Official Thread for Dominator Changes


Accualt

 

Posted

I find the problem with doms in RV is their squishiness. However, my blaster is in the same boat. The difference is a blaster only needs 3 good hits total, not 1 hold, then much more than 3 to win.

All in all, though I think Im the poor dominator listed earlier as fighting the ice tank (doh ) and getting wiped (as in, where did that brute go? What, Im solo again?!?), Ive had decent success levels, considering 99% of heros are scrappers. I've more than held my own with trollers and defenders (when they were on their own), and even blasters if I see them before they attack me (no, I dont survive aim +BU + blapper attacks).

Seems to me, the main problems are extreme damage attacks also having stuns. Seems like thats amazingly unbalanced. Also, ranged attacks for scrappers suck. They can do more damage from range than my dom, PLUS all the advantages that scrappers already have.

With the lack of BFs, while doms suddenly get to hold squishies, they also became easy fodder for stuns from melees who resist mez while having stuns that take 90% of your health.

Also, on team PVP, trollers stack with defenders, while doms dont combine with corruptors. As soft controls are as good as hard controls in most cases, it comes down to how much damage in the control duration, where doms are way slower than em tanks and scrappers and blasters, and controllers as they have X3 damage.

I dont see doms as horribly gimped in PVP, but they still remain the most difficult, IMO.


 

Posted

I agree. I finally got to play for a decent amount of time with a dom (mind/energy). Echoing what others have said in other threads, if I hadn't had aid self and the leaping pool it would have been ugly. Plus the villains outnumbered the heroes so I eventually switched sides. Anyway the only power that seemed to help my team on a consistent basis was TK but thanks to lag I ended up pushing the scrappers/tanks down the street instead of into a wall. Dealing w/ the heroes was bad enough but the wardens were no picnic either. I finally got the courage to attack an ice tank w/ Tk only to suddenly end up facing a longbow warden (thanks lag). If it hadn't been for aid self I would have died quick.

Also I had to keep jumping around. Sometimes I would get stunned but land far enough away that I was able to recover and escape. But getting mezzed by a scrapper!? Wow add insult to injury.


 

Posted

This was tp foe gank central. What is funny is that most of the Melee toons just tp low hit point AT's and gank them then move.
Teaming doesn't mater. Why. By the time you call for help you are already dead. I tried several times to call for help on my dom and I just died while typing H.E.L.P.


 

Posted

I thought about this more and did the following analysis: Of all ATs both hero and villain, dominators have by far the weakest self-defense in PvP considering all factors.

For Villains:
Brute - more hp, defense, mez protection and more damage
Stalker - about the same hp, but they have defense, mez protection, more damage and stealth/placate
Cors - more hp, mez powers, more damage, self buffs, enemy debuffs, shields, and heals
MMs - about the same hp, but they have 6 "friends", mez powers, more damage, enemy debuffs, shields and heals

Heroes:
Tanker - more hp, defense and mez protection
Scrapper - more hp, defense, mez protection and way more damage
Controller - longer mez, self buffs, enemy debuffs, heals, shields
Defender - about the same damage-wise, but self buffs, enemy debuffs, heals, shields
Blaster - about the same low defense as doms, but they do 3x the damage, have some mez, have defiance to land a deathblow when they're almost dead, and have more hp

What defense does a dom have?
Low hp
Low damage
No defenses/resists
No heals
No shields
No mezz protection
Mezzes resisted by half the heroes
A "god mode" power that's active about once every 5 minutes... if you are in heavy fighting and IF you don't get killed while building it.

And all that coupled with an assault powerset that includes about 1/3 melee attacks and late blooming ranged attacks (no snipe til 35 and no major detoggler til 38 in most instances).

The closest AT you can compare the lack of defense to is the blaster and they were given a revenge inherent that does benefit PvP (I know, I've used it plenty of times with my lvl 34 elec blaster) and a hp boost not too long ago. Not to mention that if you don't kill a blaster in 3-4 shots, odds are he'll kill you.

The closest AT you can compare the low offense to is the defender, but let me attest here that my defenders last 10x longer than my doms do in PvP because of their primary powersets.

So devs, when is our real boost coming?


Please buff Ice Control.

 

Posted

[ QUOTE ]
I thought about this more and did the following analysis: Of all ATs both hero and villain, dominators have by far the weakest self-defense in PvP considering all factors.

[/ QUOTE ]

In fact, against a foe who takes precautions against mezzes (which is incredibly easy to do given even solo youc an rely on break frees), many Dominators have absolutely NO personal defense outside of possible meager power pool choices. With the advent of Bodyguard, Dominators are now literally the softest target on the PvP battlefield.

If mez protection was as rare in PvP as it is in PvE, I think we'd be fine. Since it's OVERWHELMINGLY COMMON, however, in many situations our primary powerset does virtually nothing, and our secondary powerset really can't be relied upon to cover the gap the way it could for, say, Blasters.

I won't lie, I've done pretty well as a Dominator, both on live and on test (obviously being better on test). However, that's largely due to the ignorance, poor preparation, and lack of competency in my opposition, along with my pretty good reflexes and total lack of lag. People might say, "But Dominators do fine on teams," but what they generally mean by that is, "Dominators do well when they're in an organized team [censored] unorganized people," because against an organized, well built team mezzing ANYONE is incredibly difficult.

So we have:

-Solo Dominator vs poorly prepared foe: Dominator does fine.
-Solo Dominator vs well prepared foe: Dominator is at a complete disadvantage, as their mezzes are virtually completely negated, and their passive defense and damage are some of the lowest in the game.
-Dominator on a well built, organized team vs unorganized opposition: Dominator does fine (but who wouldn't?).
-Dominator on a well built, organized team vs competent, organized opposition: Dominator is back to doing poorly by comparrison, as their mezzes are once again easily negated, and although through the actions of the team the Dominator's survivability increases, he's still the least survivable and least effective MEMBER of the team.

The theme is clear: mez protection is simply too easily availible and too effective, and when it shows up on the field in force, a Dominator loses a lot of his power. A Dominator who can't mez is the weakest possible character in the game, and situations in PvP which prevent mezzing are very, very abundant.

I like Dominators. I have fun as a Dominator. I get kills as a Dominator. The problem is, how well I do is heavily reliant on the laziness and incompetency of my foes. People who run around solo and don't carry break frees I do fine against. People who take reasonable precautions against mezzing and play with a modicum of strategy, I have little recourse against, unless my recourse is "join a team and crush that player with gang bang tactics," which while effective, is neither sporting, fun, or something most other archetypes would have to resort to, as few other archetypes can have the MAJORITY of their power so easily countered in both solo and team environments.


 

Posted

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I won't lie, I've done pretty well as a Dominator, both on live and on test (obviously being better on test). However, that's largely due to the ignorance, poor preparation, and lack of competency in my opposition, along with my pretty good reflexes and total lack of lag. People might say, "But Dominators do fine on teams," but what they generally mean by that is, "Dominators do well when they're in an organized team [censored] unorganized people," because against an organized, well built team mezzing ANYONE is incredibly difficult.

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Mal,

I used to think the same way as you. Before the upcoming I7 nerf to detoggles, I knew I could always mez a blaster, defender or controller with one shot, and could at least try to detoggle a scrapper/tanker with a melee shot and follow that up with a mez. That was my defense. I wasn't planning on killing anyone... just holding/detoggling them long enough for my teammates to do it for me. And if the team was large enough I could stay in the shadows, building dom on some poor tanker.

But now, forget about it. While I still don't fear enemy squishies because I can usually one shot mez them, I have only one defense against melees... my lvl 38 melee detoggling AoE. Other than that, what can I do? Try and stack 3-4 holds? Hope my regular melee attack 5% detoggle chance hits? Try and build dom from range while dodging enemy fliers like high damage blasters, long mezzing controllers, and self-healing defenders?

Forget it. A dom's primary function on the PvP battlefield is hit and run mezzes on squishies. And like you alluded to, one CM, clarify, ID or BF and they're right back at you.

The change to domination recharge and build up are great, don't get me wrong... but they don't go to the core of what makes PvPing with doms a pain in the [censored].... the total lack of viable self-defense.

We need something. I'd like to see more hp and more damage, as well as having our PB AoE buffs (like drain psyche) provide more defense. However, the devs seem to think domination is the answer. I disagree, but ok, fine. If we're to live and die by dom, then buff it some more. Make it provide mag 3 mez resistance and provide a heal on top of its other boosts. And while they're at it, give us some PPPs that will actually keep us alive. The only one that's worth a damn is the shield and that'll be knocked up with the first blow by whoever hits us. How about a targeted heal like twilight grasp or life drain? Or how about a targeted debuff like lingering radiation or radiation infection? Or a mezzing PB AoE shield like oppressive gloom or cloak of fear? I don't mind the targeted aspect as I see doms as sadists who get stronger by tormenting their victims.

Anyway, I like doms and will play them in PvE, but if the devs want to make them viable for PvP, something needs to be done and soon.


Please buff Ice Control.

 

Posted

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I used to think the same way as you.

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And it sounds like you still do think the same way as me, because you summarize the main idea of my post very succinctly when you say:

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andd like you alluded to, one CM, clarify, ID or BF and they're right back at you.

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That's pretty much what it all comes down to. The only enemies we are NOT at a disadvantage against are the ones who don't bother with these precautions -- precautions that are literally availible to us all.

And I think we are reasonable to be unhappy about that, particularly since it means every time I stand over the body of someone I killed, part of me recognizes a BIG reason I won was their lack of preparation, plain and simple. Most Archetypes I've played as don't get that same feeling.

I still feel my Dominator is viable in PvP, mind you, and I still plan on doing quite well for myself. I just recognize the enabling factor is largely people's laziness and incompetency, and I don't like it.


 

Posted

Well I ended up having an absolute blast in RV last night (and in the Arena a bit too) with a Fire/Psi Dominator (Arson Around) - the faster charging Domination makes such a big difference it is unreal. I just needed to stay alive long enough to get off a few shots to build it (not too difficult jumping around and with the odd sneaky aid self, unless there were more than 1 or 2 heroes gunning for me at once), and once I popped Domination scrappers and tanks were at my mercy (or lack thereof). Anyone who thinks Psi is rubbish in PvP really needs to see what it's like with Psi Shockwave at full pelt and how nasty Drain Psyche can be

I still think a hitpoint boost would be good though - we are still far too vulnerable without very specific builds (leaping and medicine are essentially required for a Dom to be vaguely viable in PvP at the moment - I don't think that should be the case).


 

Posted

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I still think a hitpoint boost would be good though - we are still far too vulnerable without very specific builds (leaping and medicine are essentially required for a Dom to be vaguely viable in PvP at the moment - I don't think that should be the case).

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I think this is one of my biggest issues with the state of Doms right now. Basically that anyone with any success to report had to have these to Power Pools in their build. Ideally PvP would be a place where a variety of ways to get the job done could meet, but for Doms its Leaping and healing or your toast.


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

My suggestions:

Weaken Break Frees, they do not need to be +9 mag or whatever.

When Domination is up, a certain % or number of mag in any mezz is irresistable and cannot be protected or broken free against.

A mind Dom on a team of 6 corrs with Dom up is excellent at cracking the shells of scrappers and tanks or holding FF defenders.

I agree with a small HP/ranged damage boost, and a re-working of the secondary sets to balance them out.


 

Posted

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I still think a hitpoint boost would be good though - we are still far too vulnerable without very specific builds (leaping and medicine are essentially required for a Dom to be vaguely viable in PvP at the moment - I don't think that should be the case).

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I think this is one of my biggest issues with the state of Doms right now. Basically that anyone with any success to report had to have these to Power Pools in their build. Ideally PvP would be a place where a variety of ways to get the job done could meet, but for Doms its Leaping and healing or your toast.

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I actually found I had a much easier time with Fly instead of Leaping, but that's mostly because it seemed 90% of all the heroes were Leaping and/or SSing Scrappers so I was able to hover over the battlefield and do my thing with less fear of being jousted. Aid Self was absolutely 100% essential to have any chance whatsoever though.


Gothika (Grav/Kin) Marionette (Ill/Rad) Terra Firma (Earth/Storm) Alana Dale (Arch/Nrg)
Iceblink (Ice/Dark) Fantasia (Mind/Fire) Shadow Minx (Claws/Nin)
--Virtue

 

Posted

Did some of the PvP in Rv last night and wow all the PvP nightmares are true. Without a team focused on fighting together a Dominator is the guy in pink short pants on the playground. I swear I had a target on my head screaming "HIT ME TWICE TO FIND MY SOFT CARMELY CENTER". Also unless the other player is in the mood to set still while your pet finds and focuses on them they are totally hopeless. So in short I have NO intention to take the full set of patron powers for the pet unless I have no intention to PvP.

I died about as soon as the heroes could tab and find me.

Pets are really only a nice "chance" at damage.

NO mez protection and everyone else having them ment I spent more time "Immobed, stunned, and held" by LVL 40 tanks and scrappers then I did holding anything else. Sorry but a tank hitting me with Total Focus and doing 75% of my hp in damage and disorienting/holding me to boot is nuts. sorry balance is in the eyes of the one with the gun I guess.

So I rolled an AR/Sonic Corruptor and soloed with him a while. Holy smokes. No comparison I had a blast, was harassing tanks and scrappers with snipe, buffed brutes in melee and I never had a team as the corruptor. difference STATUS PROTECTION AND BETTER RANGED DAMAGE. I didn't get held, immobed or stunned by every tank or scrapper in the fray. So I had a chance to get away.

Devs let this come out clear. Your dominator's are completely broken in balance to other AT. I see no need to have a dominator on a PvP team since everything else works infinitely better. Also the Patron powers will make no appreciable diffence in play. wow a pet that cant keep up, wont fight my target and I will loose when I die so I cant have them again till "way" latter. Sorry but you need to look at your data and tell.

I will say I plan on making that AR/Sonic Corruptor on Live after about 2 hours of sniping fleeing heroes. That was just too much fun. I can only imagine how it would work on a team.


 

Posted

Many of the things that people are pointing out as to why doms do so badly in PvP also apply to PvE. PvP just points up the problems better because you cannot use player skill to overcome the problems with a toon in PvP, since PvP is so unforgiving.

I have found that my doms (with the exception of Plant/) do not bring as much to a PvE team as the other ATs. Doms bring partial control and the lowest damage in CoV. That's not enough to earn a spot on a team. Multiple corruptors on a team can stack debuffs to accomplish the same or better damage mitigation, while also bringing buffs and healing. So who needs a dom, since you get more damage with a corr? And dom damage is not only low, but doms have to get into melee to use their best damage powers - but with low HP and no defenses, this makes them toast on large teams.

Domination is a great inherent, and with Domination running, the dom can hold a boss -- oops, the Stalker just disoriented the boss and now, 3 seconds later, the Brute and the Stalker have killed it. Well, the dom can hold an AV -- oops, no, the triangles mean that Domination is completely ineffective against the AV. Maybe Domination can help with this ambush -- ooops, no, the dom popped Domination a couple minutes ago and now it's not ready. Oh well.

Doms are the least-played of any AT except Khelds (which require a level 50 hero to unlock), and their popularity falls off more at higher levels. Surveys I have done on multiple servers have shown that doms are only about 6% of the non-hidden CoV toons being played at levels 35-40, whereas you would expect 20% if all ATs were equally popular. No one expects absolute equality in popularity, but when a toon has less than 1/3 of the numbers you would expect as an average, it's indicative of a problem. And, since doms certainly have no need to hide due to excessive blind invites, the actual % is probably even worse.

This is a broken AT.


 

Posted

[ QUOTE ]
Many of the things that people are pointing out as to why doms do so badly in PvP also apply to PvE. PvP just points up the problems better because you cannot use player skill to overcome the problems with a toon in PvP, since PvP is so unforgiving.

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I don't want to debate the PvE issue again here (been done on the dom forum). I'd like to stick to the PvP problems. But to address your concern about doms effectiveness on large teams in PvE I will agree that it's a challenge pre-SOs. Doms cannot take on large spawns until they have their AoE controls slotted with 3 or more SOs, which doesn't happen until your late 20s, early 30s. That's because AoE controls were nerfed a couple issues ago, and doms have only 80% hold time compared to controllers. Without SOs, that translates into literally 10 second hold times vs. large spawns that will aggro to you the instant they are freed.

However, my level 40 mind/psi laughs at large spawns because she can layer mass sleep, fear, confuse and hold. Between those 4 powers, nothing is going to touch her save a boss... and even he gets held a moment later once she stacks a mez (hold, confuse, sleep easily... fear with the presence pool).

Now there are other primaries that have nowhere near that much AoE control. My lvl 33 fire/fire dom is a great example. He has a ranged AoE stun and a PB AoE hold. The former is pretty effective, but the latter is high risk as an alpha.

Now, apply these AoEs in a PvP situation and it's a totally different story. All the AoE controls have an ACC penalty, high end cost, and uber long recharge. Plus, most targets do not stay in tight groups to maximize the effect:cost ratio. Or if they do, those targets are usually protected by layers of AoE defense (bubbles, shields, clouds, etc) that your piddly group mez won't break through.

From my mind dom's perspective, her only effective primary powers are TK and terrify. However, I'm reading grumblings all over the melee-dedicated forums that these powers are too powerful, so I won't be surprised when they get nerfed. Mass Confusion is horrible... it always misses and the duration is minimal, if it even takes effect.

From my fire dom's perspective, he has no useful primary power aside from his single target hold. Oh, and maybe smoke. His AoEs are the most resisted in the game: immob, stun, and kb. The fire imps are cool, but they tend to aggro npcs or not attack the biggest threat to the dominator.

So what's a dom to do? I really think mez protection powers need to be cut back to where they used to be. For instance, CM never used to protect from confusion. Now it's a panacea for every mez in the game. And stinking empaths get it at lvl 12 if memory serves. When do villains get their mez protection? Thaw and Clarify aren't until the 20s. And that's IF you can find a corruptor who took them. And dispersion bubble? Good luck finding an MM bubbler who'll actually protect his teammates over his pets.


Please buff Ice Control.

 

Posted

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But to address your concern about doms effectiveness on large teams in PvE I will agree that it's a challenge pre-SOs. Doms cannot take on large spawns until they have their AoE controls slotted with 3 or more SOs, which doesn't happen until your late 20s, early 30s. That's because AoE controls were nerfed a couple issues ago, and doms have only 80% hold time compared to controllers. Without SOs, that translates into literally 10 second hold times vs. large spawns that will aggro to you the instant they are freed.


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Not to go off too much with PvE, but the thought just hit me while reading this so I'll throw it out here. One of the most common comments about early level controls on both Doms and Controllers is how poor they are until SOs. What if the base durations on Mezzes where increased by 25% but the Enhancement bonus moved from the 33% schedule to the 20% schedule? That should make a mez 3 slotted with SOs have the same duration but the higher base would give low levels controls a bit of a boost. Example: base 10 duration mez slotted with 3 SOs currently gives a duration of 20 seconds, give or take a small fraction. My idea would give the same mez a base duration of 12.5 but 3 slotted with SOs would still end up with 20 seconds if my math is correct. Or would all this be more trouble than it's worth?


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

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Many of the things that people are pointing out as to why doms do so badly in PvP also apply to PvE.

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Yeah.
I really wish Ruin Mages didn't carry so many breakfrees.

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Domination is a great inherent, and with Domination running, the dom can hold a DOZEN bossES

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Typo corrected.


If I quote #'s, they're from City of Data.
Global: @Kazari

It was either Taunt or Purple Triangles of Doom. I stand by my decision!
-BackAlleyBrawler

 

Posted

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I don't want to debate the PvE issue again here (been done on the dom forum).

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Why? There is only one change of the three that is specifically for PvP. The quicker Domination recharge time and the melee damage buff are for PvE also. And limiting PvE talks to the Dom Forum is much less likely to get them heard.

PvP is a small part of the CoX Universe. Granted we need help in that area, but PvE won't be a picnic in the 40+ game. The changes so far are a good start but we will need help there too.


 

Posted

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Domination is a great inherent, and with Domination running, the dom can hold a DOZEN bossES

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Typo corrected.

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If at any point in time my Dom needs to hold 12 bosses, I'm only going to do it long enough to run from the said 20 second statues.

Our main problem has never been the mag on holding bosses when domination was up (except alot of those darn new fangled bosses which seem to have uber mez protection... blasted Long fangs...) Our problem has been dealing with them while they're held.

It's not just bosses, but EBs, especially at lower levels, my Doms cannot deal with EBs until at least DOs, but my Sonic/Ice corr toyed with them like they were minions because of infrigidate and Snow Storm, it was basically like playing a dom with Dom up 100% of the time, they got off an alpha chain, but then only sporatic blasts from then on because of the hold wearing off/being -rech to crazy levels, the differance is that Doms do less damage then corrs, which means that my Corr was much better off against EBs at low levels.


 

Posted

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Domination is a great inherent, and with Domination running, the dom can hold a DOZEN bossES

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Typo corrected.

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If at any point in time my Dom needs to hold 12 bosses, I'm only going to do it long enough to run from the said 20 second statues.

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No doubt.


If I quote #'s, they're from City of Data.
Global: @Kazari

It was either Taunt or Purple Triangles of Doom. I stand by my decision!
-BackAlleyBrawler

 

Posted

How would things change if Acrobatics gave disorient protection rather than hold protection?

I expect it would make dealing with meleers a whole lot easier.


 

Posted

So, I don't know if any of you have been reading the thread aboutt he Recluse SF contest, but below is a post that just went up in that thread. I'm pasting it in here becuase I think it's a pretty solid example of exactly what the majority of the Dom community has been worried about happening:

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My personal set-up would be something along the lines of:

2 Ice/Rad Corruptors, fully slotted EF and RI and AM

1 Ice/Kin Corr for SB, Siphon Power/Speed, Transfusion (regen debuff + Heal), and Transference to keep the melee toons upright

1 EM/Stone Brute with Granite and maxed defenses to play the "Tank" while also having good burst damage

1 Ice/Dark Corruptor that can provide some Psi resist with Shadowfall, fully slotted Darkest Night (also a damage debuff), and Tar Patch to up damage. Twilight Grasp on auto to heal and debuff regen.

1 Dark/Inv Brute for Touch of Fear which will debuff Accuracy and Fear even AVs while the /Inv side will have Unstoppable to Tank also.

1 EM/Inv Brute for pure burst damage with good survivability. (Could be swapped for an EM/Regen Stalker to simply crank out damage but I think the Brute would have greater survivability)

1 Ice/Ice Corruptor for Frostwork and the Shields. Slotted and in conjunction with the Brute's Dull Pain/Earth's Embrace, the meatshields have the HP to take hits.

Yes, it's all Brutes and Corruptors. Between 2 RI's and 1 Darkest Night, the two EFs, the /Kins' debuffs and a Dark/* Brute's -Acc from normal attacks and Touch of Fear, I have a hard time believing that even an AV would be anywhere except the Accuracy floor. In addition, there's a ton of -Damage coming from the Corruptors so when they do hit, the Brutes are being tickled.

Also, all the Corruptors are Ice for the Holds. That many stacked holds should perma-hold an AV, minus the purple-triangle phase. It also makes a Dom superflous (which I'd rather have the Buffs/Debuffs from the Corrs). I'm also hoping the -regen from the /Kin and /Dark do the trick against the insane AV regen.

Whaddya think? Or is this too "ideal" or "we need X ATs to do this TF" type of thing?

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The idea that our AT is "superfluous" is exactly why we have been griping for 60+ frickin pages, why there have been one hundred and one threads about it day after day on the Dom board. I really hope the Devs are starting to take notice.


 

Posted

Keep dreaming. Dom AT? Just placed in-game so that there would be 5 villain ATs. No thought was actually put into it and no devs listened to those who played it during beta. Have they yet to listen to us? Of course not. It's like playing a Kin Defender all over again.


 

Posted

[ QUOTE ]
So, I don't know if any of you have been reading the thread aboutt he Recluse SF contest, but below is a post that just went up in that thread. I'm pasting it in here becuase I think it's a pretty solid example of exactly what the majority of the Dom community has been worried about happening:

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It just shows how ignorant a lot of people are about dominators' abilities. My dom eats AVs for lunch... with domination up. That's the key. Get dom up. Of course, people can debate that that shouldn't be necessary, but hey. It is what it is. That SF screams for dominators if you ask me. FIVE lvl 54 heroes? Only way to take them out is to mez a couple perma-like. If anyone here thinks an ice/dark corruptor can do that, you've been drinking the water at Duff Gardens again.


Please buff Ice Control.

 

Posted

dunno about defenders but my ice/kin corrupter is fun as crap


 

Posted

[ QUOTE ]
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So, I don't know if any of you have been reading the thread aboutt he Recluse SF contest, but below is a post that just went up in that thread. I'm pasting it in here becuase I think it's a pretty solid example of exactly what the majority of the Dom community has been worried about happening:

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It just shows how ignorant a lot of people are about dominators' abilities. My dom eats AVs for lunch... with domination up. That's the key. Get dom up. Of course, people can debate that that shouldn't be necessary, but hey. It is what it is. That SF screams for dominators if you ask me. FIVE lvl 54 heroes? Only way to take them out is to mez a couple perma-like.

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Hmm. I wonder if 8 Mind/ Dominators with Domination up would be able to perma-confuse Statesman into pwning his 4 friends for you.