Official Thread for Dominator Changes


Accualt

 

Posted

wait 10 secs and it will

dont have to wait 3 minutes like doms


also held targets give a 20% chance for a stalker crit too, even out of hide


 

Posted

[ QUOTE ]
wait 10 secs and it will

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That's a pretty big bloody circumstance. "Hey, just wait 10 seconds between every attack, and make sure not to get hit in that 10 seconds between every attack, and Assassination benefits every attack you make!" I think we all realize what an unrealistic expectation that is.

[ QUOTE ]
also held targets give a 20% chance for a stalker crit too, even out of hide

[/ QUOTE ]

Which isn't 100%, which means it's not benefitting every attack you make, as I said.

No Stalker, when playing in a realistic fashion, benefits from Assassination on every attack, and that's all that matters.


 

Posted

Just felt the urge to post after looking at today's patch notes. I think it's noteworthy that there has been absolutely no further changes or tweaks to Dominators, which I find very disappointing. At this point I would really appreciate if a red name would just let us know what the hell is going with Dom's from their view point. The total lack of any information is really depressing for those of us that still have hope for Dominators as an AT, especially when I see that Brutes and Stalkers are getting their ranged attacks buffed by giving them their melee damage modifiers.

That Dom's need some lovin may well be the one thing I've heard a vast majority of people from every AT agree on, so please let us know what's going on.


 

Posted

Please fix Ice Sword Circle's pause after animation.

Thanks.


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

 

Posted

A consolidated analysis/gripe about the Dominator PPPs. I know it's late in the game, but I still feel this needs to be said. The PPPs (and hero APPs) appear to all be balanced as if they are providing new abilities to the AT. In particular they all have much longer recharge times than equivalent powers in Primaries or Secondaries. However a large portion of the powers in the Dominator PPPs are similar to powers already available in the Primaries and Secondaries. More so than any other AT I believe. This means that Dominators will often be better served taking pool powers or those from their primaries or secondaries, unlike other ATs who are gaining new abilities.

There are only five powers of the 16 that are completely new to Dominators: the 4 shields and the 1 debuff: Poisonous Ray.

It's true that Dominators do not have ranged AoEs, so Dark Obliteration, Disruptor Blast, and Ball Lightning bring something new to the AT, but it is not significant because Dominators already have both ranged an AoE attacks.

The PPPs also bring two new debuffs as secondary effects, endurance drain and -Acc. However, these debuffs are very marginal for Dominators who specialize in control and preventing foes from attacking at all. A foe who is not attacking does not need endurance, and will not suffer from -Acc. The foes against whom Dominators have the most trouble, AVs, EBs, and PvP foes will not be significantly hindered by these secondary effects, especially because they cannot be stacked due to long recharge time.

The remaining powers are the pets, which are not permanent, compared to the existing permanent Dominator pets. Two endurance recovery powers, Dark Consumption and Power Sink, which compare very unfavourably with Consume and Drain Psyche, due to the recharge times. Water Spout is another control power similar to existing control powers. Finally, Bile Spray has long recharge, meaning it compares unfavourably with Frost Breath, Psychic Scream, and Fire Breath.

In summary, the PPPs add very little to the versatility of the Dominator AT, putting them at a disadvantage compared to other Villain and Hero ATs.


 

Posted

[ QUOTE ]
A consolidated analysis/gripe about the Dominator PPPs. I know it's late in the game, but I still feel this needs to be said. The PPPs (and hero APPs) appear to all be balanced as if they are providing new abilities to the AT. In particular they all have much longer recharge times than equivalent powers in Primaries or Secondaries. However a large portion of the powers in the Dominator PPPs are similar to powers already available in the Primaries and Secondaries. More so than any other AT I believe. This means that Dominators will often be better served taking pool powers or those from their primaries or secondaries, unlike other ATs who are gaining new abilities.

There are only five powers of the 16 that are completely new to Dominators: the 4 shields and the 1 debuff: Poisonous Ray.

It's true that Dominators do not have ranged AoEs, so Dark Obliteration, Disruptor Blast, and Ball Lightning bring something new to the AT, but it is not significant because Dominators already have both ranged an AoE attacks.

The PPPs also bring two new debuffs as secondary effects, endurance drain and -Acc. However, these debuffs are very marginal for Dominators who specialize in control and preventing foes from attacking at all. A foe who is not attacking does not need endurance, and will not suffer from -Acc. The foes against whom Dominators have the most trouble, AVs, EBs, and PvP foes will not be significantly hindered by these secondary effects, especially because they cannot be stacked due to long recharge time.

The remaining powers are the pets, which are not permanent, compared to the existing permanent Dominator pets. Two endurance recovery powers, Dark Consumption and Power Sink, which compare very unfavourably with Consume and Drain Psyche, due to the recharge times. Water Spout is another control power similar to existing control powers. Finally, Bile Spray has long recharge, meaning it compares unfavourably with Frost Breath, Psychic Scream, and Fire Breath.

In summary, the PPPs add very little to the versatility of the Dominator AT, putting them at a disadvantage compared to other Villain and Hero ATs.

[/ QUOTE ]

I can definitely agree about the AoE comments. I see no reason why Doms should be getting more AoEs quite frankly, especially when our ranged damage is low low.

I disagree about debuffs being useless however. I'll concede that End drain might not be *the* most useful debuff, but having debuffs in general can only serve to help. Are Controllers complaining about their debuffs? I think the End drain is useful because Doms do tend to use alot of Endurcance: Our AoE holds/mezzes cost alot of End and our attacks are generally low damage so we use alot of End when fighting. So in that regard an Endurance buff/debuff power is something that can definitely have its merit, especially for End-intensive builds like Ice/Ice.

Extra pets are a touchy issue. Personally I love that I'm finally getting a pet. My Dom is Mind/Psy and a pet helps me in 2 key areas: 1) extra damage output, 2) Something else to take the aggro. /Psy is particularly low on damage, so having a pet around will be a very nice benefit. I may even start using Mind's/* TK while solo now, since I'll have something else help me kill mobs. For other Doms though I can see how an extra pet can be redundant.

As for the shields: I have no issue with them at all, as they're something I thought we should always get. Anything that adds to our survivability is fine be me.

Ideally I would rather have the PPP AoEs removed compeltely and replaced with some kind off buff or debuff. I would LOVE to see a debuff that lowers enemy mez protection like Benumb from /Cold Corrupters. A self-buff would be nice as well--something like BU, a self heal, etc.

I'd still like the option of mez protection as well. Besides Blasters, we're the only AT in the CoX game who has no option of mez protection in our primary, secondary, or epic. My main concern for mez protection is for PvP, but it would be nice for PvE as well.


 

Posted

[ QUOTE ]
I can definitely agree about the AoE comments. I see no reason why Doms should be getting more AoEs quite frankly, especially when our ranged damage is low low.

I disagree about debuffs being useless however. I'll concede that End drain might not be *the* most useful debuff, but having debuffs in general can only serve to help. Are Controllers complaining about their debuffs?

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The problem is that these are probably the most useless debuffs we could get. -Def -Res -Dmg are all much more effective against mezzed foes and AVs/EBs.

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I think the End drain is useful because Doms do tend to use alot of Endurcance: Our AoE holds/mezzes cost alot of End and our attacks are generally low damage so we use alot of End when fighting. So in that regard an Endurance buff/debuff power is something that can definitely have its merit, especially for End-intensive builds like Ice/Ice.

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Running a Fire/Ice I totally agree that end recovery powers are great. But 3 and 2 minute timers really kills them. I'd much rather have Consume or Drain Psyche.

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Extra pets are a touchy issue. Personally I love that I'm finally getting a pet. My Dom is Mind/Psy and a pet helps me in 2 key areas: 1) extra damage output, 2) Something else to take the aggro. /Psy is particularly low on damage, so having a pet around will be a very nice benefit. I may even start using Mind's/* TK while solo now, since I'll have something else help me kill mobs. For other Doms though I can see how an extra pet can be redundant.

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For my Fire/ dom another pet will make it that much harder to build Domination. For Mind/ it's nice of course, but wouldn't you rather have one of the other Dominator pets on a permanent basis?

[ QUOTE ]
As for the shields: I have no issue with them at all, as they're something I thought we should always get. Anything that adds to our survivability is fine be me.

Ideally I would rather have the PPP AoEs removed compeltely and replaced with some kind off buff or debuff. I would LOVE to see a debuff that lowers enemy mez protection like Benumb from /Cold Corrupters. A self-buff would be nice as well--something like BU, a self heal, etc.

I'd still like the option of mez protection as well. Besides Blasters, we're the only AT in the CoX game who has no option of mez protection in our primary, secondary, or epic. My main concern for mez protection is for PvP, but it would be nice for PvE as well.

[/ QUOTE ]
I'd like pretty much anything we didn't already have. Buffs, good debuffs, heals, mez protection, etc.


 

Posted

Here are my 3 thoughts.

1 the patron power selection is weak. I would rather have mez protection and NO defense or resistance then a weak resistance toggle running. I would stay exactly as I am and have status protection then have any resistance for my toon. I dont see how this would be a balance issue if you make this swap.

2 why on earth give us another attack? we have an entire secondary with way better powers that dont cost 20 endo or recharge in 30 sec. I intent to skip them when taking my secondary.

3. why are we getting endo buffs when 2 secondaries already grant endo buffs, and domination gives an endo buff? If we cant work our endo woes with 1 or both of these you have a problem with the AT design. too little damage or too high endo cost.

Sorry but I am seriously dissapointed with the direction of the PPP. I will take the shield and maybe the endo recovery because the AT is soo goofy, but I can think of about a dozen alternatives to the ones given that I would delete high level heros for. I really hoped that the PPP would open a new door for the DOminators not dwarf them into oblivion by granting us the same damndable powers that the others get.


 

Posted

My plan is as an Ice/Psi Dom to use the extra end drainers along with Drain Psyche (OMG THANKS FOR FIXING IT) to help in PvP by being a leech. I hope it works.


 

Posted

[ QUOTE ]
Here are my 3 thoughts.

1 the patron power selection is weak. I would rather have mez protection and NO defense or resistance then a weak resistance toggle running. I would stay exactly as I am and have status protection then have any resistance for my toon. I dont see how this would be a balance issue if you make this swap.

2 why on earth give us another attack? we have an entire secondary with way better powers that dont cost 20 endo or recharge in 30 sec. I intent to skip them when taking my secondary.

3. why are we getting endo buffs when 2 secondaries already grant endo buffs, and domination gives an endo buff? If we cant work our endo woes with 1 or both of these you have a problem with the AT design. too little damage or too high endo cost.

Sorry but I am seriously dissapointed with the direction of the PPP. I will take the shield and maybe the endo recovery because the AT is soo goofy, but I can think of about a dozen alternatives to the ones given that I would delete high level heros for. I really hoped that the PPP would open a new door for the DOminators not dwarf them into oblivion by granting us the same damndable powers that the others get.

[/ QUOTE ]

All good points. Nice to see a new name here addressing issues for Doms.


Dominators don't need mitigation from their secondaries. Even if they did, there's ice (slows), psi (-recharge), and fire and elec (death).
-Talen_Lee commenting on Energy Assault's Utility

 

Posted

[ QUOTE ]
Here are my 3 thoughts.

1 the patron power selection is weak. I would rather have mez protection and NO defense or resistance then a weak resistance toggle running. I would stay exactly as I am and have status protection then have any resistance for my toon. I dont see how this would be a balance issue if you make this swap.

2 why on earth give us another attack? we have an entire secondary with way better powers that dont cost 20 endo or recharge in 30 sec. I intent to skip them when taking my secondary.

3. why are we getting endo buffs when 2 secondaries already grant endo buffs, and domination gives an endo buff? If we cant work our endo woes with 1 or both of these you have a problem with the AT design. too little damage or too high endo cost.

Sorry but I am seriously dissapointed with the direction of the PPP. I will take the shield and maybe the endo recovery because the AT is soo goofy, but I can think of about a dozen alternatives to the ones given that I would delete high level heros for. I really hoped that the PPP would open a new door for the DOminators not dwarf them into oblivion by granting us the same damndable powers that the others get.

[/ QUOTE ]

That about sums it up. And really guys, the Patron Powers are fine, but they really screwed up by not offering us any alternative. . .we probably really should have gotten a shield or two, and self heal/buff/endurance recovery or two. They pretty much should have hooked every AT up with APPs or PPPs and not introduced this crap. Or hell, they should have introduced the APPs first. ..ESPECIALLY since we have Master P, saying that issue 8 will be in a nother few months. . perhaps 3 or 4. . .so hell, we would have the chance to have some APPs, and give them a chance to release them for heroes and villains at the same time with us being able to respec out of them at will, and perhaps not to another Patron, but to some APPs. . .perhaps we will have this option anyway, and the only thing you cannot switch is your patron.


 

Posted

I actually saw a Dom in R.V. today do something which was useful... and that was to buildup his domination on my Ice Tanker while I was Hibernating, and then Break through my Statusprotection when I was trying to make it back to the Turrets... He didn't hold me long enough for his team to kill me though so I dunno how useful it really was...

Other than that though, I just saw them getting munched by every Hero AT in the game. Infact the last one that got too close to me (I guess he thought he'd complete his attack chain by using his melee...LOL!) got stunned and munched in 2.3 seconds by me and another Tanker. Overall... still pretty sad and utterly useless in RV. Sure, They do well in smaller PvE teams .... But what Villain AT DOESN'T? ...If you really want a good laugh, go on test and checkout the AT breakdown and how many more Scrappers, Stalkers, and Controllers there are than Doms. Hell, Tankers, Defenders, and even Keldians outnumber them during this event...


 

Posted

I came back for the Issue 7 test after I heard about the PPPs and got too dissapointed to stick around for my subscription to be played out.

What I discovered.

The stupidity of removing detoggles from the Dominator. Yes, we need another Stalker one trick wonder. And one that fails horribly. Dominators that don't die before their bar goes up are either in too big a group to make a contribution, attacking enemies using range enanhcements instead of ACC, or doing allot of extra work in avoid combat after a few shots instead of fighting. That or get lucky and be ignored long enough to get it.

I got mine a number of more times than I would on live. Did it help? To build it sure, but that doesn't change the character. I held a couple more melees, but lost out on an overall ability to hold melees. Without the detoggle many melees were able to walk right through my control and damage and tear me apart. If I didn't have Terrify it woulda been allot worse as it saved me a couple times when I saw some tankers coming. usually though most who hit me hit me by surprise or while hit with a status affect, sometimes both by the melee themselves. While we can't even hinder them anymore, they can hold+kill us like nothing.

Before even though our damage couldn't bypass their regen/dull pain rate, we could at least lower their ability to resist our holds and the damage of teammates. Now, what good are we?

Sure we can hold squishies, but so can every else. We obviously can't out damage them. We obviously can't help vs melees anymore. And with our constant death rate and being targeted for easy kills, now giving bonus prestige btw, we're expected to survive before and during Domination for it to be used?

That only happens when ignore of faced off by 1 BFless squishie at a time.

Which is not gonna happen.

Inspirations are still easily accessible, only unlike SC there's no reason to not leave to go get more inspirations and stay fully stocked.

And then there's the reminder of Patrons. End Drain? Sure, it sounds useful, but in PvE you drain multiple enemies and you will end up dead most of the time unless they're weaklings, in which case you won't need end because you won't need to use ytour big attacks to take'em out. And PvP? Forget it, one enemy at a time? Not a useful drain. Normal Drains may be quick to recharge but epics take far too long.

AoE Attack? Some Doms may use it, which is suicidal no matter what Dom you play unless playing weaklings. Why can't we get a power that works vs white and oranges-reds? Since our controls obviously can't it'd be nice for some PPPs to be able to. PvP? AoE? No point. And the damage factor? Way too light anyways.

Shield? Sure, I guess, if but if you need it you're most likely dead anyways. It could be a life saver at times, but I would rather a utility like the tactics' +perception which could fill in the power slot needed for it, or a status resistance, arcobatics or a PPP shield, either way.

As for the Pet, well, it really depends on your build. I'm a Mind/* and as much as I like the idea of a Pet. 3 powers to get it, powers I don't want. 15 mins to recharge, interrupting my careful sleep/fear setup and giving away my position in PvP? I think not. As for those with pets already, they're screaming of wanting something else, so I think they speak for themselves on that issue.

My new PvP Mind/Energy on test has changed from a melee detoggle/damage build actually capable of killing squishies most of the time, and wounding melees many times, even defeating a couple to a ranged/domination build which just goes around retoggling invisibility to hit/run at enemies to try and survive long enough to build domination. Going from medium-high damage to minor-medium damage.

I've still yet to decide if the damage factor has changed too much by removing Air Superiority's damage enhancements and using it only once in a while and removing bone smasher to be replaced by power bolts completely is somewhat even or much lower as I never used Power Burst in SC since it's too high level. So having it in RV is throwing off my monitoring of the build. So we'll see. I will also be using Medicine and Hasten in RV where I would only use it in Warburg where I would rarely go to.

Without Bone Smasher that puts allot of pressure into the late game powers to step up. I also use TF and Burst less due to my ranged nature. So again, different settings to look at.

PvE, stays the same so no difference there. Hybrid builds may do better now though and I may be using Whirling Hands in a PvP build to keep the Domination bar up as well. We'll see.


 

Posted

Went on test made several differnt grav/nrg doms. It didn't stop me from being wiped. Couldn't get domination up quick enough to be useful before the face plant.


 

Posted

Despite the negative nature of the feedback (as in lack of dominator success), I am happy to hear this. Hopefully this will finally clue the devs in that more changes are necessary.


Dominators don't need mitigation from their secondaries. Even if they did, there's ice (slows), psi (-recharge), and fire and elec (death).
-Talen_Lee commenting on Energy Assault's Utility

 

Posted

/em shakes his head in amazement

I don't know what you guys are doing, but our results are and have been completely different. The only time our Doms die is when the get too cocky and run off to solo 3+ heroes in a fit of "Domlock". IMO, more changes are not only not needed, but begin to have serious balance implications. We won 2 instances last night, 19 and 22 before ending the night despite having people playing characters they weren't used to. (Me on a Kin is not a pretty sight )


Thorizdin

Lords of the Dead
Old School Legends

 

Posted

That's not the experience I had. I found that I died so fast to Blasters and Scrappers I couldn't get healed fast enough to stop it. Being completely buffed up to the max by multiple Corruptors helped, but that only brought me up to the level of unbuffed Heroes. Vs completely buffed Hereos I still felt completely outmatched. Now I have no doubt that in a coordinated group a Dom can be effective against groups of mostly uncoordinated opponents, but that's a function of a group that knows one another working well together far more than the power of the Dominator.

By far the biggest problem I had was constantly getting mezzed by everything. For an AT that has low Health, no heals, few buffs, few debuffs and is expected to be in melee range at least part of the time, it seems like a no brainer to me to have some kind of innate mez protection. The only other melee character that has no mez protection at all is the Blaster, and they have much, much higher damage and more Health. Dominators are the squishiest AT in the game.

If it were up to me to make a couple of adjustments to improve Dominators, I would offer two suggestions:

1) Give Doms an innate, low level mez resistance. Mag 3 or 4 seems about right to me as it would be very easy to overcome with any kind of stacking but would at least give a Dom a fighting chance against the innumerable low mag stuns and holds that everyone and their grandmothers get. The idea is Doms are treated as bosses instead of minions with regard to mezzes (which frankly, is how I think everyone should be treated but that's another thread).

2) In order to make Doms less dependent on Domination, I'd remove the damage buff portion of Domination but increase both ranged and melee base damage to around .90 level. Right now under ideal circumstances Domination could be up for 90 seconds, down for 200 seconds. The idea here isn't to increase damage over time, but to lessen the dependence a Dom has for Domination (which will still be great with all the other benefits it would still have).

A note on Breakfrees: Despite how often I was utterly slaughtered because of being mezzed, I thought the rarity of Breakfrees in the zone due to the way the characters were created for the event was an overall improvement for PvP in general. I don't think ATs should be balanced around inspirations and currently too many fights revolve around Breakfrees in particular. I think everyone should have boss level mez resistance, at least to the big three toggle dropping 'you-can't-do-anything' mezzes: Holds, Disoreints and Sleeps. Then, and only then, could Breakfrees be adjusted somewhat for PvP. That's just my opinion.


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

Thorizdin, you guys are the exception more than the rule. I've played with your guild and you guys rock!. You're built for PVP and focus on it. The 5-6 corruptor and 2-3 Dom team is one of the best, if not THE best PVP team setups in the game, hero or villian. I think the only hero team to compare would be a mixture of defenders and blasters or controllers and blasters.

With stacked kinetic,sonic and thermal buffs, my Dom is a monster! I have also found success in reasonably even number situtations with me, Paris and another dom. We tend to jump around like squirrels on crack, but it works.

The biggest difference I found last night to other nights on test was the absence of the IOP buffs I had been enjoying as part of the SG I was in on test. Most specifically the mez protection buffs. Its a whole other world when I didn't have to worry about being stunned left right and center by /em tanks and blasters, or MA scrappers. Now the problem with this is PVP centric SG's will persue and defend these items of power. Casual SG's will not.

Now, none of this will stop me from playing my Dom in RV on live. The added damage of having my tier 9 attack makes killing other squishies much easier. As well I do find Blaze still drops toggles on a reasonbly frequent basis. Incinerate, well not so much.

I will be skipping the PPP's as I want to work stealth and invis into my build. Now, if they add some mez protection into the Patron armors, I might consider it.


 

Posted

I guess I get the feeling that the PPP as they pertain to Doms do not take our major weaknesses into account like the APPs do...especially for our cousins..the controllers. My mind/storm controller had many needs...at 41 I had many options...dps, self-heal, end reduction...something for everyone which dealt with some of our glaring weaknesses.

For doms...I see a bunch of PPPs which are all pretty indistinguishable from one another other than graphics and provide no mezz protection (which we desperately) need. In addition they add pets...which only mind doms would really care about. I am with the above poster...I would rather have mezz protection than a weak shield. I am going to go to 50 in the pools...and wait for them to clear this mess up and issue 8 and then pick a patron.


 

Posted

[ QUOTE ]
/em shakes his head in amazement

I don't know what you guys are doing, but our results are and have been completely different. The only time our Doms die is when the get too cocky and run off to solo 3+ heroes in a fit of "Domlock". IMO, more changes are not only not needed, but begin to have serious balance implications. We won 2 instances last night, 19 and 22 before ending the night despite having people playing characters they weren't used to. (Me on a Kin is not a pretty sight )

[/ QUOTE ]

I am preaching to the choir but I'll say it again.

PvP oriented SG > PuG


 

Posted

Absolutely, the challenge is to make Doms better in non-optimal teams without making them unstoppable on good teams.

Perhaps mild mez resistance wouldn't be too outrageous, since in the greater scheme of things most resistance will still come from buffs. The problem is if you give Doms 2-3 mags of mez protection your average min-maxer is gonna combine that with Acrobatics and I don't know if its a good idea for Doms to have that much protection solo. A mild HP boost, say to Blaster level, would probably be ok. Increasing the ranged attacks to .7 would also be fine IMO. I probably wouldn't do more than 1 or at most 2 of these.

Any other ideas?


Thorizdin

Lords of the Dead
Old School Legends

 

Posted

[ QUOTE ]
The problem is if you give Doms 2-3 mags of mez protection your average min-maxer is gonna combine that with Acrobatics and I don't know if its a good idea for Doms to have that much protection solo.

[/ QUOTE ]

And here lies the problem. You and some others are concerned about this, Is it any different than the SR Scrapper that takes Tough to min/max his abilities?

The vast majority of players aren't min/max'ers. Even the majority people that enter a PvP zone aren't.The casual players are the ones that the devs need to help the most. Granted, we don't need Tanker level mezz protection, hp and damage, but the casual Dominator is going to get slaughtered. I have said it before, many of us can find a couple of Corrs to team with or get IoP mezz protection. But we are a very small portion of the population.


 

Posted

Balance must be based around what is possible, not what is most common. We want Doms to be fun and able to scale from high skill purpose built teams down to casual PuG's. We don't want to create tank mages, since as soon as we do the nerf bat will swing start swinging our way.

While you can say that most players aren't min/maxers and probably be right, how many Tank players were running 8 man, max diffilculty missions basically solo? Certainly not all or even most of them, but enough that they contributed to some of the largest nerfs ever seen in the game.

To your specific example, if an SR takes a pool defense, he raises his overall defense by about 5% after slotting. If Doms are given an inherent mez protection of 2 or 3 then the additional protection from Acrobatics would double or nearly double the total protection.


Thorizdin

Lords of the Dead
Old School Legends

 

Posted

Only versus Holds though, I believe. Disorients wouldn't be affected by Acrobatics and would detoggle it if you slap two of them on the Dom.


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

[ QUOTE ]
Absolutely, the challenge is to make Doms better in non-optimal teams without making them unstoppable on good teams.

Perhaps mild mez resistance wouldn't be too outrageous, since in the greater scheme of things most resistance will still come from buffs. The problem is if you give Doms 2-3 mags of mez protection your average min-maxer is gonna combine that with Acrobatics and I don't know if its a good idea for Doms to have that much protection solo. A mild HP boost, say to Blaster level, would probably be ok. Increasing the ranged attacks to .7 would also be fine IMO. I probably wouldn't do more than 1 or at most 2 of these.

Any other ideas?

[/ QUOTE ]

I rolled a fire/fire dominator in RV and got owned. Many times over. Fire is pretty melee oriented, so that was part of the problem. But even when I tried hovering over the fight while my imps went to work some spiner would impale me, or some SJing tanker would smash me, or some invis controller would mez me, or some blaster would snipe me. It never took more than 4 hits from any AT except defenders to kill me.

What needs to be done you ask? Well I'll take your ideas and add two more:

1) increase hp
2) increase range damage
3) restore toggle dropping effectiveness to melee attacks
4) add mez protection to domination

Dominators are melee ranged attackers as much as they are ranged (about 1/3 of our assault powers are close range). They need more hp to last longer than 3 hits. They need more damage as a deterrent. They need toggle dropping to have a chance vs melees. And they need mez protection to survive duking it out at close range.

The combination of these changes will NOT make dominators overpowered. They will simply make dominators a FACTOR. You'll be able to take a couple more hits. You'll be able to kill someone in under 10 hits. You'll be able to protect yourself at melee range in the absence of self-buffs and enemy debuffs.

Seriously, the only time we're a PvP threat now is with domination up. Outside of that time, everyone has the same mezzing ability, does more damage, and has way more self-protection.


Please buff Ice Control.