Issue 4 Changes for Gravity - Official Thread
I'd like to say, for the record, that I enjoy the control gap. I'm not lulled in to a common set of power sequences because I've chosen the correct build for my grav/kin controller and continually go through the motions. While it may be the most "broken" controller class it, at least for me, is the most fun.
One way I see how the test version of Wormhole could possibly enhance our controlling abilities is by using the environment: Wormhole a group around a corner then hit them with CF. They are immobalized and can't attack.
Having storm as my secondary has helped close the control gap immensely, and now with the addition of wormhole's AoE storm is going to come to my aide again. Wormhole+ Crushing field+ Thunderclap works very well to augment the disorient time. Now I realize this doesnt help any non grav/storm, and I really do feel that I shouldnt need to augment a primary with a secondary just to make it useful
So to restates again what Im sure has been said a thousand times over, increasing the base duration of the disorient effect will lead to this power being useful to more then just a hand full of people assuming the modified version goes through.
I know I will see you again on another game somewhere - one game can't hold all us crazies forever.
CuppaJo
Some people just need to be on the cross at all times for the attention, I guess.
Friggin_Taser
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Read the thread for yourself, it's still up (and locked now). With the notable exception of ProcessedMeatMan , almost all of us called for some kind of change to Wormhole -- shorter animation, no knockback, longer disorient, whatever. We also largely called for another AoE control, although this request was generally formulated as "Replace D-Shift with a useful AoE control." So it looks like they read what we suggested and tried to meet our requests, such as tweaking Propel so that it no longer did sub-Brawl DPS.
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What are you talking about?
The only post I ever made in THAT thread was against making our pets a toggle, as far as I can remember. I never said anything about wormhole one way or the other... or any other powers for that matter.
And if you think I DON'T want any changes to wormhole, then you need to work on your reading comprehension. In fact, I've said several times that it needs exactly the things you listed. If you want to call me out on anything, the only thing you can say is that I like the AoE WH better than the single target.
EDIT: Hmm.. came off kinda harsh i did. I think I may have misuderstood what you meant by your post... were you saying that I was the only voice in favor of the current wormhole? I'm confused!!
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One way I see how the test version of Wormhole could possibly enhance our controlling abilities is by using the environment: Wormhole a group around a corner then hit them with CF. They are immobalized and can't attack.
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Unless you have line of sight it won't work. You won't be able to cast crushing field on them. Also the disorient effect will only last as others posts 5-10ish seconds. When it does wear off guess who they are going to focus all of their aggro on.
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One way I see how the test version of Wormhole could possibly enhance our controlling abilities is by using the environment: Wormhole a group around a corner then hit them with CF. They are immobalized and can't attack.
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Unless you have line of sight it won't work. You won't be able to cast crushing field on them. Also the disorient effect will only last as others posts 5-10ish seconds. When it does wear off guess who they are going to focus all of their aggro on.
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You can be standing at the apex of a corner and see both halls. Once the group is Wormholed down one hall, CF them during the 5 to 10 seconds they are disoriented.
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You can be standing at the apex of a corner and see both halls. Once the group is Wormholed down one hall, CF them during the 5 to 10 seconds they are disoriented.
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And 5 seconds later? You end up with a group of rooted mobs that want to tear you to shreds. 5 seconds later The only thing accomplished was being able to aoe root the mobs without taking the alpha strike.
Actually, you'll still take the alpha strike because of the delay between activating Wormhole (which is when the villians become aware of you) and when it goes off.
Gothika (Grav/Kin) Marionette (Ill/Rad) Terra Firma (Earth/Storm) Alana Dale (Arch/Nrg)
Iceblink (Ice/Dark) Fantasia (Mind/Fire) Shadow Minx (Claws/Nin)
--Virtue
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The difference is, improving Wormhole by shortening the activation, taking away the Knockback or lengthening the Disorient leaves the power fundamentally the same. Making it AoE changes the power on a fundamental level. People have been asking for the activation on Gravity Distortion to be shortened as well, that doesn't mean GD is a bad power that needs to be replaced. Without getting into the right or wrong of it, the power that consistantly gets the most requests for a fundamental change has always been Dimension Shift.
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Our requests for improvements to Wormhole weren't hedged with such boundary conditions. I think the change to an AoE is fairly within the scope of what we discussed in January.
Decreasing the activation times of most Gravity powers was requested. (Everybody always wants their powers to activate faster.) They didn't do everything we asked, nor did we expect them to! We threw out many ideas, hoping that a few would stick.
Yes, I'm slightly disappointed that D-Shift was left largely intact. I understand what it is meant to do, it seems to do that, but I don't have a need or desire for it.
"Destiny's powerful hand has made the bed of my future, and it's up to me to lie in it. I am destined to be a superhero. To right wrongs, and to pound two-fisted justice into the hearts of evildoers everywhere." -- The Tick
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I dont think people asked to have Wormhole entirely changed in function though.
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Yeah, we kinda did.
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Just because it still ports guys doesnt mean it does the same thing. It doesnt work like it used to at all because its old value was precision and isolation. All gone now. Shorter animation, no knockback, or longer disorient would have been fine for Wormhole. People also asked for an AoE disorient but the vast majority were calling for DS and Propel to have that change.
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I don't see it as a huge change to the power. Before it was a sniper rifle, now it's a cannon. We needed another cannon. Having a power that makes a bunch of bad guys take a fifteen second timeout on the far side of the map sounds useful to me, especially if I can slot it up to increase the disorientation time.
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So, while I like to believe it was accidental on the part of the devs, they happened to shaft the current use of wormhole, plus the Disorient duration is too low to answer the reason we wanted an AoE disorient. While a majority of the people in that thread wanted DS or Propel changed to a disorient or a knock up, they werent changed. At least Propel has better damage now (though I personally am still 100% uninterested in the power for other reasons).
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I like having one power that brings the big hurt. When I hit a punk with a rusted out Dodge Dart, I expect it to leave a mark. Before, they weren't even losing bladder control.
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Its weird how Rad has 2 AoE holds (even if one is end heavy) and gravity has just 1.
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Yeah, Force Field brings an unexpected amount of control to the table too, at the upper end of the set.
"Destiny's powerful hand has made the bed of my future, and it's up to me to lie in it. I am destined to be a superhero. To right wrongs, and to pound two-fisted justice into the hearts of evildoers everywhere." -- The Tick
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What are you talking about?
The only post I ever made in THAT thread was against making our pets a toggle, as far as I can remember. I never said anything about wormhole one way or the other... or any other powers for that matter.
And if you think I DON'T want any changes to wormhole, then you need to work on your reading comprehension. In fact, I've said several times that it needs exactly the things you listed. If you want to call me out on anything, the only thing you can say is that I like the AoE WH better than the single target.
EDIT: Hmm.. came off kinda harsh i did. I think I may have misuderstood what you meant by your post... were you saying that I was the only voice in favor of the current wormhole? I'm confused!!
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Starting on Jan 4th, you asked to keep the knockback in Wormhole. This started a discussion with Pheroz on the subject, in the course of which you said that you found the power useful. While not exactly a ringing endorsement, by comparison you seemed the most pro-Wormhole-as-is voice on the thread. My apologies if I seem to be setting you up for an opinion you don't really hold.
As I said, it's all still there on the Dev Corner area.
"Destiny's powerful hand has made the bed of my future, and it's up to me to lie in it. I am destined to be a superhero. To right wrongs, and to pound two-fisted justice into the hearts of evildoers everywhere." -- The Tick
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You can be standing at the apex of a corner and see both halls. Once the group is Wormholed down one hall, CF them during the 5 to 10 seconds they are disoriented.
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And 5 seconds later? You end up with a group of rooted mobs that want to tear you to shreds. 5 seconds later The only thing accomplished was being able to aoe root the mobs without taking the alpha strike.
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Sure they want to, but they can't because there's a corner in the way and they aren't able to move around it. By the time the immobilize wears off, pets will have agro (or better yet a tank).
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Actually, you'll still take the alpha strike because of the delay between activating Wormhole (which is when the villians become aware of you) and when it goes off.
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Two ways around that. The easiest is to hide behind a corner. The better-but-more-expensive way is to put a couple of slots into range. Heck, one will do it pretty well but two SO's should give comfortable range.
All right, I took a crack at Infernal again. No way. Not with my Grav/Storm, anyway. Steamy Mist protected great against his fire attacks but eventually he would get ticked at a Singularity and chop it in two with two or three swings. After a long fight he only lost maybe a sixth of his hit points. He finally got agro'd at me when my hibernate hadn't recharged and that ended the battle real quick.
I was worried the increased damage resist for our Singularities might have made us too strong. They can still die fast against an AV's firepower, though. All is as it should be on that front.
only could get to page 10 as of now, its late, but i strongly agree and vote for keeping the old wormhole.
the new wormhole is just no good at all... its as someone stated, merely an amalgamation of requests . ( a shoddy one at that ). this change completely removed the utility of one of our staple powers ..
faster sings are obviously great .
Ahhh.. ok. I remember that now. Yeah, that's one of the conversations I was talking about a few posts back. For awhile there I thought I was the only person in the whole damn game that had wormhole.
The Pro-Wormholers are crawling out of the woodwork now. Where were you all 3 months ago when I was getting my head chewed off?
Add me to the pro-Wormhole group. And by the by, what difference does it make who liked what and who didn't 3 months ago? That makes no difference whatsoever to the people who have and use WH and liked it as it was. If the devs are and were simply responding to our requests about this Primary as a whole then they should see that many of us are unhappy with their new changes to the power and rectify it now. I also didn't discover a frequent use for it until I got my Singies. I can pick which enemy I want to dispatch 1st by bringing them into range or throwing them into my Singy (Sappers anyone?), and which ones I don't want to deal with right now, or at all. I use WH constantly, can those defending DS say the same thing?
Maybe if you team regularly with a group of friends, DS won't cause the team to want to burn you at the stake, but in random groups it's a no-no EXCEPT as an emergency power. Would be better if the mobs were somehow rooted as a group while shifted, but in its' current form they chase all over the place then attack and kill everyone they can once they unshift. I cannot see how that would be a frequently used "control" option. If they'd stay clumped I could GDF them when they unphased, but not during their PS squishy chase.
I have seen DS used, but even in the aforementioned emergency situation, I haven't seen a time when it did NOT go badly, with the other teams members lobbying for a kick minutes later. The Grav screaming "Don't attack them, don't attack them!" while the unknowledgeable waste time and end on phased mobs who then camp next to you
and everyone else on the team waiting to unshift so that they can pound us all into paste won't elicit a "Woot, GJ!" from anyone I know. Yes, that's just in my limited experience, YMMV, and I accept that. I don't believe that I nor others are, as has been coined, "DS Haters", we just don't like having our powers completely changed into something that I didn't want & can't see a use for in the new I4 incarnation. Our point is: why do those who like it get to keep one of their favorite toys while the devs break one of mine?
PvP, PvP, I'm sick of hearing that argument. Not all of us care about that facet of the game, so making PvE changes to suit the PvP Lovers doesn't wash with me. No one knows what percentage of us will be entering The Arena. If you are, well bully for you, but that doesn't do anything for those of us who don't plan on doing it much, if at all, and especially not with my Grav.
The new WH+CF=? I really don't understand how a group of scattered rooted mobs shooting you to bits from range is considered a control option. Unless I drop RI on top of the group, CF rarely gets used by me at all, especially now that I'm noticing that mobs' ranged damage ramps up considerably at higher levels. Used in teams w/o the debuff from RI (or the slow from LR) on the group gets a "?!?" from the team as to how this helped them any. I'm not close-minded though, if you have a viable "every fight" use for CF w/o using another powers with it PMM, do please enlighten me, I'd be happy to hear about it, here or in a PM.
Aside from the EXTREMELY situational ideas like the TM thing I cannot see how an angry scattered group of enemies firing at me and my team after 4 seconds is a good thing. I'm admittedly a very anal Controller, I don't like things on-screen besides NPC's and teammates doing what the hell they want; I want them locked down, spayed & neutered, NOW.
I WILL attempt to find a use for the new WH, as long as it doesn't require me to take yet another power to make it viable; most likely as I said earlier by tossing something else on top of the affected group like LR or maybe even going back to the CF then RI gambit, but I'm pretty much afraid that I will end up having to burn a Respec to get something more utilitarian.
I won't weigh in on Propel because I Respec'd it out and have no plans to take it again even if they tripled the previous damage due to the horrible animation time. As was stated before, usually when I DID have and use it, the target was long dispatched by someone else before the animation was halfway done. Reducing the time on the cast would ruin the one facet of the power that I liked which WAS the "Ohhh!" factor. But that's not enough, for me anyway, to burn a power choice on it just for that.
Dimension Shift was changed back in Issue 2 (I think), the baddies are rooted now.
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The new WH+CF=? I really don't understand how a group of scattered rooted mobs shooting you to bits from range is considered a control option. Unless I drop RI on top of the group, CF rarely gets used by me at all, especially now that I'm noticing that mobs' ranged damage ramps up considerably at higher levels. Used in teams w/o the debuff from RI (or the slow from LR) on the group gets a "?!?" from the team as to how this helped them any. I'm not close-minded though, if you have a viable "every fight" use for CF w/o using another powers with it PMM, do please enlighten me, I'd be happy to hear about it, here or in a PM.
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I never said I used it every fight. I also never said I used it and ONLY it. Most of the uses I've found for it involve combining it with other powers, be it my own or someone else's. IMO, an immobilze is only really useful by itself for "melee only" attackers.. and we all know there aren't many of those in this game. Immobs do synergize well with disorients and slows (to an extent) if you need to do so in a pinch.
My uses for it vary greatly depending on the team I'm with. Mostly, I use it to keep things locked around the tank. I've rarely, if ever, taken aggro off of any tank doing that and there have been times that it's proved to be a very valid and useful tactic. Necessary? No. But a controller isn't necessary at all with a good tank around.
I used to team a lot with a DA scrapper that used Oppressive Gloom. CF + OG is an awesome hold tool. OP is a toggle, so those suckers are held almost indefinitely.
Awhile back I used to team with a blaster a lot. I'd start most fights off by SSing past a group and letting a Sing take initial aggro. Once that was done, I'd cast RI, EF and LR. Then, for good measure, I'd use CF to ensure that the melee attackers stayed away from the blaster. I will freely admit that this use for it depended greatly on my secondary. Sings are good at taking aggro, but with out the slow and debuffs from Rad, the few stray shots I did get would've hurt a lot more.
I've also used it solo as a (very) mild way of ticking off HP from a group while the Sings bash away. I've also found it useful for keeping runners from.. well.. running. Sure GD or LR do that fine, but since I cast CF almost constantly, they never have the chance to run so it's not necessary for me to do that.
Now, you'll notice that in all the examples I listed some other power was used to make CF a much more viable tool. I'm not saying that that's a good thing, but I've had to find ways of filling time in-between GDF and EMP and some of my little CF+whatever tools seemed to do it for me. These are elements of MY playstyle. I've had conversations with far too many Gravity controllers that seem to think I'm some sort of idiot because I took and use CF. Apparently, there's only one way to play a Gravity controller.
I've tested out the WH+CF method quite a few times on test. It has it uses, but still remians situational. It's good for removing a troublesome group from the fight without phasing them - If their Immobed and then ported a fair distance away, they can't shoot you (assuming no snipers) unless you're limited by small rooms in an indoor mission.
It's good for plopping whole groups of baddies into a circle of Sings. In my testing I did take a shot or 2, but overall the Sings sucked up the aggro faster than I took it.
There are some other things as well, but I'm tired and can't remember them.
Unless the disorient portion (which is viewed as a secondary effect, unfortunately) is increased, wormhole will remain a situational tool. I personally like it better than the single-target version for reasons I've stated about 20 times now. I'm not saying the old version wasn't viable, I believe it was, but overall I find the AoE more fun, interesting and useful.
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And by the by, what difference does it make who liked what and who didn't 3 months ago?
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Nobody probably. But it came up in the flow of our conversation here, so there's no harm in talking about it.
Final Flash, you echo my sentiments completely.
PMM: She was saying they run around uncontrolled and attack the group when they become unshifted- which they do. It's just the duality of the wording she used.
I don't think so. Read what she said:
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Would be better if the mobs were somehow rooted as a group while shifted , but in its' current form they chase all over the place then attack and kill everyone they can once they unshift . I cannot see how that would be a frequently used "control" option. If they'd stay clumped I could GDF them when they unphased, but not during their PS squishy chase.
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Seems to me she's talking about the old DS, which is the one that I had back in the day. Nothing like phase-shifted bad guys running rampant all over the place. I hated that power even more back then lol! The confusion it caused remains unchallenged!
hi there just wondering if you guys can help me out, when i ran the test server for the first time my computer crashed
i made it in i was in the hollows but after a while all i could hear was the terrible sound of suffering from my cpu when its frozed and you hear the same sound for long priod of time
so if you can help me let me know {and i thought i knew everything}
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I don't see it as a huge change to the power. Before it was a sniper rifle, now it's a cannon. We needed another cannon. Having a power that makes a bunch of bad guys take a fifteen second timeout on the far side of the map sounds useful to me, especially if I can slot it up to increase the disorientation time.
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You don't see a huge difference between a sniper rifle and a cannon? O.o Besides, D-Shift already functions as the 'time out' power. AoE Wormhole would do it in a less annoying fashion, but then why not just put old Wormhole into D-Shift's spot and leave new Wormhole in the 8 spot seeing as how AoE Wormhole and D-Shift serve similar functions?
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Two ways around that. The easiest is to hide behind a corner. The better-but-more-expensive way is to put a couple of slots into range. Heck, one will do it pretty well but two SO's should give comfortable range.
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That's exactly what I do with Wormhole right now. I have 2 range SOs and 2 Accuracy SOs in it. The range is nice, but it doesn't solve the problem of getting fired upon nearly as well as you think. Most villians at high level have very long range, and the ones that don't can generally run into range before affected by the teleport. Breaking line of sight using corners is golden, though. I do that all the time to pull singles out of groups without aggroing the rest of the group. A function that's lost with the new Wormhole, btw.
Gothika (Grav/Kin) Marionette (Ill/Rad) Terra Firma (Earth/Storm) Alana Dale (Arch/Nrg)
Iceblink (Ice/Dark) Fantasia (Mind/Fire) Shadow Minx (Claws/Nin)
--Virtue
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Dimension Shift was changed back in Issue 2 (I think), the baddies are rooted now.
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They added a root to DS a while back, yeah. Is it consistantly rooting Bosses, though? I thought the magnitude on the root was the same as all roots, so you had to crit the Bosses to root it even though it was phased out. It's been a long time since I had the power so I don't remember.
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The Pro-Wormholers are crawling out of the woodwork now. Where were you all 3 months ago when I was getting my head chewed off?
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Unfortunately I wasn't around on the boards 3 months ago due to RL stuff, or I'd have been expressing the same opinion then that I am now. Oh well, the change is on TEST for a reason. Hopefully the devs will read the feedback expressed here and consider alternatives.
Gothika (Grav/Kin) Marionette (Ill/Rad) Terra Firma (Earth/Storm) Alana Dale (Arch/Nrg)
Iceblink (Ice/Dark) Fantasia (Mind/Fire) Shadow Minx (Claws/Nin)
--Virtue
Personally I always loved wormhole. And always stood up in defense of it (long before 3 months ago). At the time however the majority of players were divided on it pretty much 50/50.
Those that were against it were mostly against the duration being so short, the knockback, and the activation (like most of our other skills) being so long.
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Those that were against it were mostly against the duration being so short, the knockback, and the activation (like most of our other skills) being so long.
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Even a lot of us who like it would probably like better Disorient duration, faster activation and/or no Knockback. Perhaps that's where the idea that 'most don't like it' came from. It's a good power, but it could be better with some tweaks. It doesn't need to be turned into a new power by making it AoE though. That's a step backwards, imo.
Gothika (Grav/Kin) Marionette (Ill/Rad) Terra Firma (Earth/Storm) Alana Dale (Arch/Nrg)
Iceblink (Ice/Dark) Fantasia (Mind/Fire) Shadow Minx (Claws/Nin)
--Virtue
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The point is, does it have more uses than Wormhole? Whether you answer yes or no probably depends a great deal on your secondary and playstyle. As a Kinetics secondary, Dimension Shift works against nearly everything I do. Wormhole on the other hand, works very well with my secondary. So clearly for me , Wormhole is a much better power than DS. It's in that context that I offer the suggestion that DS might be a better choice to change than Wormhole. Based on the feedback in this thread, I'm not alone in that opinion. That doesn't mean DS has no uses, just that when compared to the rest of the powers in the set it might be the best choice to adjust instead of Wormhole.
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I do NOT have Kinetics secondary. A single-target Wormhole was MUCH less useful to me. It only had niche' uses, whereas now I can find a use for it in every fight.
Dimension Shift DOES have uses in PvP in that most teams don't bunch up so you can more selectively phase your enimies.
I personally don't care for Propel. Why not change that to what you want? I don't like it, so I say that's the way it should be. Evertone listen to me .
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The point is, does it have more uses than Wormhole? Whether you answer yes or no probably depends a great deal on your secondary and playstyle. As a Kinetics secondary, Dimension Shift works against nearly everything I do. Wormhole on the other hand, works very well with my secondary. So clearly for me, Wormhole is a much better power than DS. It's in that context that I offer the suggestion that DS might be a better choice to change than Wormhole. Based on the feedback in this thread, I'm not alone in that opinion. That doesn't mean DS has no uses, just that when compared to the rest of the powers in the set it might be the best choice to adjust instead of Wormhole.
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I do NOT have Kinetics secondary. A single-target Wormhole was MUCH less useful to me. It only had niche' uses, whereas now I can find a use for it in every fight.
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Try reading the part I highlighted, which was the entire point of that block of text. People's perceptions on the usefulness of various powers are based largely on their secondaries and playstyle. It's entirely subjective. No doubt some people would find an AoE Wormhole more useful than a single target version, but why should people who enjoy Wormhole as it's been for nearly a year have that power suddenly yanked away?
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Dimension Shift DOES have uses in PvP in that most teams don't bunch up so you can more selectively phase your enimies.
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You're completely speculating of course, considering how much chance we've had to test it in PvP so far. On paper it looks like it will, but on paper it also looks good for PvE. We won't actually know how useful it'll be until PvP is back up.
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I personally don't care for Propel. Why not change that to what you want? I don't like it, so I say that's the way it should be. Evertone listen to me .
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You could make a good argument for changing Propel, actually. I'd recommend not being so childish about it if you want people to take you seriously, though.
Gothika (Grav/Kin) Marionette (Ill/Rad) Terra Firma (Earth/Storm) Alana Dale (Arch/Nrg)
Iceblink (Ice/Dark) Fantasia (Mind/Fire) Shadow Minx (Claws/Nin)
--Virtue
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1. DS needs to be made single target. Have a boss bearing down? DS him out while you clean up the minions and Lieuts. FF generator screwing up the works? DS it away for a few moments to kill it's creator. Inv Tank got ya down in PvP, take him out of the fight for a few while ya deal with that damn scrapper... etc.
This would serve to provide nearly the same functionality as the old wormhole while at the same time making DS a worthwhile power pick for nearly any situation, not just the rare occassional situation.
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DS as a single target power would indeed be better than as an AoE. It wouldn't make a suitable replacement for Wormhole however, because it can only simulate one of Wormhole's functions. In some ways it simulates that one fucntion better (target is completely phased pretty quickly) but in others worse (a Boss crushed and teleported away is also completely removed at the cost of it taking longer to do, but you can choose when to engage the Boss rather than waiting for a phase to wear off).
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2. Worm Hole should effect multiple targets. Open up a black hole on a street corner and see how well you can contol it from sucking up more than one person/target. You can't. It's a black hole. It sucks up anything close enough to be drawn in. Works for me. But put a larger disorient on it and stop the knockback so that mobs stay more closely together upon arrival. Now you have a working "control" AoE.
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We're talking about a game where I can create singularites that objects bounce off of. Saying 'It's a black hole' is no reason to change the power. A power should be changed because A) it's too strong and needs to be toned down for the betterment of the game or B) the power isn't performing as well for the set as it should so it needs to be improved. A significant portion of Gravity Controllers don't view adding AoE to Wormhole as an improvement.
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3. Propel. Added damage is fine. Still takes TOO LONG to get off, meaning it is still mostly worthless. You could have raised the damage 200% and I still wouldn't take it with that cast time. 200% damage against dead air is still just hitting dead air.Make Propel and AoE cone, so you aren't dependent on a single target being around long enough to get hit, or decrease the activation time by at least 2 seconds. Seriously, I have more important things to be doing with those precious seconds than to stand there working through a long single target attack that still only does ok damage and prolly will never reach the target before someone else kills it.
5. Review power activation times across the entire primary set. Why are we so slow in comparison to all other controllers?
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I agree that the activation times for most of the single target Gravity powers still need to be adjusted. I've had Propel since day 1 on Gothika, I never did respec out of it. So I'm not unhappy with the increased damage, but I agree a shorter activation time would have been a better choice to improve the power. Crush and Gravity Distortion also have activation times that seem excessive, imo.
Gothika (Grav/Kin) Marionette (Ill/Rad) Terra Firma (Earth/Storm) Alana Dale (Arch/Nrg)
Iceblink (Ice/Dark) Fantasia (Mind/Fire) Shadow Minx (Claws/Nin)
--Virtue