Official Thread for Dominator Changes
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However everyone and their brother, on the villain side, is going to have Web Cocoon and/or Web Envelope that its value is going to go down.
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Primary > Secondary > PowerPool
I can litterally Spam my WebGrenade.. it's a 4 second recharge for me. The PPP -JMP powers take considerably longer to recharge. Now let's talk about PPP holds... everyone but Brutes and Doms get one. How's this any different than your example of PPP Web powers? ...because there's no Suppresion on debuffs and no escaping them with breakfrees. If a team all uses their hold focus-fire style, they'll break that Scrapper or Tankers mez protection in 1 alpha... thus they don't need a Dom. But the likelyhood that all of them will have a -JMP power is much less probable and means they won't be chain-debuffing anyone.
As for everyone else... Czar just said it better, and spared me the trouble.
But here's something else to consider... if the Level 50+ game becomes a Mez-Fest... which it certainly looks like that's the plan where PPP's are concerned, then the Heroes will stress CM, Clarity, ID, and other Mez Protection buffs, further destabilizing the role of all Dominators while increasing the demmand for players with highpowered Snipes and Debuffs, IE: Stalkers and Corruptors. We still don't know where MM's will fit in to all of this... but early reports show that Bodyguard with the right support powers and build has turned them into Tankers....Thus Doms are now the new squishiest squishy of all squishies that have ever gone *SQUISH* in PvP thus will be ganked way before the MM's, Brutes, and Stalkers just b/c they're the easiest to kill.
I just gotta throw my bit in here in total agreements that while Dom's may now perform with some measure of success on a good team in RV, they still offer the least of any villain AT to a team and are likely only be invited last, or rather if there is an extra spot open and no one else is looking for a team. And I think that's true for both PvP AND PvE. The only unique thing we offer any team is 90 seconds of domination, especially post 40 where most AT's have access to single target holds and others have access to aoe soft controls.
In PvP I think we can all agree that it's the ssingle target mez powers that matter. Soft aoe power likes fears and slows can be useful, especially the slows, but aoe holds are near pointless. No group is going to bunch together for 'em, the aoe holds have very short durations and very long recharges. Essentially, in PVP our aoe powers are good for an end expensive but quick extra stack on that tanker or scrapper, and not much else.
But, as Czar pointed out, some corr's can stack stingle target holds far better than any Dom. And Ice/Dark Corr can have three ST holds in Warburg and four in RV. No Dom even has two unless you count Mind having TK. EM brutes and stalkers can stack disorients like it's going out of style.
So I've been asking this since I7 went to test, and I'm going to keep asking it till someone gives a reasonable answer.... What do Dominators offer a team other than 90 seconds of Domination?
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Whether you want to believe me or not is your choice. I can say that Doms are worth having on PvP teams. Doms on good teams do quite well, we ran with 3 last night, 2 VG members and a pickup and did very well in RV till our /Thermal ran into network problems.
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I'm aware of ALL of this... Infact we agree more than most anyone else on the Boards that it's meant to be balanced for Team VS Team.... IE: How we've always agreed that Stalkers should be encouraged to team more as well.
The Problem is... Doms are unwanted on teams in general. They suffer from the Glass Cannon syndrome Blasters used to suffer from: IE: when everyone preferred Scrappers b/c they had much more HP's thus didn't need a wetnurse/rezzer. Well... everyone would much rather take another Stalker or Corruptor over a Dom... ESPECIALLY IN PVP. The complete lack of self +DEF buffs and Ally-Buffs, lack of Mez protection, lack of Hitpoints, and lack of Alphastrike capability makes a majority of them practically useless.
Take what I've done... I rolled my Grav/NRG up to 33... did well in PvP but also got 2-shot Ganked by blasters/scrappers everytime I left the Base. But I was okay with that because I was Dropping scrapper and tanker toggles left and right in LESS THAN 3 ATTACKS which allowed me to hold them and contribute to easier kills for my team.
After seeing the I-7 Patch notes... I abondoned my PvP Dominator and rolled an Nrg/Traps Corruptor instead who's already 3x less "squishy", has more damage, and so much utility it's not even funny. His final build is still pending... but you can bet that if I'm already at 3x the REP points of my dom at level 30, without being respec'd for PvP like my Dom is, and play both builds exclusively in Teamed PvP -- that a Corruptor is obviously the way to go. Plain and simple: Anyone who rolls a Dom is just gimping themselves in PvP.
Here's what my Corr can bring to the table:
Web'Nade: -JMP ...(only 1 Dom build gets this) and its a HUGE DEAL in PvP
Caltrops: -SPD
FF Gen: Very high +DEF and Status Resists to Stun/Hold/Immob ...again, HUGE in PvP
Mortar: -DEF debuff with a VERY HIGH base Accuracy, even hit defenders in PFF consistantly
Seeker Drones: -ACC/-Per Debuff: Both a HUGE deal in PvP
Sniper Blast @ lvl 18: This crap plus Scourge OWNS "runners" in outdoor PvP Zones
TripMine: High Damage plus toggle Dropping.
PoisonTrap: Easily the most broken AoE hold in the game: Not only does it cycle in 30 secs for me, but it also autohits and "pulses", thus dropping toggles MUCH faster than Domination ever could.
The best part is, /Cold and /Rad is actually preferred by most PvP Corruptors while traps is only preferred by Masterminds in PvP so no one will ever be able to call me a FotM like /Ice dominators obviously will be. IE: to Clarify I wasn't calling YOU a FotM... Ice/Nrg is FAR from it. However all /Ice doms will be FotM in I-7 ...very squishy and in need of contant buff-bottage...thus a burden to their team but a FotM none the less.
THAT is how badly Doms will continue to suck in PvP, teamed or not... IE: to the point that a PvE built corruptor almost no one else in their right mind would level up to 30, but can totally leave them all in the dust.
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Dont base your beliefs off of Gravity.
The devs have consistently said that balance in PvP is being implemented around teams. Not casual versus serious, but teams. Any team that fails to recognize Doms as valuable these days is going to be in for a surprise long term. As I said, Doms require no more or less care and feeding than most Cors, so why would they be so hard to keep alive? IMO, an Ice/Dark does a far better job replacing a Dom in PvE rather than PvP. Ice/ does get 2 single target holds, but /Dark is _not_ a good set in PvP currently especially for villains. toHitBuffs > /Dark
At the end of the day all I can say is that we benefit greatly from bringing Doms. While do have a dedicated VG and we create teams based on AT synergy is that so uncommon or so unrealistic to expect from players? Acrobatics protects from one application of most/all of the non Controller holds, is it unrealistic that you buy a tray of Breakfree's before entering the zone?
Thorizdin
Lords of the Dead
Old School Legends
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I just gotta throw my bit in here in total agreements that while Dom's may now perform with some measure of success on a good team in RV, they still offer the least of any villain AT to a team and are likely only be invited last, or rather if there is an extra spot open and no one else is looking for a team. And I think that's true for both PvP AND PvE. The only unique thing we offer any team is 90 seconds of domination, especially post 40 where most AT's have access to single target holds and others have access to aoe soft controls.
In PvP I think we can all agree that it's the ssingle target mez powers that matter. Soft aoe power likes fears and slows can be useful, especially the slows, but aoe holds are near pointless. No group is going to bunch together for 'em, the aoe holds have very short durations and very long recharges. Essentially, in PVP our aoe powers are good for an end expensive but quick extra stack on that tanker or scrapper, and not much else.
But, as Czar pointed out, some corr's can stack stingle target holds far better than any Dom. And Ice/Dark Corr can have three ST holds in Warburg and four in RV. No Dom even has two unless you count Mind having TK. EM brutes and stalkers can stack disorients like it's going out of style.
So I've been asking this since I7 went to test, and I'm going to keep asking it till someone gives a reasonable answer.... What do Dominators offer a team other than 90 seconds of Domination?
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Dayraven, Do you play a dom?In PVP? What are your primary and secondarys?
What does a Dom bring outside of domination? ST Holds (with a higher mag,quicker recharge and longer duration than any corruptor) debuffs in some sets, damage ranged and melee, best toggle dropping % in the game, and then for 90 sec we get the best self buff in the game.
Domination is up on a regular basis on test in RV/Sirens. On a good team you will be popping it, and popping it and popping it.
On live while I rarely get domination up in PVP Doms can help turn the tide of a battle or a zone. Got blapper problems, call a dom. Got Stormie problems, call a dom, scrappers, tanks, khelds call a dom. I don't wait for invites I craft my own teams.
BUt if you have that much of an issue, Don't play them. The less doms in PVP the easier it is for the rest of us to sneak up on the energy blaster and call in our stalkers.
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Primary > Secondary > PowerPool
I can litterally Spam my WebGrenade.. it's a 4 second recharge for me. The PPP -JMP powers take considerably longer to recharge.
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Somewhat true, but currently on Test just having a couple of people with Web Cocoon more than replaces what one person with Web Grenade can do. In addition, Web Envelope is a fairly large AoE version of Web Grenade.
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Now let's talk about PPP holds... everyone but Brutes and Doms get one. How's this any different than your example of PPP Web powers? ...because there's no Suppresion on debuffs and no escaping them with breakfrees. If a team all uses their hold focus-fire style, they'll break that Scrapper or Tankers mez protection in 1 alpha... thus they don't need a Dom. But the likelyhood that all of them will have a -JMP power is much less probable and means they won't be chain-debuffing anyone.
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Its different in one very critical regard. It only takes 1 Web Coccoon or Web Envelope hitting to apply the -JUMP and -FLY, while it takes 5-6 of the PPP holds to get through base mez protection on a Scrapper or a Tank. (You need 9 Mag's of holds to bypass Scrapper mez protection and 12 on a Tank) In other words, more than half of your team has to hit, _and_ the target has to only have the built in mez protection active. 2 Doms can bypass Scrapper mez protection by themselves even if only one of them has Domination up. In addition, having one character able to drop 6 Mag's of hold in one hit makes it far, far, far easier for the Ice Cor's to contribute.
At the end of the day, we all need to see what evolves, but we have proven that Doms can be effective in team PvP. If I were the devs I would take great care with any further upward adjustments. Once given it is very hard to take away.
Thorizdin
Lords of the Dead
Old School Legends
Thanks for the "facts" about Ice/Dark. I bow to your greatness, oh wise one.
The -ToHit change does hamper the set a bit and it's not the best for PvP, but as for them needing as much care as a Dom, you must be stating an opinion here. Most Corrs get a self-heal (albeit a ToHit is required). That alone makes them more survivable in PvP. Add in other buffs/debuffs, they can hold their own for a bit longer.
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While do have a dedicated VG and we create teams based on AT synergy is that so uncommon or so unrealistic to expect from players?
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So if the right combo of AT's aren't in a zone when a Dom enters, shoulld they just leave? PvP should be easy, fun and quick. The changes to Domination should help, but the fact that active Defenses don't work in PvP is very evident. A non-aligned Dominator (coming in already on a team) will still be like the last kid picked in P.E. class, a pity pick-up at best.
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Acrobatics protects from one application of most/all of the non Controller holds, is it unrealistic that you buy a tray of Breakfree's before entering the zone?
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So any player that wants to PvP should take (from what I have read on the boards time and again):
Leaping: CJ, SJ and Acrobatics (3 powers)
Medicine: One of the first 2, Aid Self (2 powers)
Speed: Hasten (1 power)
Fitness: Swift, Health, Stamina (3 powers)
There are nine powers and people are locked into SJ for a travel power. That leaves 11 powers from your primary and secondary.
Now, go grab (at level 40 ) 4 Greens, 4 Blues, and 12 BF's. When they run out leave the zone to get more.
Lastly, run like heck if you see anyone with the pink Pom-Poms of death 'cause you gonna get stunned.
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So if the right combo of AT's aren't in a zone when a Dom enters, shoulld they just leave? PvP should be easy, fun and quick. The changes to Domination should help, but the fact that active Defenses don't work in PvP is very evident. A non-aligned Dominator (coming in already on a team) will still be like the last kid picked in P.E. class, a pity pick-up at best.
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All you need is one stalker and a Dom can be successful in PVP.
The last kid to get picked in P.E. is the kid no one knows. In any PVP game, RL or game life you need to make a reputation for yourself. If you put in the time and effort it will payoff.
All it took for me on live on Guardian was showing a couple of stalkers that dom+stalker >solo stalker, and it was easy. Send a couple of tells to some stalkers asking if they want free and easy rep. If so follow me. Hold a blapper or two for them to AS. Then tell them to imagine me doing this all over the zone and calling out the held target in team. Bingo! Word gets around. I have been PVP'n my dom in Sirens for a couple weeks. The first week was hard, but now most of the regular stalkers are eager to team with me. Same with the brutes and MM's.
Most people are just not familiar with what a Dom can do, so ya you need to prove to them you are an asset. I personally have no problem with that. I would rather people are teaming with me for my skills and what I bring than getting invites because I have the uber FoTM build.
12hrs in Sirens 220 rep and counting.
All a Stalker needs to be successful in PvP is himself. The Dom makes some kills more convenient, but only when the Stalker isn't EM, or MA or the victim is out of Break-Frees or not protected by any status protection...when they are, the Dom is deadweight
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Thanks for the "facts" about Ice/Dark. I bow to your greatness, oh wise one.
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Tone is very difficult to discern on forums, lets keep the sarcasm to minimum if possible.
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The -ToHit change does hamper the set a bit and it's not the best for PvP,
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Its not just the change to toHitDebuff enhancements. Heroes have significantly more and higher toHitBuffs than the villain faction. This means that Dark is more effective for heroes fighting villains even if the debuff numbers were exactly the same. To make matters worse for /Dark Cors, the debuff numbers are worse than they are for Defenders and they are resistable. Most Blasters have the tools to counter, and more, all of the debuffs that a /Dark can apply from the time they can enter BB, via Buildup and Aim. In RV, Scrappers and Tanks can do the same with FA and BU.
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but as for them needing as much care as a Dom, you must be stating an opinion here. Most Corrs get a self-heal (albeit a ToHit is required). That alone makes them more survivable in PvP. Add in other buffs/debuffs, they can hold their own for a bit longer.
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First, no amount of self heals protect from mezzes, and only /Sonic and /Traps have self mez protection and neither of them have self heals, so from that point of view Corruptors are just as team dependent.
Assuming that a Cor doesn't get mezzed Thermals are the main villain healer, so they will be more survivable. Rad gets a weak, but reliable PBAoE heal. Dark gets a strong, caster centered, PBAoE heal that requires a toHit check and Kin gets a moderate, target centered PBAoE heal that requires a toHit check. /Sonic, /Traps, and /Ice don't get heals. (Traps does get Triage Beacon, which is +REGEN, but not an effective heal.)
Cor Debuff !> Dom controls and debuffs (slow is a debuff IMO)
Again, Cors require as much care and feeding as Doms.
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So if the right combo of AT's aren't in a zone when a Dom enters, shoulld they just leave? PvP should be easy, fun and quick. The changes to Domination should help, but the fact that active Defenses don't work in PvP is very evident. A non-aligned Dominator (coming in already on a team) will still be like the last kid picked in P.E. class, a pity pick-up at best.
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I don't know why this is so hard for people, but the vast majority of all CoX AT's don't PvP effectively solo. A skilled and well built Cor can, but so can a skilled well built Dom. Blasters also require team support. In a team balanced game, its unreasonable to expect anything else IMO. As for PvP being fun and easy, that has to be balanced against having a long term challenge and having some tactical depth. Doms are great counters for the things that give Corruptors trouble, why would a team want them?
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So any player that wants to PvP should take (from what I have read on the boards time and again):
Leaping: CJ, SJ and Acrobatics (3 powers)
Medicine: One of the first 2, Aid Self (2 powers)
Speed: Hasten (1 power)
Fitness: Swift, Health, Stamina (3 powers)
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One of the things that differentiates all PvP builds from PvE builds is that more power pools are taken and weaknesses are minimized. With the possible exception of Aid Self, which my /Sonic Cor will have, those powers will be taken by almost any squishy that wants to PvP. Go look at good Corruptor, Controller, and Defender builds, you'll see the same powers selected in most cases. Now, is there an issue that Acrobatics is so much better than the other tier 4 travel power pools? I think so, but its not a Dom issue at all.
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There are nine powers and people are locked into SJ for a travel power. That leaves 11 powers from your primary and secondary.
Now, go grab (at level 40 ) 4 Greens, 4 Blues, and 12 BF's. When they run out leave the zone to get more.
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That, as I said, is good advice for _any_ squishy that wants to PvP, except I'd probably drop the blues and Greens for more BF's unless you're not sure about your team.
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Lastly, run like heck if you see anyone with the pink Pom-Poms of death 'cause you gonna get stunned.
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I really don't get this kind of statement, do you think you have no options? Pop a Break Free _before_ you get hit, no stun. Clarity also works wonders and Aid Self offers resistance, IIRC.
Thorizdin
Lords of the Dead
Old School Legends
Atomic, you make a post like that and I have to wonder if you're really ou there in the PvP zones even though I've been teamed with you in RV. Your list do Dom assets, which looks great on a screen as Dom's usually do, seems to completely ignore some of the practical realities of game play as so many of us have experienced them, and you seem to have missed the point of my question.
Yes, our ST holds have a higher mag and longer duration. This really doesn't mean anything in either PvP or PvE. I guess it means something against bosses and EB's, we certainly are better at keeping them locked down than other villain AT's, but that's pretty much it. In PvP either they have mez protection or they don't. If they don't, well mag isn't really an issue and every other AT has enough damage that the shorter duration doesn't matter either.
Ranged and melee damage.... I'm almost suprised you listed this as a Dom asset. Everyone does damage man, and we do less of it than everyone else when we're not in Domination. What's more having melee attacks is not that great an asset for us, as it mandates being in melee range with an AT with absolutely no defenses. That is not a good combination.
Debuffs in some sets.... dude, that's just a joke.
The whole point of my previous post is that anything a Dom's do exactly two things. We mez and we do damage. However, we don't do either especially well enough to make our abilities stand out from what is offered by other AT's. No one is picking up a Dom for damage. As for mezzing, eh, it's ok, but in the high end game the other AT's can do it enough on their own that they don't really need us for it. That isn't to say we don't make things easier for other people, and certainly for that rare stalker that doesn't have a single target mez of his own (are they even going to exist post 40? doubtful). My point is our abilities don't stand out next to the other AT's, the benefit we offer them as teammates is generally situational, and that they really have no reason to seek us out for their teams.
For 90 seconds we have a tremendous ability to lock down enemies and blast them away, but no one building a team is building it around those 90 seconds. It's a bonus, a feel good moment when every villain gets to smile and giggle at the pretty words rising over that damn scraappers head. But thtat's really all it is, and when it's gone we're back to being a glass cannon that's out of ammo.
I realize I may sound like another DOOM caller here, but that really isn't my intention. I like my Dom. He's a great character and I have a lot of fun playing him. I just think Dom's have significant balance issues at the moment, and they stem from the fact that our control and damage abilties were balanced around having Domination activated. However that is not the condition under which we spend most of our time. The Devs seems to have acknowledged this a bit by making Domination a little easier and faster to activate. I don't think that's enough. I think Dom's need to be able to make a substantial and distinct contribution when they do not have Domination activated. And as of now I don't think they do.
That may have been true in the first couple of months, and yes Stalkers are the most solo friendly PVP AT inn the game on both sides. But and this is a big but, once people figured to how to counter stalkers most good PVP players do not get suprised by them any more.
The majority of toons have Super Jump as a travel power, the best way to avoid getting nailed is to be in constant movement. Dom's can combat that tactic using holds,slows.
Most hero players take tactics to spot a stalker before they get to close. Im sure its nice to be able to see defeat coming when you are held and place and the swarm of my stalkers are descending on you.
Again Dom+Stalker> solo stalker. This doesn't say a solo stalker is not effective, we know they are. What it says is that having a AT that compliments the most prevelent villian PVP AT is a good thing. Also, don't over look the crits out of hide a stalker gets on a held foe.
_Ilr_, I'm not saying Doms are perfect or couldn't still use some help, but they are not the PVP gimp you are implying. The AT can and has been shown to be effective in PVP, and it does bring benefits to a team environment. With our LV38 powers+domination plus any buffs we may get from teammates we do provide decent damage as well. My blaze slotted with 3 43 dam SO's +domination+fiery embrace is pushing 270 on a squishy plus follow up DOT of a couple ticks of 20. Sure its nots broadsword scrapper damage but its not totally horrible either.
Come on over to Guardian, I am in Sirens everynight. I'm averaging 5-9 SO's a night in bounty and am sitting at over 200 rep.
Again, I am by no means saying Doms are the Uber AT in PVP, and yes I wouldn't kick more damage,more HP,mez protection or longer duration, higher mag holds out of bed, but then what AT would. Do I face plant, of course. Do break frees bother me, of course they do.
Perhaps I am placing to much emphasis on my primary, but the slow and -recharge of Ice is an effective debuff. If you are in my 3 slotted slow AA aura, on top of my Ice Slick and hit with my 3 slotted slow shiver, unless you have TP you are going no where and attacking nothing. That is an effective debuff.
What I am saying is that at this point in time, on live, I am experiencing success with my Dom in PVP in a teamed environment.
YMMV.
The only reliable toggle drops in the game is something that people need to consider, and smart teams will. The only power with better toggle dropping percentages is Trip Mine and only the Cor and MM version. Its 75% to drop one toggle while all of the Dom big melee attacks have a 64% chance to drop one. I can tell you, its a lot easier to get somone in Total Focus range than to get someone to step on a Trip Mine.
Thorizdin
Lords of the Dead
Old School Legends
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Tone is very difficult to discern on forums, lets keep the sarcasm to minimum if possible.
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No, you got the tone exactly correct. Sarcasm is sometimes needed to counter sanctimony. Discussing changes and what we still could use to be effective is the purpose of this thread. Yet, all I have seen is people tell some of us that Doms are fine and we either are whiners or don't know how to play this game. (At least that what it reads like.)
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First, no amount of self heals protect from mezzes, ...
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I agree, but Corrs can at least heal damage much more easily than a Dom. Pop a BF and hit you're heal. One INS, not the 2 that Doms need. Plus Corrs can do more damage due to their buffs/debuffs. Even a */Dark Corr gets Tar Patch which has a -RES component that can increase the damage potential of his team.
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I don't know why this is so hard for people, but the vast majority of all CoX AT's don't PvP effectively solo.
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Never said they could. But, even from what you said, Doms need Corr back-up. Maybe this is truly a factional thing, but if a Dom goes into a zone, should they leave if there isn't a "pocket-Corr" for them? There are WAY too many ways to nuetralize Doms at any level. BF's eliminate the primary and the secondary is weak for PvP purposes. The changes to Domination go a long way to help since we get the increase in Mag and it does come up faster (assuming you can live long enough to build it.) Tactics and Assualt would help boost damage output, but if people follow the recommended Power Pool allotment, they can't get them.
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One of the things that differentiates all PvP builds from PvE builds is that more power pools are taken and weaknesses are minimized.
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Again, I am looking at ALL players being able to PvP on any decent team and have at least a taste of success. We board readers sometimes forget that we are a vocal minority and PvP shouldn't be an exclusive club that eliminates the fun for casual PvP'ers. Should they expect to come into a zone and run the place? Probably not, but to totally discourage them isn't acceptable either. Everyone should have a fighting chance.
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I really don't get this kind of statement, do you think you have no options? Pop a Break Free _before_ you get hit, no stun. Clarity also works wonders and Aid Self offers resistance, IIRC.
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So, leaving the zone every ten minutes to recharge your INS tray is the only way to play? There is a huge disparity between heroes and villians in mezz abilities and protection. (Warburg is even worse since there can be Villian-on-Villian action as well.) Yet, whenever I or others bring this up as a problem, we are told that we should just use BF's or get a "pocket-Corr." This only is a partial solution for many and is worsened in PvE with the amount of mezz-producing minions in the late game.
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With our LV38 powers+domination plus any buffs we may get from teammates we do provide decent damage as well.
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Maybe */Fire's lvl 38 is decent, as long as you have Fiery Embrace on, but to make that blanket statement is false. As a */Energy, if I have to get in that close, I am much better off taking the extra two steps and hitting Bonesmasheer (my lvl 2 power). At least then I have a small chance at detoggling a power and a remote chance at a stun. Of course, that is if I live long enough (or am not mezzed before I can) to get into range. The disparity between secondaries is huge.
I won't bring up my PB/Aim/Psyche Drain suggestion again but that one switch would greatly benefit every Dom and level the playing field against other AT's as well.
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No, you got the tone exactly correct. Sarcasm is sometimes needed to counter sanctimony. Discussing changes and what we still could use to be effective is the purpose of this thread. Yet, all I have seen is people tell some of us that Doms are fine and we either are whiners or don't know how to play this game. (At least that what it reads like.)
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That was not what I intended. What I was trying to convey was that we were able to make Doms do more than just work in a team, but be major contributors. Since we have veered back into the PvP stream, the mention a /Dark Cor was something that I felt needed to be pointed out.
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I agree, but Corrs can at least heal damage much more easily than a Dom. Pop a BF and hit you're heal. One INS, not the 2 that Doms need. Plus Corrs can do more damage due to their buffs/debuffs. Even a */Dark Corr gets Tar Patch which has a -RES component that can increase the damage potential of his team.
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Cors are and will continue to be, the back bone of any villain team. However, the nice thing about debuffs is that they benefit the whole team, including the Doms there. -RES is a very powerful debuff, but only so much is needed. If you can kill a target in a matter of seconds, more -RES won't help you. In the meantime, the Dom is contributing damage and toggle drops and building towards Domination. Since most defense and resistance based powers are toggles, Dom's are in some ways the ultimate debuffer.
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Never said they could. But, even from what you said, Doms need Corr back-up. Maybe this is truly a factional thing, but if a Dom goes into a zone, should they leave if there isn't a "pocket-Corr" for them? There are WAY too many ways to nuetralize Doms at any level. BF's eliminate the primary and the secondary is weak for PvP purposes. The changes to Domination go a long way to help since we get the increase in Mag and it does come up faster (assuming you can live long enough to build it.) Tactics and Assualt would help boost damage output, but if people follow the recommended Power Pool allotment, they can't get them.
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A solo Dom in the PvP zones will have problems. I don't have a problem with that. Very few AT's can solo in the PvP zones well.
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Again, I am looking at ALL players being able to PvP on any decent team and have at least a taste of success. We board readers sometimes forget that we are a vocal minority and PvP shouldn't be an exclusive club that eliminates the fun for casual PvP'ers. Should they expect to come into a zone and run the place? Probably not, but to totally discourage them isn't acceptable either. Everyone should have a fighting chance.
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I agree to a certain extent, but does saying everyone should have a fighting chance mean that the guy who 6 slotted Jump Kick ought to do ok to? I believe that PvP does need to get more casual and new player friendly. I don't believe that reducing the tactical depth is the way to do it. IMO, the right answer is to create a multi-build system and allow characters to change between builds at specific places in the game. The villain and hero bases in the PvP zones would of course have these stations. I also believe that better information and better player preparation are critical. The game currently does very little to prepare players for entering the zones. This doesn't make sense from a game design or a RP PoV. Why would the factions not do their best to prepare characters to combat the enemy? Obviously not all things should be exposed, but letting characters test their +PER abilities against a "captured" Stalker who is locked in a cage would help people understand how far away from someone they can see him. Lots of room for improvement there.
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So, leaving the zone every ten minutes to recharge your INS tray is the only way to play? There is a huge disparity between heroes and villians in mezz abilities and protection. (Warburg is even worse since there can be Villian-on-Villian action as well.) Yet, whenever I or others bring this up as a problem, we are told that we should just use BF's or get a "pocket-Corr." This only is a partial solution for many and is worsened in PvE with the amount of mezz-producing minions in the late game.
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Teaming issue, no different than any of the squishies before RV and only different then for Controllers. In terms of mez protection, there isn't a great deal of disparity between villain and hero buffs. In other areas this is more true, but its not a significant disadvantage for villains. Both sides have the same number of Inspiration slots per level.
Thorizdin
Lords of the Dead
Old School Legends
Since it seems that we keep going around in circles on the previous topics: a new question.
Will the Domination PvP bonus points be applied if we attack with the PPP attacks?
A minor point that's bugging the everloving [censored] out of me.
Stop saying a Dominator + X is better than just X as if it's some inherent boon to being a Dominator. ANYTHING is better with more numbers.
ANYTHING.
A Mastermind who doesn't spec in his pets and a Stalker is better than just a Stalker. [censored] Jenkins and a Stalker is better than just a Stalker. It's not a [censored] selling of Dominators that if you pair them up with another AT, things don't get worse.
Breathe. Two. Three. Four.
Okay, continue.
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Since it seems that we keep going around in circles on the previous topics: a new question.
Will the Domination PvP bonus points be applied if we attack with the PPP attacks?
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no
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Since it seems that we keep going around in circles on the previous topics: a new question.
Will the Domination PvP bonus points be applied if we attack with the PPP attacks?
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no
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So much for the PPP's being "more powerful than Hero APP's."
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Since it seems that we keep going around in circles on the previous topics: a new question.
Will the Domination PvP bonus points be applied if we attack with the PPP attacks?
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no
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So much for the PPP's being "more powerful than Hero APP's."
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With the melees getting their PPP ranged attacks based off of their melee modifiers, it gives me some hope that maybe our AoEs will run off the Controller AoE modifiers. Because right now they all suck.
Nah, Disruptor blast does very little damage.
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Nah, Disruptor blast does very little damage.
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In the future, I mean. I know they suck now :P I found Darthronin on test and he told me all about it.
One of the things that we all have to rememeber is that most of us on the boards are in well established and "powerful" VG's with the resources to pull in a Corr to buff us. The problem that some people forget is that this game is also played by casual gamers that will be in the mix.
It seems to me that it is poor planning that every hero in RV have (ranged) mezz attacks and make an AT so-dependent on making sure that we have a */Thermal or */Sonics Corr to cover us. Should the casual PvP'er look at his teammates' power sets then just leave because his chances of repeated trips to the hospital outweigh his chance of being able to survive long enough to build Domination?