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Quote:Both of these powers are subject to accuracy checks meaning you will miss some of the mob. In fact, with a 95% chance to hit any individual member of a mob there's only a roughly 50% chance that you will hit every member of the spawn. Bonfire is auto-hit. That also dismisses the lack of magnitude needed to lock down bosses in the case of controllers and dominators without domination.For most hardcore fire/, the proc&bonfire won't make that big of change for them. Its more or less, just extra damage and a little more control. With flashfire and cinder, I pretty much could already control two mobs... bonfire just helps out. For those not willing to waste millions in their builds, I guess proc/bonfire will make a larger impact since they don't have the recharge for flashfire for every mob.
At perma-hasten levels of recharge with a recharge boosting alpha , the most you'll be use Cinders to help with a second mob is once a minute. Flashfire could be cast thrice within that minute. Bonfire, at the same level of recharge, can be cast 4 times in that minute.
Auto-hit, affects all ranks, does not scale with level (as effective against +5s or +20s as even conning enemies). This is only a little more control?
Quote:But as a game killer, give me a break.... you may hate it, but it won't cause folks to play anymore fire/kins then we already have on the servers.
Quote:And the fix is rather easy, just turn the proc down so some of the kb stays kb. Its not that bonfire is broken, its just the proc with it. That is, if you buy that line which I don't. And please don't give me you're the 'Keepers of the Game Balance Grail', that only you know the true truths from above. I doubt bonfire got pass the devs when they where thinking about this proc and its effects on the game. Its a easy catch, even more so then tornado which is likely the next one on the list of game destroying powers + proc.
Quote:Or maybe, how about some self-control and just convince folks not to slot the new proc in bonfire. -
An earth/psi/ice dominator could throw out an interesting mix of controls, debuffs, and damage. Earth control let's you debuff defense and to hit. Psi Assault works fairly well in melee range and provides a nice mixture of -recharge, -regeneration, and -recovery. The Ice APP puts up the same numbers for Sleet as other ATs for some nice defense and resist debuffing while adding a little more -recharge. For an AT that isn't directed at debuffs that's a suprisingly good amount. Of course, it's team buffs are limited to power pools and it's numbers there aren't overly impressive.
Otherwise, I'd imagine a Shield/Dark/Soul could add enough defense and debuff to hit well enough to make a good impact on team survivability. -
Oh man... Sailor Mars was my waifu before I knew what a waifu was.
Moving on to less creepy... Moon Tiara Magic! -
Quote:Perhaps, it is because we're well aware of how this stacks up against other control powers. It's mitigation surpasses similar effects in Ice Slick and Earthquake easily and beats out both in recharge and duration. On top of this is Fire's position on the high end of control sets. Of course, if this change was made to a power in Ice control I personally would still be against it.I find it ironic that most people on the troller forum would have putting bonfire in the 'mostly' skippable column some month ago if asked. Now a proc comes along, which is causing people to stick it back in their build... and some wish to return it back to graveyard of skipped powers.
And by the way, you could have the same discussion about tornado. Lets see, auto-hit, good damage, rarely used till the kb proc came out.
As for Tornado, it has a far smaller area of effect (a 7 feet radius or 154 square feet area vs. Bonfires 25 feet radius and 1963 square feet area) and a much smaller target cap (5 vs. 16). That prevents it from locking down entire spawns the way that Bonfire can with this proc. Also, to second what Yogi has stated, I always take and often recommend Tornado as a damage tool for controllers as most AoE immobilizes negate most detrimental knockback.
I agree that Jolting Chain would be a fine candidate for such a tweak. It's particularly irritating when you've gained a level shift, but fight level 50 mobs. -
Quote:And there are Rularuu Overseers which possess enough innate to hit and DE quartz that can quickly buff enough to hit to make that level of debuff irrelevant (as well as circumventing heavy defense buffs). Those groups' ability to deal with enormous debuffs does not make such debuffs balanced, just as knockback immunity in a small group of enemies does not make BF with the knockdown conversion balanced.How in the world would this be better then something that debuffs to hit 100%?? If they cant hit you, you win. As I've sated before, there are enemies that have protection against KD therefor the power is deemed useless...................
This tactic overwhelms the majority of enemies which is all it needs to do to be unbalanced. -
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Quote:I can't agree with this. Illusion certainly beats it in some metrics, against an AV for example, but a Fire controller is going to lock down far more mobs with KD Bonfire. A high recharge build could get the recharge of Bonfire down to 16-20 seconds, allowing it to be triple cast. You could easily lock down two full x8 spawns. PA would certainly have trouble holding all that aggro.Again...Illusion and Plant Control still safely outperforms AND out kills Fire Control with the KD Bonfire.
As for Plant, it could dish out control just as quickly but it's also subject to misses and a lack of magnitude for bosses. KD Bonfire is dealing with bosses much more efficiently. -
Quote:First I question how you can be safer (other than when facing knockback resistant mobs) than the mitigation this provides. The mobs are literally unable to fight back. Secondly, your melee characters may be safe and sound, but are they making it safe for the rest of the team? This is negating damage for everyone. Finally, this is a ridiculous amount of mitigation provided by a single enhancement. I don't think I've ever seen such a drastic leap in performance even when comparing an SO build to a fully IOed build.Not saying that it's working as intended, but game-breaking is taking it too far. My melees can quite simply kill quicker and safer than a Fire Control character using this proc.
I have a hard time saying a ranged AT is 'broken' or 'game-breaking when I can exceed the performance this IO gives on at least 5 of my characters. -
Should the snipe changes survive in their current proposal (22% to hit = quick snipe), I think psi assault will be able to build a fairly good ranged attack chain with Mental Blast, Subdue, and Psionic Lance.
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Personally, I don't think Tornado warrants the same tweaking for this enhancement as Bonfire. It's certainly better with the enhancement, but it's not shutting down entire mobs. For a controller spamming an immobilize with -kb, there's little change in performance except a few stray tosses are prevented.
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Quote:26 for Doms and Controllers.One last comparison:
Ice Slick - level 12
Earthquake - level 18
Bonfire - level 35
I realize that most people discussing this have multiple level 50s, so the concept of 'when do I get that power' doesn't really factor in, but Bonfire is basically a power that you don't get until after your main tier 9.
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Pauper
Not that it matters. There's no other power that offers as much control at any tier. -
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Dark is a very good set though I would have to say it takes second place to Time. Dark provides better -regen and a few nice resistances, but Time offers up -def and -res.
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Quote:The problem with this is that it lowers the viability of Bonfire without the proc, basically a nerf for a power that was previously difficult to leverage making the enhancement even more desirable. That's hardly the direction the change should go, in my opinion. If any change is to be made, it needs to be made to the enhancement itself.bonfire is simple with this proc:
* 100% chance of perma knockdown for any mob not immune. They never fight back
* is perma'd. So you have this every fight and can recast in fights
* does autohit damage, a lot of it over time, which since they can't move all hits them
* can be cast from out of LoS
I think the fix is to lower the pulse rate so enemies get a chance to fightback
Quote:What it sounds like to me is the patch shouldn't keep foes inside it perma or it should not be stackable or the effects should not be auto hit or the damage shouldn't be as significant our a combination of some of those.
What it sounds like is people are making these powers significant damage tools while exploiting control features not meant to be casually tossed about.
While I'm passive about the whole KB>KD IO, that so many attempt to defend a blatant exploit and guise it as a compromise makes me shake my head. -
Part of the problem with defense is that when it works you're sailing smoothly, when it fails and you don't have other layers of mitigation it fails spectacularly. Without supporting defense with hp buffs, resistance, healing, or controls (which aren't applicable in this case), your mitigation will eventually fail when the enemy gets that lucky hit roll or two in its favor. I'd recommend tapping into the Stone or Ice APPs for the heal/hp buff or the medicine pool for Heal Self.
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I wonder if this would make it worthwhile to run with Repel on a Kin.
EDIT: Nevermind.... I forgot it had to do damage. We need a generic kb to kd for this and Wormhole. -
Quote:Well, to clarify a bit, my stance is no to a nerf to Fire Control, particularly if it's spurred on by this enhancement. If I had my druthers this enhancement wouldn't be limited to this set (and subsequently the powers that take it) and certainly not unique. I'd like to see a generic knockback to knockdown enhancement. Ideally it would be its own category of IO, separate from knockback enhancement, so that it could be targeted at specific powers.Wow Ketch...I did not expect for you to say no to nerfing the KD proc in Bonfire
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Also, I most definitely agree letting us convert knockback to knockdown in Wormhole isn't going to overpower Wormhole in any shape or form. -
Quote:I agree with this to some degree. It definitely shifts the high end performance for Fire Control; even if you spam Fire Cages on top of Bonfire this makes it so much less unruly. I don't, however, see it as a direct buff to Fire control because it's only a buff for some. After the event ends I expect the prices on this particular enhancement will compete with some purple and pvp IOs. It will be a buff for some... but I expect far from the majority. With that in mind, I don't think this should lead to any kind of nerf for Fire. Balance should be centered around a set's average performance rather than an outlier caused by a single enhancement, especially if that enhancement isn't readily available throughout the year. More directly, a nerf for Fire isn't necessary, but perhaps one for this enhancement is.IMO if they are going to keep it they should at least put damage in Wormhole so that it can slot the set as well. Being stuck with knockback there while Fire Control, of all things, gets a huge buff just kind of makes me feel like we wasted our time commenting on Gravity. I'm not ungrateful for the work the developers do, but if this doesnt finally get the nerf bat to swing at Fire Control in earnest I'm not sure what it would take. From the beta they were pretty adamant about Wormhole being stuck with its knockback so I really dont know what to think of this.
Secondly, I do think this demonstrates a lack of forethought on the devs' part. If knockback and, as a result, ease of use are balance concerns it's foolish to put an enhancement of this play altering magnitude into such a broad category. It's a broad stroke for something that should have been finely targeted. -
1:04... that's all I could take and I don't even hate country.
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Has anyone put it in Bonfire yet? As soon as I get one, that's where it's going.
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In the end, he's probably glad he got skipped over for that boat ride anyway.
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Can you cite any actual example of "pay to win"? I know many games that are "pay to save yourself several hours of grinding" and "pay to reduce the challenge", but can you provide even a single example of a game in which one pays to win? What even constitutes winning in this game? Is it reaching some goal post (level 50, unlocking incarnate slots, IOing a build) or is it simply not dying? Something that decreases the likelihood of defeat and expedites progress in terms of leveling and loot acquisition certainly seems like it's nudging as close as CoH can to "pay to win".
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I'm 1 for 2 on this event. First run was okay. The second time the teleporter failed twice. So yeah... maybe releasing it early wasn't a good idea.
As for the events themselves, they're not overly exciting.