper, Mass Hypnosis is really an aggro control tool and TK suffers from low target cap, high endurance cost and terrain dependency. What the set does have is a lot of single-target control options that are less relevant in the high-level game, where the focus is on taking out hordes of enemies at high speed with the occasional extra strong enemy thrown in.
    As another player of mind with over 200 levels logged (a mind/rad, a mind/kin, a mind/emp, and a mind/nrg dom), I'd say the suggestion that Mind deals poor AoE is a stretch. It certainly isn't top tier, but it is middling and it requires more attention to when you have established containment. Mass Hypnosis is a staple for establishing containment and any secondary that will offer additional controls will be a boon in this as well. As for it's single target options, I have found Confuse not only viable but highly useful all the way to 50 and in the Incarnate trials to turn away the very hard hitting enemies quickly.

    Quote:
    Mind does have some unique advantages, like the best ST hold of all controller primaries, aforementioned Mag 3.5 mez and (like illusion) some aggroless controls. It has a variery of mez types so if one day, more enemies appear that are immune to specific mezzes, the set will regain some of its advantage. Overall the powerset is better on Dominators, mainly since they're not dependent on Containment for damage, but also because the higher magnitude and increased duration of controls let them bring to bear Mind control's tools on things that controller mezzes don't normally work on.
    In speaking of mind's unique advantages, I would highlight the aggroless control. Mass Hypnosis, Mass Confusion, and Confuse allow a Mind controller to more safely use their other controls by neutralizing most of the mob before the fight begins. Even Mass Hypnosis followed by Terrify reduces a significant portion of the alpha strike.

    Quote:
    Originally Posted by Oedipus_Tex View Post
    Mind Controllers are among the least likely support character to get pasted by incarnate enemies, because they can interact with them largely unseen. Reason enough there IMO.
    Agreed. In the Lambda trial, my mind controllers often play clean up by sleeping the pursuing mobs in the hallways. Most people won't realize what the contribution you're making, but some squishies may wonder why they're having an easier time navigating those hallways.
  2. ketch

    WIR? (Spoilers)

    Quote:
    Originally Posted by Eva Destruction View Post
    No, tropes are not necessarily bad. However, commonly used tropes, especially tropes with a strong gender bias, are something that people need to be aware of when writing.
    This is a good point. Though I'd say even common tropes aren't bad. They're common, after all, because they work. The thing is that it has to make sense within the story. If these characters were more fully formed and shown to have a stronger connection and if there were reason that Miss Liberty's death was necessary to the villain's plan (wouldn't the fact that she was in danger spur them to action anyway?), then the trope could have worked. It doesn't fail merely because it's a common trope, but because it was executed with set pieces rather than fleshed out characters.
  3. ketch

    WIR? (Spoilers)

    Quote:
    Originally Posted by Spectral_Ent View Post
    Oh, no, it's still terrible storytelling.

    It's just not (potentially) misogynist.
    Just (potentially) a case of misandry then?
  4. Quote:
    Originally Posted by Oliin View Post
    Honestly, I'm not sure what's laughable about any of those offerings in concept. I mean, some convenience items (yea ... nobody's going to go for convenience item IOs ....), a story arc (possibly a short one), and an aura. I don't really see anything actually bad about any of that.
    At least these convenience items will last your character's life time, not like crappy temps or inspirations.
  5. These are not jack of all trade goals. These are multiple high end goals. You're asking for high survivablity, high single target dps, and strong AoE damage. Basically, the best of best.
  6. I'll agree with others. Leveling speed doesn't bother me. It's the lull in engaging content that comes in the late 30's and 40's. We have tons of leveling routes in the 1-20 range now. We need to beef up the mid to late game.
  7. Quote:
    Originally Posted by PleaseRecycle View Post
    Scrappers are fun because of the crazy feats of derring-do you can pull off to impress your TF teams, but the drawback is that by now everyone knows scrappers are lunatic beasts so you really have to work at it to turn heads anymore.
    I can't say I've ever been impressed by scrapper antics. Sure, they may be able to run off and solo some mobs or take out an AV, but when the rest of the team is falling over it'd be more impressive if they could keep everyone alive.

    Personally, I've enjoyed my earth/fire/ice dom. It's a fun theme with impressive lock down, damage, and debuffs; great alone or on a team.
  8. Quote:
    Originally Posted by MisterD View Post
    I don't know about this. To me, the whole point of confusion, it to STOP the target being able to damage you..in any way. The fact that they are killing their mates is just a nice bonus. But don't forget, it also means a bit less xp..and that upsets some people.
    If the enemy deals 20% of the damage to themselves, the team will gain better than 90% of the experience. Even if they deal 50%, the team will gain 80% of the experience. In a team setting, those losses are nearly unnoticeable. When solo confuse generally reduces the time and endurance you expend on experienced gain so you'll gain more experience over time. Unfortunately, it's a difficult concept to quickly explain to a team. Here's the wiki entry if you want to learn more.
  9. I think the deciding factor is whether you intend to solo more or play a stronger support role. Both will supply excellent control and comparable AoE damage after debuffs and epic power pools come into play. Earth Assault will provide very good single target damage though it's around the middle of the pack in AoE among the assault sets. Time is a an excellent buff/debuff set that packs an adequate heal and easily falls on par with the other top secondaries for controllers.
  10. ketch

    Sping Attack?

    Vince is correct. I tested this with my ice/rad. Spring Attack works in the same fashion as powers like Lightning Rod and Shield charge, delivering the damage via a pseudo-pet.
  11. Not every week can be a winner, but... this is a poor showing.
  12. Quote:
    Originally Posted by gameboy1234 View Post

    Stalker? Look at some pool powers for "utility." Like Recall Friend and Grant Invis to stealth a mission. The Medicine Pool might make you feel more broadly useful, could pair with more classes with it. Presence maybe, the fear might be useful, and Rogue-ish.
    I like the vigilante alignment power for this as well, Fear Incarnate. It's only mag 2 and has a small to hit debuff, but at least you don't have to spend a power pick on it. The rogue alignment power is similar but with a confuse. The added benefit is how fitting it is for a roguish character to cross sides as they see fit.
  13. Quote:
    Originally Posted by NJMorford View Post
    XP debt. It's not uncommon for me to be soloing a mission and die to a boss or a pair of mobs repeatedly. It's probably my fault for biting off more than I can chew, or not really using the right tactics. XP debt feels like a slap in the face, taking such a significant portion of my XP away from me. I've mainly been playing a mind controller who's very fragile. His only hope of beating a boss in 1-on-1 combat requires me to render the boss impotent. If I fail, the boss typically kills me in 3-4 hits while I have virtually no recourse. It may take me three or four attempts to whittle him down, all the while earning significant XP debt that may take me fifty further mobs to wipe out. That's no fun.
    Enough people have touched on how little debt actually does so I'll just recommend some tactics. Start with Mass Hypnosis or confusing minions/lieutenants and focus on the boss using the attack chain of Dominate> Lift/Mesmerize >Dominate. A regular boss will have virtually no opportunity to retaliate from this. It may even benefit you to confuse the boss and quickly take out the surrounding mobs. Of course, this all relies on you hitting so slot for some accuracy.

    Quote:
    Miss rate: I know that this game, like most other MMOs, has a lot of RNG underpinning it, and I know that a miss is entirely governed by that RNG. I know that there are enhancements and abilities to improve my chances of hitting, but this game seems to take misses to an uncomfortable extreme. I've had many cases where I've thrown 6-8 attacks at a similar level mob and seen as few as two of them land. This is immensely frustrating and frequently results in my death. It can include attacks made against a mob that's incapacitated, too. If my toon is supposed to be trained to physical perfection, or armed with the latest fool-proof technology, and he can miss an incapcitated target with three attacks in a row at melee range, it just feels wrong, and I feel like it happens far, far too often. It feels like the RNG is weighted too much toward misses, rather than me getting a few bad rolls.
    Like others have said slot some accuracy. I'll also point out on of the strengths of Mind Control here. There are many kinds of defense in this game, but there are basically two varieties: typed (fire, psi, lethal, etc.) and positional (AoE, ranged, and melee). Most attacks have at least two vectors for defense a type and a position. For example, Fire Sword would be fire/melee. Whenever you attack the higher defense number for the mob is used to defend against the attack. Mind Control's attacks have only one type, psi, so they will bypass positional defenses and psi itself is rarely defended against (though occasionally highly resisted). These means Mind Control often has a very good chance to hit, provided you have slotted some accuracy.

    Quote:
    Graphics: why is everything so dark? Why can't I focus on anything at long range? Why, when I have all of the settings at their highest quality, do so many objects pop into existence only when I'm almost on top of them? I appreciate that it's no trivial task to upgrade the graphics engine after the game's release, but boulders the size of the average house should not be semi-transparent when they're only a hundred yards away, and I should still be able to see skyscrapers in focus when they're a quarter of a mile off.
    Well, at the moment, the Halloween event has trapped us in perpetual night. ALL HAIL THE NEW LUNAR REPUBLIC!

    Quote:
    Group combat: Again, I've not reached the level cap and have no experience of groups at high level, but at low level, this is unsatisfying. Every group scenario I have been in (excepting the one last night where most of the group quit immediately, leaving us with two people to face content scaled for 6) has turned into an anarchic free-for-all where everyone just mashes buttons at the nearest mob. I've never noticed anyone tanking, rarely noticed anyone specifically healing, and frequently been unable to see a reason why either a tank or a healer would be necessary. There are no tactics, no roles, no mechanics to learn or adapt to, no repercussions when you get it wrong. It's just a zerg to the boss and a pile of XP. If the encounters for L50 players require anything more complex than a zerg, then the previous 49 levels don't seem to have prepared you for them. Group combat just feels empty.
    Tanks aren't always necessary in this game. Controllers are one of the reasons for that. There's no need to redirect damage when you can simply prevent it. Buffs and debuffs also can transform even a fragile blaster into an alpha soaker.

    However, if you're generally dissatisfied with large groups I suggest running in smaller groups 3-5 people with your difficulty at +2/x8. You'll start to feel individual contributions and mistakes more at that setting.


    Quote:
    Originally Posted by NJMorford View Post
    Difficulty: I've mainly set it at +1 level, 2 heroes equivalent, no elite bosses, no arch villains. Any lower on the level and it just doesn't have any challenge. Any lower on the heroes equivalent and it just seems empty. Elite bosses, no hope. As it stands, I typically Confuse about half of a group, then use an AoE sleep/disorient on them before laying into them one at a time, accepting that I'll lose XP due to mobs doing half of my damage. Any that wake up get Confused or slept again. This tactic seems to work with groups of up to 6-8 minions at +1 level, including the occasional lieutenant.
    Ahhh, confuse and lost XP. This is an old issue, one that has been put to rest time and time again. Essentially, confuse speeds up the gain of XP over time though you may lose some from individual enemies. The key here is that even with the enemy dealing 50% of the damage you receive 80% of the experience. That's a fair trade-off, in my opinion, for the safety and endurance savings that confuse brings.

    Quote:
    On bosses I've tended to take the safest option, given that they won't fight back against a mind controlled mob. I confuse as many mobs as I can keep under until they've killed each other and brought the boss down a significant chunk. If I try any other method, my first attack gets me aggro from every mob, including the boss, and the boss wanders over and murders me in short order whether or not I've put the rest of the mobs to sleep. My only chance of survival at that point seems to require me to put the boss to sleep, and that's reliant on my sleep or confuse attack actually landing on a red-conning mob.
    See my previous assessment. It seems the biggest issue here is your lack of accuracy.

    Quote:
    Serious question: I know I've chosen a support class, but does the design of this game mean that he's never supposed to be able to solo an instanced mission unless I reduce the difficulty to trivial levels? I didn't research my build, I just chose whatever looked useful, so I guess it's possible that I've lucked into a combination that's generally considered to be unable to solo stuff.
    Mind is actually a very good soloer at early levels. Later on it takes a backseat when mez resistant AV's arise. In a grander scope, support classes are very powerful in this game and some of the top AV and Giant Monster soloers are controllers.

    Quote:
    Someone please tell me: at level 50, are the fights still like this? Does it still not matter if you don't have a tank or healer? My controller's alt spec is more healy right now, but it sounds like it's irrelevant.
    What is your secondary? Some are more solo friendly than others and generally buff/debuffs outweigh heals. For a solo mind controller, I would focus on a secondary that favors debuffs since you will have neither pets nor allies to buff.
  14. Quote:
    Originally Posted by Seldom View Post
    This is a known, and intended (Or at least unavoidable) part of any such toggles that work on enemies. Originally, cloak of fear/oppressive gloom would break hide and notify any nearby foes, meaning /dark stalkers would have to toggle off/toggle on to use those powers, or simply give up stealth attacks. Castle worked around this by making the fear/stun suppress while in hide. As per conversations on the subject, he said there wasn't a way to both debuff/mezz a foe with a toggle WITHOUT alerting them. Apparently, what we have is what we get in that regard: You do an attack from stealth for your critical hit, then after that the toggles pulse doing their thing.

    At least now you don't have to strike>toggle>attack stuff>detoggle>placate>repeat.
    Disruption Field, from Sonic Resonance, is an ally based toggle that debuffs but does not alert enemies. There is also World of Confusion, a PBAoE toggle, that damages enemies and does not alert them. Perhaps, it's the combination of mez and debuff somewhere in the code. Though with that as the case, it amazes me that mez/damage can still work.
  15. Quote:
    Originally Posted by Thirty-Seven View Post
    Man, if that is all the variability that a Fantasy game gives you, I could never imagine playing one. CoH has such diversity it isn't even funny!!
    Well, those are just some basic classes. That's not even all of them. You can also dual and triple (sometimes even quadruple) class. For example, you could be a rogue/cleric. And then their are prestige classes. Video games tend to be a little rigid with what you can do, but actual pen and paper gaming gives you tons of freedom (depending on the GM).
  16. Quote:
    Originally Posted by Mr. DJ View Post
    I'd hardly consider the League Leader nice if they're randomly calling people "incompotant" and trolls, and wrongly at that.

    If there's any crime here...it's the murder of basic English from the person he talked to...
    Ah, see... and this is how it goes. I didn't clearly state that the nice league leader was not this person. It was not, however, it left you open to assume that is what I meant. I play on Virtue and we had an ambitious and kind person leading a league two nights ago, but he didn't grasp why the enemies were spawning in a variety of ranges. It took the better part of 15 minutes after explaining for him to get 3 teams sorted so we were the same level or +/- 1. And, no, this leader doesn't seem overly nice.

    Text communication is slow and clunky compared to speech. It's even worse when you're trying to balance it with playing your character and organizing a league. Miscommunications are going to happen. I'd much rather assume that than believe everyone is a jerk.
  17. Quote:
    Originally Posted by Mr. DJ View Post
    and the leader wasn't dismissive with the "how's that the teams problem?"
    Having seen a very nice person attempt to lead a ToT league and struggle with sorting teams, I'm willing to give the league leader the benefit of the doubt in that they either did not realize that Doc was not 50 or did not understand the conning system. However, yes, the leader too was a bit dismissive. Even now there are people ignorant to how forming and organizing leagues functions. Even Doc himself did not know that you could promote within the team if it was unlocked.

    How's the old saying go, "Never attribute to maliciousness what can be explained by ignorance", or something to that effect?
  18. Quote:
    Originally Posted by DocBenway View Post

    me: honestly, i expected the -bare minimum-
    me: that i could open doors

    him/her: It was...

    me: couldn't even do that
    me: literally all i could do is stand there and do nothing

    him/her: Then how it that the problem of the team?

    me: lol
    See, right here? This is where it went off track. Your dismissive "lol" should have been the simple explanation that with you as leader your team was conning far below the enemy, as a result they were unable to hit or damage the mobs. It's a very simple explanation.

    Might I ask why you "lol"ed? Did you expect that the lead knew your level and/or the mechanics of the conning system?
  19. Quote:
    Originally Posted by Slaunyeh View Post
    That's because people gather full teams before queueing for the trial. That way, no one in the queue will ever be picked up unless there happens to be enough for a full league in there.

    I hate that about the DfB trial. IMHO, it's really bad form to queue with a full team. Think of the poor LFG'ers!
    I agree. Both the sewer trial and the Halloween trial are so straight forward that there's no need to form a team before rolling in. Just about any group will be able to complete them. iTrials I can understand some concern for balance, having buffs/debuffs, and level shifts.
  20. ketch

    CoH on RPS

    "A mantra of ours was to provide more to subscribers in the Freedom model than in the previous model; if we could do that, we’d call ourselves successful. We…uh, I lost track of the question."

    That is to say, "Sorry, I got lost in my own marketing mumbo jumbo."
  21. Quote:
    Originally Posted by Unknown_User View Post
    Same here, and that's some thing I want to know. Why are the devs releasing some costume pieces with preset colors baked in. Like the Steampunk gloves for example, the glove part is always set to a dark brown. Why can't you change the color? I would like to know the line of logic behind preset colors.
    I completely agree with this sentiment. The colors available on some of these pieces is extremely limited and it's stifling to how we can use the piece.

    Quote:
    Originally Posted by Serpine View Post
    Unfortunately that would kill off using those pieces with everything else in Detail 2. It is bad enough you can't have a beard and a cigar at the same time as it is.
    True, however, there are more pieces available from shoulders that are locked out if you choose to use the spiked collar or neck chain. Additionally, several of the items in Detail 2 clip or completely cover the area those pieces occupy. The best option, of course, would be to leave them there as Legacy options and add a copy in the more fitting spot.
  22. Quote:
    Originally Posted by TemerousNox View Post
    Gotta agree with Sam on this one. With all the lovely corset patterns we've been getting, it's a shame that we have to choose between them and the ascot.

    Especially since the Steampunk neck pieces are under detail 2, and will take up the same general space as the ascot.

    Wishful thinking here, but any way it could go in both categories with the fix?
    Agreed. The ascot is more of a neck piece and should be under Head > Detail 2. While they're at it, Spiked Collar and Neck Chains should probably be moved there as well. They're currently under shoulders.
  23. Quote:
    Originally Posted by Von Krieger View Post

    "Central zone as a gathering place for incarnate trials?"

    Zwill says they have talked about it, but they want to encourage team-up teleporter.

    They don't want to try and shift where players hang out.
    Perhaps if the darned thing worked people would use it. Have the ever fixed it to allow you to join (not just rejoin) an event in progress? Or to set our own minimum threshold for launching the trial as many people don't want to deal with the higher risk of failure?
  24. Quote:
    Originally Posted by Queen Frosteen View Post

    Here is a new design I created with the pack, I also posted this in the costume section
    Nice work. I don't recognize that chest detail. What is it?
  25. The Medusa face is ugly... rightfully so. The Vampire face, on the other hand, is a bit too ugly even for an undead. The Vampire high collar is quite nice; I've been hoping to see something like that for a while. The brooch, however, doesn't take colors well.

    Brain in the Jar really sells this set though. I know a mad scientist that would be smiling if he still had a face rather than a magnificent shiny brain case.