Issue 4 Changes for Gravity - Official Thread


Airhammer

 

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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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My point is that you have made your opinion known. And it is just that, your opinion. That's all that's required here. Now stop arguing with other people with differing opinions, you are interfering with their voicing of their opinion.

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You're completely speculating of course

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I see you know me now. Are you the one that keeps stealing my newspaper?

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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.

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You could make an argument to change Propel. Don't lose sight of coming Gravity changes as a whole. Once Gravity's activation times are lowered to a managable amout, I see Proplel becoming as commonly used in builds as Spectral Wounds.

I wasn't concerned about being childish, nor about being taken seriously by other people. I was talking to you and you alone. The only ones I want to be heard by are the people with red names and I posted my opinion in this thread long ago. I was concerned about showing you how childish hounding other people about their perspective for pages upon pages of this thread is childish.

If your testing brings up a new point or a point you forgot, bring that view back here. You have posted your sentiment, move on and let others do the same.


 

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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.

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AH! Exactly! I wish I could be more concise in my posts. The test server WH affects more stuff but in a way that makes it a totally different tool. Improving the tool is cool, I hope the developer change ultimately becomes an "oopsie" and they change it back.

I always wanted a disorient cone on Propel, with the targeted foe being struck by the old damage (or even the new amount) but everybody else just gets the disorient. A FULL LENGTH disorient. The zero range would balance the damage to 1 target. You could slot this puppy for damage or for disorient, your choice. Would rock.

Lewis


Random AT Generation!
"I remember... the Alamo." -- Pee-wee Herman
"Oh don't worry. I always leave things to the last moment." -- The Doctor
"Telescopes are time machines." -- Carl Sagan

 

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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.

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It makes a difference to the devs. They asked for suggestions, and they got an earful, many of them doubtful about the utility of Wormhole. Now that they've changed it, a different bunch is jumping up and down screaming. We really must seem like an un-pleaseable lot.


"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 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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I can't and won't defend D-Shift. It's a crappy situational power, and I have no intention of taking it. That being said, I don't think that the devs have sinned against us by leaving it more or less as is. Either more people are taking it and using it that it appears (and there are some on these boards who use it and like it), or they have some other reason for keeping it around. We, out here in the cheap seats, just don't know. My guess is that dropping D-Shift and jacking an entirely new power into the slot was just too much implementation for the given time.

Now, it occurs to me that the Fold Space code is probably still compiled into the system somewhere. Suppose they dropped D-Shift, moved single-target Wormhole down into tier 6, and restored Fold Space to Tier 8. Okay, now (a) we've annoyed everybody who likes D-Shift, and (b) we've made the original problem (Gravity doesn't have enough AoE control) worse.

This way, they were able to do something quickly to address our concerns. Any time they change the system, there's going to be winners and losers.


"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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My point is that you have made your opinion known. And it is just that, your opinion. That's all that's required here. Now stop arguing with other people with differing opinions, you are interfering with their voicing of their opinion.

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Now you're just being belligerent. I'm discussing the issue on a discussion thread. Feel free to ignore my posts if they bother you that much.

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I was talking to you and you alone.

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Then use private messages, not a thread about Gravity changes.


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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I'm discussing the issue on a discussion thread.

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You aren't discussing, you're arguing one (1) point that you wouldn't change if your god told you to.

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Then use private messages, not a thread about Gravity changes.

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Then I wouldn't be belligerent. Belligerence 4 teh win!!


 

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You aren't discussing, you're arguing one (1) point that you wouldn't change if your god told you to.


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We've discussed Wormhole and Dimension Shift mostly, but also the Sing and Propel changes. There's just not much to talk about regarding the latter two powers.

Oh, but since I brought up Propel again, I did do a quick test on how much damage it does now. At level 44 vs a level 43 Rikti Infantry and level 43 Nemesis Lieutenant (both Smash neutral I believe since I got the same numbers), Propel with 4 Damage SOs did 157 damage. For comparison sake, the EPP Power Blast also with 4 Damage SOs (respecced Primal on Test) did 98+65 damage for a total of 163. I had slightly better SOs in Power Blast, so the damage is about the same. Propel still has a much longer activation time than PB of course, and a shorter range. They recharge at the same speed.

From previous tests I did a few weeks ago between Power Blast, Mental Blast and Fire Blast, all the EPP single target damage powers seem to do the same damage. So Propel has been brought up to Epic level for damage, it just still has the same slow activation time and shorter range.


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

 

Posted

You're right. The dev's asked for suggestions and they got some. Unfortunately the group they got together that was willing to voice suggestions were those that were unhappy with the set. Apparently the urgency to make drastic changes to powers in the set never hit my radar because I was having too much fun getting my grav to 50 - and subsequently re-rolling a new grav because it was a blast.

When the devs only listen to one side there will always be a hard division between two sides.

To me, they didn't change wormhole. They dropped a power I used frequently and gave me something I can't use. Good for the unhappy group of gravs and bad for everyone else that wasn't in the loop on the change.

I posted my objections early on and have tried it out some more and stick by my observations. I strongly share the same view as the others that would like to leave wormhole the way it is. The new wormhole is chaos where the current wormhole is control. Throwing wormhole out will give me less control than I had before. If you think about it, grav's are excellent single-target controllers, not AoE.

In my opinion we don't need a disorient like the new wormhole - thunder clap like the storm set maybe. As a storm secondary, I used a combination like TC and CF frequently as a second hold. CF's radius is wayyy to big to use to root the small number of wormhole disoriented mobs.

DZone post on wormhole

I would vote to change dimension shift rather than wormhole.


 

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To me, they didn't change wormhole. They dropped a power I used frequently and gave me something I can't use. Good for the unhappy group of gravs and bad for everyone else that wasn't in the loop on the change.

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I agree they made it into something I don't really want to use. I got to 26 tonight on live (again) and copied to test and tried it for myself. I DO NOT like it. Everything shoots at me or rushes me when I use it and they aren't dizzy long where I land. Thanks, but no thanks.

Anyway, about your comment, I dont think this was good for the unhappy group of gravs either. It seems like most (my gut feeling, not necessarily fact) of the complaining gravs are still complaining for precicely the reasons you mention. This isn't what we needed or asked for. The new WH is an interesting tool, at the sacrifice of a far more precice tool, and the control gap wasn't addressed.

Lewis


Random AT Generation!
"I remember... the Alamo." -- Pee-wee Herman
"Oh don't worry. I always leave things to the last moment." -- The Doctor
"Telescopes are time machines." -- Carl Sagan

 

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Hey! What is this talk of nobody who liked wormhole speaking up 3 months ago? Pardon me! I was there singing the virtues back then.

Let's talk about the change now.

Well, there are three ways to talk about it. Wormhole v2.0 in solo play, Wormhole v2.0 in small group play, and Wormhole v2.0 in large team/trial/tf play. I'll share my opinion on each here and then give my final verdict on what I think should happen.

Solo Play: Okay. Let's be honest boys and girls. We are going to be soloing just fine now, either way. The control-gap doesn't impact solo play that much. It's the constant GDF/GD straggler/cycle GD while trying to get damage in that it was before. We all learned real quick to cycle holds on solo-sized spawns, right? With the change we can grab larger groups of mobs for our pulls. This slows all of us down in exp/hr except high-level kineticists, like me, who should love the change. But it won't impact your gameplay significantly.

Small Team: The addition of this power I think is a positive change for small teams. If you can pick-off a side-group into a corner on a mission for your teammates to decimate (and they start out disoriented? awesome), then this is gonna be nice. Smaller teams, if they are smart, will let you pull everything to them indoors. Again, however, this isn't where we needed the help. But now we do have a way of getting that second group at least somewhat controlled--we get to move them someplace less threatening en masse. I think we'll get good utility out of Wormhole on these teams, but we already had good utility on small teams.

Large Team: This is where it starts to bite. Wormhole v1.0 was a great single-target puller, and we sometimes got good utility out of it in large teams by sending away DE beacons and grabbing stragglers. But an AoE puller is not a good idea, since spawns in large-team missions are quite vast and someone is going to notice one of the mobs you just stole. V2.0 is a tool that we could use to try and close the control-gap. But using it indoors (without the ability to really send something "offmap") with its short disorient duration doesn't cut it. Unless disorient has some sort of magical "aggro-resetting" that I don't know about, at least. I'm expecting it to act something like crushing field--one of the tools that get us killed on large teams. There's no time to reset aggro to another hero. We're gonna take a strike, probably an alpha. So as I see it v2.0 lacks utility in large teams.

I think the duration of the disorient should be on par with fire. Someone else posted that this was too much, that the forced teleport and disorient would be overpowered compared to other set disorient powers. This is a poor argument, though. Wormhole is the 8th power in the gravity set. If we have to wait til then for our 2nd AoE combat-friendly mez, I don't see why it can't be a better power than the ones available to other controllers before we get our AoE hold.

So, my vote. I prefer Wormhole v1.0. But Wormhole v2.0 with a longer disorient duration seems like the way to go to make the set more playable all-around.

Oh, and dimension shift as a single-target is a nice idea that would return the functionality of single-target nullifier that Wormhole v1.0 had. And it looks like I am still not going to take Propel since I have APPs, but it might make the lower-level game better. I'm actually starting a grav from scratch to test that out.

I would love to see Wormhole v2.0 become such a staple power of gravity that people are not shocked when they see it every time I play. I have met many level 50 heroes who had never witnessed v1.0, and that's just sad since it is such a really cool power. I like the idea of gravity controllers being known for moving and disorienting groups of mobs.


 

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Some people have asked that the knockback for wormhole be removed. Here's my opinion. Game mechanics aside, removing the knockback would destroy the whole theme of the power.

I mean, you're creating a gravity field and sucking an enemy into it, causing them to fly out the other side. If you remove the knockback, it's not a wormhole, just a group teleport foe, which really would be a stretch trying to make it fit the gravity theme.


 

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To me, they didn't change wormhole. They dropped a power I used frequently and gave me something I can't use. Good for the unhappy group of gravs and bad for everyone else that wasn't in the loop on the change.

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I don't think anyone here was in the loop.


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If you think about it, grav's are excellent single-target controllers, not AoE.

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That's exactly why most of us want some sort of change. What good is a single target controller that faces large groups on a regular basis?


 

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Dimension Shift was changed back in Issue 2 (I think), the baddies are rooted now.

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Whoope, my bad. My computer was down for almost 6 months so I just returned recently amd missed the changes to DS. My mistake. Point taken PMM.

I do understand the tactic involving CF+whatever to MacGyver a ghetto AoE Hold out of it, but that is really a pain in the [censored] especially considering the long animation time on RI and the cost of running a toggle needlessly while you possibly have other things to attend to. If they would extend the disorient time to something akin to what Fire has, I'd would endeavor to incorporate it into my playstyle.

Those of us against the new WH aren't just being obstinate in railing against it just "because". My whole problem is that I don't see it as being a useful part of my toolbox. Testing by those that have used it on the TS had proven that. Someone please explain to me why I would want a power that will most likely take 2 other powers combined with it to make it viable.

Texasholdem don't be a Troll. Although this discussion has been a bit heated, I do feel that it has been rather cordial considering the relative passion each sector has for the power they wish to save. I'm asking PLEASE do NOT cause this to degenerate into a flamefest and derail the true valid purpose of this thread. That's a sure way to have the Devs lock it and ignore everything said here.

Morighan IS stating her opinion, just as I and everyone else here is stating theirs. That is her right to assert what she believes in. I feel that every post that she, and even those on the other side of the fence make is contributing something to possibly coming to a compromise that won't piss of the other group. Give me something I can use in PvE, even something very situational, and I'll make an effort to work it into my OOO. Give me a broken tool and I'll discard it and complain, as I rightfully should. If they left WH & DS the same I wouldn't say a word, we'd each have a power that we choose not to take or use, change either one and the choice has been taken away from us. Tell me how that is fair to anyone.


 

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Solo Play: Okay. Let's be honest boys and girls. We are going to be soloing just fine now, either way. The control-gap doesn't impact solo play that much. It's the constant GDF/GD straggler/cycle GD while trying to get damage in that it was before. We all learned real quick to cycle holds on solo-sized spawns, right? With the change we can grab larger groups of mobs for our pulls. This slows all of us down in exp/hr except high-level kineticists, like me, who should love the change. But it won't impact your gameplay significantly.


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But what about the group of cons you just aggroed that are now running after you? I think its a bad idea to pull multiples to a low-HP AT with traditonally low damage output. We can be overwelmed and running for the door by pairs of cons in lower levels. And if I got two and want to wormhole one away for the time being I can't do that without taking his buddy with him.

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Small Team: The addition of this power I think is a positive change for small teams. If you can pick-off a side-group into a corner on a mission for your teammates to decimate (and they start out disoriented? awesome), then this is gonna be nice. Smaller teams, if they are smart, will let you pull everything to them indoors. Again, however, this isn't where we needed the help. But now we do have a way of getting that second group at least somewhat controlled--we get to move them someplace less threatening en masse. I think we'll get good utility out of Wormhole on these teams, but we already had good utility on small teams.


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But what about the group of cons you just agrroed and are running after you? Small teams are looking to pull out that paragon protector in the middle of a group so they can take him out before he can hit MoG. Small teams don't need any extras plus additional aggro to boot. The disorient is a minor side-effect of wormhole. I wouldn't count on that as an AoE control in this version (and I understand most agree with that).

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Oh, and dimension shift as a single-target is a nice idea that would return the functionality of single-target nullifier that Wormhole v1.0 had.


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I disagree. Wormhole was never a single target nullifier. The disorent was never anything to write home about. The power is currently a targeted movement mechanism. Making dimension shift single target in no way replaces the utility of wormhole.


 

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I think it might be cute to have DimShift changed to single target. The devs might learn something when 80% of the gravity controllers with Wormhole respecced into DS.

I've only had Wormhole a little over a month on the live servers and I really like it. Putting one enemy anywhere in sight is useful to me, both coming and going. On the test server I only have one use for Wormhole, pulling, and teams only want to let me do that to test it. An AoE Wormhole on live will probably just be a mass TP foe pulling tool, only used rarely. Sending stuff away dosen't work without CF or another immobilize, and with our current casting times that can add up to a good 15 to 20 seconds of targeting and casting. Plus indoors there isn't enough room to reach maximum 'Hole range so control via distance won't work. Outdoors most people just use a travel power to escape when things go bad, plus you run the risk of dropping the clump of mobs on someone else.

The low disorient duration does not qualify this power as a control tool. Even a longer disorient won't make it much better, adding four SOs to get a 20 second stun dosen't sound like the best place to spend slots.

In my opinion the Wormhole change is bad because it replaced a precision movement tool with an imprecise movement tool, it did not make Wormhole a disorient control power.

Ooh, suggestion... Could Wormhole drop the knockback and disorient and affect allies and pets? A ranged team and foe TP? That I could use.


 

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Just replying in general to the thread to add my 2 cents after playing around on test this weekend.

Dimension Shift : Still wouldn't take this power. In PvP I can see where it would be an extremely useful tool, but if you're mainly a PvE person who travels with a good fast moving team its still not worth wasting a power slot on.

Propel : All I can do is chuckle that they think this will make the power more viable. Before the change it did less damage on average than a 6 slotted brawl. Now it does slightly more. This change is essentially a slap to the face. If you liked propel before then you actually got an improvement. If you had respec'd it out you still have absolutely no reason to add it back in. DPE and DPS are still horrible.

Wormhole : Mixed feelings on this one. It was amusing to rain mobs down onto my companions so they didn't have to go anywhere for their next group. It would be a perfect tool for any griefer since you can now yank entire spawns into places they have no business being. Summation : It would be good tool for street sweeping or outdoor missions, but limited in use for anything else. If you liked the old wormhole then this change will probably make you angry as it completely changes the power's uses. If you didn't like the old wormhole you probably still won't bother with the new one. The disorient is laughable at best. If the new wormhole actually disoriented for an extended period of time then it would become a useful tool to me. As it stands I still have no reason to waste a power choice on it.

I think they missed the mark on all the gravity changes with the exception of Dimesion Shift, and that change should have only been made for PvP, not PvE.

Sailor eX
"Not in the face!"


<sigh> Viv says its no longer "all me".
http://wendy-mags.mybrute.com/

 

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I always wanted a disorient cone on Propel, with the targeted foe being struck by the old damage (or even the new amount) but everybody else just gets the disorient. A FULL LENGTH disorient. The zero range would balance the damage to 1 target. You could slot this puppy for damage or for disorient, your choice. Would rock.

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Anogther good way to do disorient on propel is to make it an AOE from the point of the impact. You throw an object, it hits the target for damage, and the boom from the impact causes an AOE disorient.

I'd take that power.

Upsen.


 

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Anogther good way to do disorient on propel is to make it an AOE from the point of the impact. You throw an object, it hits the target for damage, and the boom from the impact causes an AOE disorient.

I'd take that power.


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I like that idea. I'd take it, too. Keeps the flavor of the original power better than a cone, imo. Also easier to use than a cone. Powers like Transference already work on the same 'AoE around a target enemy' principle, so shouldn't be too hard to code either.


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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I got a chance to play around with the new WH. I still don't like it as much as the previous version. But I have to admit it was funny as heck WH villians straight up in the air and watching it rain bad guys. Would that be considers a hell storm? It might even be more entertaining to have someone AoE the center mob so the fall right into the frying pan, deep freeze, or whatever shocking experience might befall them ....

ROFLMAO
I might keep it just for that twisted sense of humor aspect. I used to think it was funny giving someone a demonstration of the alleyoops of a single bad man fall down go BOOM, this is much more fun. Dangerous, stupid for even cons maybe, but not worth 30k+ in debt ... that often.

SqtYork


 

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Whoa, what about on large teams when all those mobs are running at you? Egads, whatever.

On solo play, you can handle the entire spawn with your controller, even without an AoE. Luckily, you got GDF at level 18 so you're going to be fine.

On small team play, so you just messed up a pull and grabbed the whole room. Work on your pulling. And don't worry, your team can handle the bad pull. Unless you're an incompetent controller. Why did you try to pull a paragon protector with an AoE wormhole? If your strategy was to neutralize him, why didnt you just hold him?

Not a single-target nullifier? You can send a mob far enough away with v1.0 that he's practically cross-map. Did you actually play your gravity controller?

Crazy talk.


 

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On solo play, you can handle the entire spawn with your controller, even without an AoE. Luckily, you got GDF at level 18 so you're going to be fine.


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As a grav, I don't think you can dispatch an entire group held with GDF before it runs out. I'd be lucky if I finished off one.

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On small team play, so you just messed up a pull and grabbed the whole room. Work on your pulling. And don't worry, your team can handle the bad pull. Unless you're an incompetent controller. Why did you try to pull a paragon protector with an AoE wormhole? If your strategy was to neutralize him, why didnt you just hold him?


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I didn't use an AoE wormhole - I used a single-target wormhole to pull out the worst and deal with them first.

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Not a single-target nullifier? You can send a mob far enough away with v1.0 that he's practically cross-map.


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I don't think cross map is even close. Far away, but it's only a short time until he's back again. And that's only holds true if you're outside.

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Did you actually play your gravity controller?

Crazy talk.


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Nice wrap up. Yes, I play a gravity controller.


 

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A few suggestions in light of the recent changes to Gravity:

PROPEL -
The extra damage is ok, but personally I'd prefer the damage be left alone and the animation time greatly shortened. Alter the animation so the propelled object doesn't "slowly rise", but BAMF! It's there and flying toward the opponent.

By reducing the animation time, and maybe the recharge a little, you convert propel into a more useful knockback/knockdown power that you can alternate with Lift to keep opponents off their feet. Currently, I use Propel not for the damage but to knock opponents back toward the tanker, into ice patches, etc. If the speed of the power were improved it becomes a decent single target knockback. (By the way, unlike some people, I find knockback very useful. I just make sure I'm knocking the target in the direction I want, as opposed to firing randomly.)

And, of course, shortening animation/recharge likewise increases damage per second, which some people want. I don't care about that, though - I'd just like to be able to keep people off their feet more easily.


- DIMENSION SHIFT: I use Dimension Shift a couple of times a mission in most small teams to phase out unruly ranged opponents who are too far away to be caught in blaster and scrapper AE fire. So I don't think it's useless or even "team unfriendly", provided you know what you're doing.

Even so, I still think it would be more useful overall if it were changed to a single target power like Detention Field. With a single target phase you can phase out stragglers more easily without interfering in mobbed-together pulls, etc. I think if you made Dimension Shift single target, with the accompanying reduction in end cost and recharge speed to put it on par with Gravity Distortion, it would be useful in more types of fights than it currently is. In most fights there's a straggler or two that could be single-target phased without impacting the main melee that the damage dealers are focussing on.

So this is a case where making Dimension Shift single target instead of AE would, instead of being a "nerf", would make it more useful. Much of the problem associated with Dimension Shift stem from it being AE and interfering with AE damage.


- WORMHOLE: I could go either way on this. I like the single target version, because it's more precise. And the disorient on the AE wormhole isn't long enough to do much. So making this power AE doesn't really seem to be an improvement. It doesn't necessarilly make the power worse, but it doesn't seem to make it any better.

If the devs want to give gravity a second AE control power, they should increase the hold slightly on Wormhole to make it just slightly less than our current AE hold. (I think the duration should be slightly shorter since the positional portion of the AE wormhole does offer some value.) If my suggestion of making Dimension Shift single target were implemented, having AE Wormhole do a longer disorient would compliment it pretty well.


As an aside, I haven't had a chance to try, but it's possible that AE Dimension Shift and AE Wormhole might combine with a little synergy. You can phase a high level group, then AE Wormhole the phased group somewhere else. The already phased opponents will stay in place, while the unphased opponents will be teleported away into a corner for your team to kill. This might allow AE Wormhole to act like a sifter to seperate phased from non-phased opponents. Not sure how useful this tactic might or might not be, but it's interesting to think about.


 

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In solo play, you toss your AoE Hold and then start cycling your single-target holds. In the standard mob spawn of 3 bad guys, you can keep the entire group held indefinitely while you plink away at one target with your damage, assuming you devoted some slotting to your primary holds. Certainly you have done this before? The control-gap does not apply to spawns that are small enough to hold with cycled single target holds.

Pulling is more complex than 'grab mob.' Controllers in general don't get a lot of pulling practice. Ask blasters about pulling bosses from the middle of a spawn. It's not the best mob to pick. But now, you can grab the entire spawn, disorient them all with the same click, and follow it with GDF. Lockdown the PP with a single-target hold. Viola. Perfectly safe alphastriking for your small team. V2.0 has utility here, just like I said.

And of course my entire first post was basically a vote against Wormhole v2.0 as it stands--because of the large-team issues. If you prefer v1.0, I'm on your side right now. At least until they punch up the disorient duration. Wormhole v2.0 isn't horrible--we'll be able to work with it in a lot of situations if they don't listen to us. It's at least an attempt to address the problems as the devs understand them. I'll put more trust in their opinions than yours, while I express my opinion for them (not you), at least in this thread.

Kind of silly responding to you, I know. No point in it, since it doesn't really contribute to this discussion. All my first post did was express my opinion on Wormhole v2.0. All yours did was confuse people about your position. Your responses to my second post show your lack of understanding in what I wrote. I reread them both. They're not unclear. Perhaps you should read my posts again before you reply to another one.


 

Posted

CB, what about casting times though? GDF &amp; GD aren't exactly the fastest casting powers in the game.

Will that disorient last long enough to cast both GDF &amp; GD?


Virtue: multiple characters.

CoH/V: Woot! Maybe Fun is to be had once again.

Ack! RUN! Regen is glowing mean & green!

If it reduces you, it's a nerf.
If it buffs the mobs, it's challenge.
They are not the same.

 

Posted

Of course not. The original disorient didn't affect the boss anyway, because he had -3 mag like any boss. But he's might get knocked back, which will slow him down. And people who ready a power on him before you pull him will get that shot off before he does. And you're going to do the same with your GDF. Hopefully, by the time he gets up from the corner you put him in you're in mid-cast for GD.

You're not using the disorient duration to cover the gap. You're using wormhole v2.0 to pull the mobs, knock them off their feet, and to get the mobs all placed in a nice corner so nobody could run even if they wanted to. You're following with a hold and then putting attention back to the boss. In fact, have your fire tank stand there and you can just stand around too.