Controller issues


DesolateJoker

 

Posted

Gang,
If you'd like, post what you think an outstanding issue is with either the Controller Archetype as a whole - or with individual powers or power sets...

For instance, Mind Control doesn't have a pet. Gravity Control is weak as a whole. Etc. I'd like to hear your points of view.


 

Posted

Just thought of another (as mentioned in another thread): pets can't use elevators!


 

Posted

Ah, cool!

How about the lack of pet controls? We can control the enemy but not our own pets.

I'm not asking for a lot, but I've heard a lot of suggestions based on "mode": Defence - keeps them close and protect me. Offense - what they are now. Travel - Dear god, please don't attack.

Something like that would be amazing.

But, yes, elevators first!


 

Posted

Upgrade the visual graphic on AV resistances:

-Those tiny purple triangle are too hard for controllers to see. Controllers must stand next to the tanker to see them, exposing themselves to the AoE damage that the tankers is trying to draw away. As it stands, most simply spam their control effects so they'll take effect once the resistance drops. Very many are not even aware of the triangles since AVs are difficult to see due to the power spam involved that prevents us from seeing them. Quality of life issue, not too important.

Have AVs spawn minion backup:

-AV fights are rather boring since they will primarily attack the tanker. There isn't a sense of risk in these battles due to this. Just a long drawn out battle of damage vs. AV regen rate. Giving AV's backup adds chaos to the battle for controllers to control. Adds a little movement to the battle instead of everyone standing still and spamming powers. AV fights should be exciting! And I think this would be a great way to help that happen while helping controllers out.

Non-illusion controllers to have 1 solid attack:

-I'd like to see if the non-illusion controller types could have at least 1 solid attack in their sets for soloing. They'd still really want groups since it'd be /much/ faster xp than grinding based on a single attack. But at least it gives them something to do while waiting on seek team.

Thanks for asking!

Mmm and help in the use of our pets would be BEAUTIFUL!


 

Posted

Could you somehow acknowledge the uberness of Fire / Illusion Controllers in the late game. Some general commentary on the issue would be nice.

What we need:

Pets in the team window so that it is easier to monitor health and buff them.

More control of our pets. Attack / passive mode are all that I see would be needed. 'Attack' would be as it is now. 'Passive' would render the Pet powerless aside from movement. Perhaps a 'defense' mode were they only attack when attacked.

What we don't need:

Nerfs to Fire / Illusion. Bring the others up to speed


Phantom Rose: Ill / Kin / Psi
Soleau: Ice / Icy / Ice / Core: Ice / Fire / Pyre / Wind / Eclipse / Flare / Corona
---------------
Solo Space

 

Posted

Low level offense (for each type) could use a look, so that it's possible for controllers to solo at earlier levels, particularly in light of the boss changes.

I also think our role during an AV fight needs to be examined. As is, tanks with punchvoke and taunt can probably control a crowd more effectively than we can for most situations, and can keep control of the AV. Yet somehow we're the controller?


 

Posted

Wow, are controllers about to get actually Dev time. Now I seen it all. (ok i am being a wise [censored], sorry) But the pets not using elevators thing is HUGE. ITs our primary offensive power and when in a group we become healers if we take elevators or go through a door.

As far as being weak, i wish our CC and direct offensive powers got a little more...umph! After waiting 32 levels to be able to play on the same plain as everyone else it is sometimes a let down. I know we are crowd controllers, but sometimes the leveling (non-nerfed fire controller of coarse) is jsut to slow!

Oh and Thx for sending some well needed attention our way!


 

Posted

Thank you for opening such a thread!

1- Mind controllers need a pet
2- Gravity needs a boost. Replacing Dimension Shift with a useful power would do it.
3- Hot feet costs too much endurance for a weak effect.
4- Animate Stone had it's recharge/duration reduced (good) but not it's cost. This puts an undue strain on earth controllers.
5- Propel does not do enough damage/effect.
6- Flash Freeze... just not worthwhile.

Thanks for listening (I hope).


 

Posted

I'm amazed no one replied to this thread yet. Well let me start then

As an Ice/Storm controller I would like to point out that it is very difficult to get Jack Frost in melee range. Infact the only way that works for me is to literally summon him right in the middle of the villains group. Other than that Jack stands quite a distance from the villains and simply blasts which is in many cases less effective than his melee attacks. It would be nice if he was more alert and willing to dive in rather than stand back most of the time. He stands back so far sometimes that he can only see one villain (on the edge of the group) even though I would be standing in the middle of them or on the other edge. He seems to respond to my movements very slowly in terms of following. I am not saying that cause it's less convenient to have to wait for him, but its also because when I go into a group he doesnt engage the whole group unless I make an effort to move across them further.

Another issue with Jack is that sometimes when engaging a group he does one attack on each villain one by one and then goes repeats instead of finishing the one hes working on and moving to the next. That seems to happen only in certain situations though maybe someone else can point it out exactly.

I'd also like to stress out the issue of pets using elevators and maybe even doors .. well i'll be happy if yu just fix elevators actually

Edit: Addition: I agree, our roles during AV fights still seems very weak and sometimes honestly I feel we're pretty much helpless and cant do much with an AV other than try and try and try.....

Thanks for caring!


 

Posted

Whoa ... I could swear I was the first one to reply when I was typing... geez lol


 

Posted

All controllers are way too painful to solo at low levels.

I recommend either giving some means of single-target damage or upping the damage on their single-target holds.


 

Posted

Level 44 Mind/Empathy perspective, my short list:

- How NPC's act under confusion could be MUCH better, they will still buff/heal their allies, they will often still plant their generators which continue to help their allies, they will very often run back and forth between targets not accomplishing anything (yes, I know it's called 'Confusion', but this behavior is counter to some other arguments you've presented that it is a 'hold plus damage'...when they act like this, it's just a crappy disorient)

- Would like a visual cue on our Telekenesis anchor to give teammates a fair chance of trying not to arrest him early (and breaking the Telekenesis)

- Visual cues of our hold/mez powers on the NPC's could be more apparent, maybe something above (instead of around) their heads would be more easy to see

- We wouldn't cry over some sort of small damage-to-endurance cost adjustment to Terrify...raise the damage or lower the endurance cost, whichever

- I don't ever want a _summoned_ pet, charmed NPC pet would be acceptable depending upon implementation

P


 

Posted

People do not fall for this trick, look at all the other ATs they bot baited and nerfed!


Lol just kidding, trying out issue 3 now I'll post on this later tonight have fun all =p


 

Posted

Well of course first of all we NEED to have pets go through elevators/doors, because it can take a bit to get the usuall 3 groups goin again.

And attack/passive/defend modes for the pets.Maybe like a SEPARATE window that was optional for all people on a team to open to see pets, like a second team window...but with pets!

It would be cool to have non-pp and non primary power that would let non-flying pets fly and already flying pets fly much faster (IE from 20mph to 50mph)or somthing.

Thanks for being one of the first to ask

Devil


 

Posted

Agreed. I see a serious nerf coming down the pipeline for Controllers.


 

Posted

I have only played my controller alts to low levels right now, but I must say that I'd like to see a secondary for Fire controllers. As it stands right now, you can make a Fire/Fire blaster and a Fire/Fire tanker, but you can't make a Fire/Fire controller.

I think a large amount of griping could be shot down simply by creating a 'Duration' enhancement that could be plugged into holds. I know we can chain hold mobs, but the endurance drain is massive. Compare that to a Master Illusionist(Carnie) or the KoA Stun grenades(gotta be at least a 30 second AoE disorient), and we are being easily outstripped in the holds-per-endurance-point area. One Rikti Mentalist can chain hold a player indefinitely, as can all Carnie bosses, Tsoo Ink-men(forgot which color), DE mushrooms(all ranks), Crey crisis units, Nemesis Lts and Bosses, etc.

Besides the fact that I'm creating a single character with multiple ATs, I also would like to see fire used in the scrapper and defender sets, but I can understand the difficulty of creating them.


 

Posted

Your Whole Grav is weak, this is true, so getting to 50 with my Grav/Kin was somewhat more enjoyable, as at the end i could feel all i have done,

"2- Gravity needs a boost. Replacing Dimension Shift with a useful power would do it."

i was thinking, This power woudn't be so pants, it it had a use, i mean, i repect it out, but what about on hami.. does it work? cause if it works on mito's hell, i'd keep it!

Royal Rose


 

Posted

[ QUOTE ]
And attack/passive/defend modes for the pets.Maybe like a SEPARATE window that was optional for all people on a team to open to see pets, like a second team window...but with pets!

[/ QUOTE ]

Yes please!


 

Posted

Along with the offense/defense/travel mode pet controls, I'd like to add that I'd like a toggle to force my pets to attack my target. Something like a /petassist 0 and /petassist 1, with 0 (off) being the default.


 

Posted

Ice works fine, sir. I'd almost rather you didn't tweak it. Help Mind and Gravity first.

But since you are asking, my suggestions would be to have Chilblain do reasonable DOT, so it is a viable solo power early on, as it is basically worthless as a damage power after the first couple levels now. (Controller sets generally should have their first power do more reasonable damage.)

Also, few people take Flash Freeze because a sleep doesn't really work with the rest of the set. A mag 2 disorient would be more tempting for people to consider and increase diversity in Ice builds.

I'm not fond of Arctic Air, and that seems to be a majority opinion, but some people like it and it fits in with the set thematically, so I see no reason to change it. There should be an "eh, whatever" power or two in every set anyway.

I personally think Jack is fine, but if you want to help him, reduce his Greater Ice Sword recharge by about a third, and see if it is possible to keep his attention better focused on one guy at a time, unless another is attacking him.

Or better yet, just leave Ice alone, we seem to be relatively content compared to others.

{edited to change mag 2 immobilize to mag 2 disorient}