Official Thread for Dominator Changes


Accualt

 

Posted

ENOUGH. The infighting stops now, please. What happens on the Dom board stays on the Dom board. What happens here may very well affect how Dominators play over the next four months. Bear that in mind. I am not prepared to let the chance to be heard get blotted out by personal bad feeling.

Let's keep it critical but constructive.


 

Posted

Agreed. The last thing we need is more infighting.


 

Posted

Knock it off 515A.


 

Posted

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Knock it off 515A.

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This is only going to make things worse. Let's start from the beginning: the infighting stops NOW. As in we talk about Dominator issues, not issues you have with other posters.


 

Posted

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Knock it off 515A.

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????

Ummm -- I am the one who asked why we didn't all pull together -- and then got flamed for my trouble.

Or were you being a tad sarcastic?

FivefifteenA


 

Posted

just put him on ignore, problem solved

i agree with whoever posted a few posts up about changing our primaries to actually be better dominators

im fine with our medium dmg, but we need to actually be good at dominating stuff


 

Posted

[ QUOTE ]
just put him on ignore, problem solved

i agree with whoever posted a few posts up about changing our primaries to actually be better dominators

im fine with our medium dmg, but we need to actually be good at dominating stuff

[/ QUOTE ]

I say we should get a boost to our control durations so that it is equal to a Controller's, and then we need a reordering of the secondary powers so we don't get a level 10 power at level 38. Psi assault especially needs one - Subdue needs to be moved to 10, mental blast needs to be removed, and TK blast needs to be put in at 28 at the latest.


 

Posted

Can we please all get along?
None of us that i can see are
happy with the changes 7 brought for doms.
1. Can a dom solo? Sure but a dom could solo before.
2.Is domination up faster in pvp now????? Yes.
I dont remeber who made the post about defenses and frankly I am too fatigued to scroll back.
I'm sticking with my point made a bazillion posts back.... Most of the people that are unhappy are unhappy over the pvp aspect.
I'de like to see dom's get love the same as all of you. But.... if you play COH you do not expect a defender to pwn solo or in pvp. Please dont flame me i pulled a random AT out as an example.
Perhaps the devs simply have a different vision for dom's than we do.
We are so off topic reguarding testing that it borders ludicrous. I think its hard for people that never actually played a toon to higher lvls to FINALLY be glorious to grasp.
I digress, if you want changes make suggestions and please do so politely. Personally, ide rather see more people out there doing things than in here typing away.
We all have suggestions...... maybe part of thre reason we arent taken seriously is the lack of cold numbers to send a devor whoever. Quit argueing and go make 7 facts to submit if you are dissatisfied with whats coming our way in 2-4 weeks. I am not a number cruncher but i sure as heck play often. I prefer practical experience over what most boards say.
Quit griping!!!!! Get out there and test


 

Posted

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Then how come we are not all pulling together?

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Because repeatedly waving a "doms suck" banner isn't the way to get people who actually *like* dominators and playing dominators to rally to your side.

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This is the OTHER reason he gets flamed, lol. A lot of us don't actually think Doms suck, we like doms but we all think we need a bit more power.

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And why do you think it is necessary to "flame" someone merely for expressing an opinion that may differ slightly from yours?

FivefifteenA

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The reason we are not pulling together is no one can aggree what is wrong with dom's why?

Ask a plant dom and you get nothing is wrong, unless they forgot to take seeds or something silly like that.

Ask someone with psi and you will probably hear low damage.

Ask someone without hasten and most likely you will get too slow to build domination.

Ask someone who sits on domination waiting for a crisis and you will get domination not up often enough, or we suck when domination isnt up.

Dominators need to be completly analyzed by the devs and they need to run the numbers and see whats wrong. Only problem i can see is, they might see plant as good enough and leave everyone else in gimpitude.


 

Posted

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Then how come we are not all pulling together?

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Because repeatedly waving a "doms suck" banner isn't the way to get people who actually *like* dominators and playing dominators to rally to your side.

[/ QUOTE ]

This is the OTHER reason he gets flamed, lol. A lot of us don't actually think Doms suck, we like doms but we all think we need a bit more power.

[/ QUOTE ]

And why do you think it is necessary to "flame" someone merely for expressing an opinion that may differ slightly from yours?

FivefifteenA

[/ QUOTE ]

The reason we are not pulling together is no one can aggree what is wrong with dom's why?

Ask a plant dom and you get nothing is wrong, unless they forgot to take seeds or something silly like that.

Ask someone with psi and you will probably hear low damage.

Ask someone without hasten and most likely you will get too slow to build domination.

Ask someone who sits on domination waiting for a crisis and you will get domination not up often enough, or we suck when domination isnt up.

Dominators need to be completly analyzed by the devs and they need to run the numbers and see whats wrong. Only problem i can see is, they might see plant as good enough and leave everyone else in gimpitude.

[/ QUOTE ]

I see very clearly now. That seems to be it. There are a lot of isolated problems with some of the sets, and few that are universal. Not everyone agrees on everything because a lot of us don't have the same problem. If we buff our melee/range damage modifiers, Psi will still be the weakest set. If we buff our control to Controller levels, a few sets will still have holes in their control. If we keep changing Domination, the people who sit on it until they need it will still complain that they're weak without it. The solution isn't as simple as we think. We need to find out what the isolated issues are and bring them to light, and I think Liliacae's Dominator Issues Lists are the perfect example of how we should go about it.


 

Posted

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Dominators need to be completly analyzed by the devs and they need to run the numbers and see whats wrong. Only problem i can see is, they might see plant as good enough and leave everyone else in gimpitude.

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Good point. No one really agrees what doms should be. There are lots of different playstyles -- the mostly solo scraptroller -- the team oriented toon that maxes out the primary -- the wanna-be damage dealer who slots holds for damage.

With a Brute, there is no question what the playstyle should be. Same with an MM or a Stalker. There is a little controversy with corrs, with some people thinking they should be support and others thinking they should be offense, but corrs are really able to do both pretty well.

There is none of this clarity as to the role of the dom. Perhaps it would be helpful if one of the devs would share with us what their thoughts were in designing the AT?

FivefifteenA


 

Posted

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Dominators need to be completly analyzed by the devs and they need to run the numbers and see whats wrong. Only problem i can see is, they might see plant as good enough and leave everyone else in gimpitude.

[/ QUOTE ]

Good point. No one really agrees what doms should be. There are lots of different playstyles -- the mostly solo scraptroller -- the team oriented toon that maxes out the primary -- the wanna-be damage dealer who slots holds for damage.

With a Brute, there is no question what the playstyle should be. Same with an MM or a Stalker. There is a little controversy with corrs, with some people thinking they should be support and others thinking they should be offense, but corrs are really able to do both pretty well.

There is none of this clarity as to the role of the dom. Perhaps it would be helpful if one of the devs would share with us what their thoughts were in designing the AT?

FivefifteenA

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excellent idea.


 

Posted

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just put him on ignore, problem solved

i agree with whoever posted a few posts up about changing our primaries to actually be better dominators

im fine with our medium dmg, but we need to actually be good at dominating stuff

[/ QUOTE ]

I would be cool with a control or damage boost.


 

Posted

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Saddens me to read that people are going to abandon their dom's because they are unhappy with the changes.
Ironically ? Noone whohas posted that sentiment has a dom over lvl 37.

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Personally, I don't think I should have to play a toon to level 38 before it starts getting good

FivefifteenA

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Don't bother. Already said it. Didn't do a damn thing but get me flamed. The last thing you need is more people flaming you.

But now that you bring it up I can remember my exact words: "We shouldn't have to wait till past 30 to become un-gimped, we should be balanced from 1-50 instead of from 30-40 and then we're gimped again 41-50 [referring to our sucktacular PPPs]."

[/ QUOTE ]

To be fair, everyone's PPP's are sucktacular.


 

Posted

Questions in need of answers: An open letter to the Dom Test Community

We are wasting our opportunity to provide direct feedback to the development team about our AT. Beyond catching bugs, one of the purposes of this thread is to explain how these changes are affecting your Dominator, and currently there's precious little information about this being generated.

In a hasty attempt to steer us toward more productive avenues of discussion, I have generated the following list of questions for your consideration as you try out the new content on the Test server. This list is by no means comprehensive.

<ul type="square"> [*]Domination Recharge Reduction: Assuming two states (solo and grouped) and active power useage, how successful are your typical control/attack chains at building full Domination (90%) in the new timeperiod in both PvE and PvP? In the struggle to build a full Dom bar, how much Endurance do you tend to expend? Do you run Stamina or Drain Psyche?[*]Power Pool Attacks: I realize these have their own threads, but we have the unique opportunity to compare these in our official Dominator thread (assuming it won't be locked, of course). 1) How inaccurate is the data on the attack powers in the plaque room? 2) If you have more valid data, please post. 3) How are you fitting the attack power into your typical control/attack chain? Does it fit at all? Does it have a role? Is it generally more or less useful than your other Assault Secondary powers? 4) Do you consider the attack powers in the Pools to be valuable with Domination active? Why or why not?[*]Teaming considerations in the post-40 world. Many AT Patron Pools add control elements into those ATs. In the post-40 world, do you find your control is still a welcome addition to your team? In PvE? In PvP? For those familiar with live team PvP, how effective do you tend to be on test PvP with these changes?[*]Particular Dominator Primary Set Issues. It has been widely discussed on the Dom boards that some primary sets underperform as Dominator power sets. If you play a Dominator that you would define as "underperforming," how do the addition of the Patron Pools affect your performance, if at all?[*]Mayhem Missions. Several MMissions spawn EBs with magnitude resist effects (and other resistances that some might accurately characterise as immunities). As we well know, it can be nearly impossible for our AT to survive encounters with these mob types. Have you been successful at these missions? Solo? Grouped? Do the Patron Pools help you with these missions at all? What are your experiences with Mayhem?[/list]
Feel free to add your own questions that you would like the community to address. I'll be posting some data/thoughts later today (when it's not 4:00am -- ugh, i need sleep).


 

Posted

Well, like all Dom threads some good points and some disagreements. I took my 40 ice/fire onto test to give the changes a go. I find I can still have my bar refilled easily before Domination is recharged, even at 200 sec. Would be nice if they removed the recharge altogether and let us use it whenever its built up. Last time I checked Containment didn't have a recharge time, or gauntlet or even criticals for that matter.

For PVE, well I find my dom is good solo or on a team of 3-4.
Whats ironic, seeing as I have a 40 dom myself, is when playing my Brutes and building a team, I never look for doms. Weird but true. I know what doms are capable of but any corruptor set helps me to SMASH much faster than Doms.

The problem I see is that in a team setting while we can contribute, we don't increase the teams capabilities. Support AT has been tossed around in this thread, but what support do we bring. The classic support ATs: Defenders, Controllers, Tanks and Corruptors all bring things that support the team. Aggro control, buffs, debuffs, healing and rezzing.There are build types within these AT's that also bring some nice damage to the table.

Doms as a "support" AT don't bring any buffs, some builds have a slow as a debuff but most don't, no healing, no rezzing and I guess some aggro control as we seem to draw more than our fair share . This does concern me in the late game and what niche will Dom's fill and be wanted for?

The reasoning behind the I5 global defense reduction and I6 ED was that Defenders were feeling unneeded. The result, the inability for people to reach defense and damage caps without defender buffs and debuffs. Dominators need something similar. We need something that we bring that the others can't accomplish with out us. The only idea I can come up with at this point involves Domination. I would say to make us a welcome, nay, a desired addition to teams in the post 40 ( and even below) game would be unresistable holds when Domination is up.

Including AV's/Hero's

Solo, there is no way we could overcome an AV's regen rate, especially after the buffs they just received, but it would add a special something that only Dominators could bring to a team.

Now, PVP. I don't engage in PVP with my Dom very often. If I'm in need of that kinda pain I can always just run head first into a brick wall repeatedly, over and over.

I'm not sure how hard it would be code wise but what if when Domination wasn't up our secondary attacks got the same unresistable damage percentages as the Blasters do. Or better yet, what if we had a chance of a critical unresistable hold on the same scale as a scrapper's criticals. Even with BF's in the equation it would give us a chance to drop all toggles on a target, something no other AT brings to a PVP team.

While thinking of a role for Dominators, I tired to keep the balanace vision of no AT is required. I don't want my Dom to be the UBER, I just dream of having my own special role.


 

Posted

[ QUOTE ]
Questions in need of answers: An open letter to the Dom Test Community

We are wasting our opportunity to provide direct feedback to the development team about our AT. Beyond catching bugs, one of the purposes of this thread is to explain how these changes are affecting your Dominator, and currently there's precious little information about this being generated.

[/ QUOTE ]

I've provided a great deal of information about how I play now. Unfortunately, I cannot test effectively because the Hospital in Grandville (YES THIS IS A SUBTLE HINT) causes a CTD. So I have had to delete and recopy my 40 Ice/Ice 8 times in the past two days just so I can try and get some testing in.

[ QUOTE ][*]Domination Recharge Reduction: Assuming two states (solo and grouped) and active power useage, how successful are your typical control/attack chains at building full Domination (90%) in the new timeperiod in both PvE and PvP? In the struggle to build a full Dom bar, how much Endurance do you tend to expend? Do you run Stamina or Drain Psyche?

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No change in PvE. PvP I see absolutely no significant change in Siren's as I use NPCs and mobs to build Domination quickly; 90-120 seconds or less typical. Will it have effect? I don't know; nobody in Siren's and I am consistently and repeatedly one-shotted every time I enter RV.
Domination in PvP irregardless, as stated, is a beacon. It says "kill me now." My greatest asset in PvP and the sole reason for having me on any team is my ability to detoggle. I detoggle the stormies to let people hit. I detoggle scrappers. I detoggle anything that moves. I do not get kills on my own, I do not have the ability to defeat any archetype solo save blasters without breakfrees. Any player which is carrying breakfrees defeats the entire purpose of my holds, presuming a troller hasn't already landed a minute-plus hold on me already.

[ QUOTE ][*]Power Pool Attacks: I realize these have their own threads, but we have the unique opportunity to compare these in our official Dominator thread (assuming it won't be locked, of course). 1) How inaccurate is the data on the attack powers in the plaque room?

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Have not looked; CTD. It has been /bug'd. This is a machine-specific or an SMP-specific.

[ QUOTE ][*]Teaming considerations in the post-40 world. Many AT Patron Pools add control elements into those ATs. In the post-40 world, do you find your control is still a welcome addition to your team? In PvE? In PvP? For those familiar with live team PvP, how effective do you tend to be on test PvP with these changes?

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Reiterating that I cannot do JACK in RV. But let's look at it from a current situation.
Ice/Ice is AoE and Slow heaven. This is beyond invaluable against NPCs especially when running on invincible. Despite being the lowest hitpoints (876 at 40 IIRC), I am the last person out of a bad mob, because I have to throw down the AoEs to cover our exit. I usually die more often than not, but the rest of the team escapes intact. Do I expect this to change Post 40? No. Ice/Ice seems to be pretty much -the- control set for Dominators, even if it is horrifically soft.

[ QUOTE ][*]Particular Dominator Primary Set Issues. It has been widely discussed on the Dom boards that some primary sets underperform as Dominator power sets. If you play a Dominator that you would define as "underperforming," how do the addition of the Patron Pools affect your performance, if at all?

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My character won't be taking the Patrons anyways, for RP reasons as well as build reasons. Do I expect this to have a negative impact on my build? No. It has a severe negative impact on my plans for I7, due to the ridiculous requirement of completing a patron arc. (If there's another way to unlock Recluse, Devs, now is the time to either announce or add.)
That said, Ice/Ice is a very underperforming set for several reasons. One, it's not got damage. Two, it lacks control. Three, it's not sure what it is.
Secondary is fairly evenly divided; 3 ranged, 3 melee, a toggle, a cone. This would make a good scraptroller except that I do not have the hit points to even try sustaining this.
The primary is one targeted immob, one targeted hold, one AoE immob, one AoE hold, one AoE sleep, one AoE confu/slow toggle, a cone, and a summon.
This begs the question, what the hell am I? Am I a blaster? Nope, not enough damage. Am I a scrapper? Not enough hit points. Am I a controller? Nope, not enough control. It's the most confused set of all, and really needs to be reanalyzed carefully. Frankly, I think that it may be necessary to remove the cone from the secondary and replace it with a ranged if they're not going to give us more hitpoints.

[ QUOTE ][*]Mayhem Missions. Several MMissions spawn EBs with magnitude resist effects (and other resistances that some might accurately characterise as immunities). As we well know, it can be nearly impossible for our AT to survive encounters with these mob types.

[/ QUOTE ]

Seeing as I can't survive EBs now, I don't see a difference beyond even more debt.


 

Posted

Just got through playing around on test with my level 22 ice/ice dom. I had recently hit 22 and finally got an SO and some DOs plus power boost. Needless to say newspaper missions set at vicious were easy. +1 bosses produced the usual yawn fest. I did make the mistake of not keeping some victims alive so I had to go outside to build domination to take out the freak boss on my last mission.

Anyway the only strange thing I noticed was the rapid filling up of my dom bar after a vicious newspaper mssion vs skyraiders. I hit domination, hasten, power boost and took out the +1 boss and a +1 minion. Then I ran over and finished off 3 +1 minions. Mission finished so I exited. Once outside I still had domination going so I decide to attack some Family. As I fought them the domination icon starts blinking but the dom bar doesn't disappear. Shortly afterwards the hasten icon flickers and hasten ends. Still noticing that the dom bar is filled I click on it and it says that its at 98. So apparently I had re-filled the bar while it was still full???

I believe the changes will help in pve especially on teams. (For the record I have no problem on large relentless teams vs +2s). Haven't tried my doms in pvp yet. But I was in RV with my pb and it was like 100 heroes to every villain.

AFAIK the only changes the devs have done to doms (besides creating domination) has been to shorten domination's recharge. That plus the fact that Statesman was satisfied at how well his dom performed in malicious missions leads me to believe that we won't be getting anymore tweaks for awhile.

Well thats my 2 cents. Have fun testing.


 

Posted

The only real change for doms in PvE is the reduction in the timer. The only people I see this as helping are those who solo or play on small teams. On large teams, with MM set up time and the inevitable afks you have with 8 people, the Domination timer is not a problem. Some people advocate that, during team afks, doms should find a minion and beat up on it to keep Domination up. This is both kind of pathetic and, on a big team, dangerous. I personally would kick anyone who attacked mobs while the team was afk on a large team, because with improved mob AI there is always a change of unintended aggro in this situation.

I think that doms need help on large teams, and so I was very disappointed in a change that only helps doms that are constantly attacking -- because doms on a large team are not going to be constantly attacking.

I would prefer to see a change to the acc and duration of holds as mob level increases. As it is now, there is a very sharp drop-off in the duration of holds and their chance to hit with harder mobs. Since a large team on Relentless will generally have +2 and +3 mobs to the highest person on the team, it becomes very difficult for a dom to add much control. When I started my first corr after playing doms for a while, it was really noticable to me how much better the corr soft controls hit and last on harder mobs. The falloff in dom abilities against harder mobs needs to be addressed.

I'm sure some people will reply that they hold higher level mobs just fine, and I'm glad that they are happy with their performance, but really, when you get maybe 10 seconds duration against +2s from an aoe hold that is three-slotted for hold duration with SOs, that's not too hot.

FivefifteenA


 

Posted

that does bring up one weird idea, what if a held opponent had a significant -regen while being held?


Freakshow Raver: I love your knives. You know, you can use them on me later if ya want.
Knives of Artemis Raver: Right

 

Posted

fivefifteenA,

I really think the hold duration/damage problem is secondary power set based. I have seen more */Fire and */Plant complain about hold time, and */ENRG, */Ice and */Psionics complain about damage. That is not to say they don't still complain, just more than the other side.

I attribute this to the Power Boost/Aim/Drain Psyche. You really get control or damage. (And, I'll keep pushing this issue until I get told by the Dom Community or the devs that it is a bad idea.) Make the Power Boost/Aims more like Power Build-Up yet keep the main focus the way it is now. Power Boost gets a little +ACC and +DAM. Let Fiery Embrace and Aim get a +secondary effects. Give Drain Psyche a "mired" effect where you get a small +ACC +DAM +special effects component per victim (should be relatively small and capped since the other aspect is pretty powerful.) This would keep the Control vs. Damage split between the secondaries but would close the gap a bit.


 

Posted

The thing that sets doms apart from other villain sets is AoE controls. As has been pointed out, other ATs have access to single target holds either in the primaries, seondaries or the new patrol pools. But few have access to group mezzes. So with that in mind, doms should be uber mass controllers. Our hold times should be increased and the accuracy penalties decreased.

Regarding PvP, our holds should also be increased to be on par with controllers. Why are they 'superior' to us? What makes a controller special? They get containment to boost their damage, which ends up equalling or exceeding ours. So we should get holds that at least equal theirs. Yes, yes, I know that domination does this for us. But in a REALISTIC pvp match, how often does a dominator get to sit there and unload 10-20 attacks IN A ROW and UNMOLESTED?

Which brings me to my last suggestion. Dominator HP needs to be increased. We have no buffs. We have no debuffs. The patron pools fail to adequately fill this gaping hole in our AT. Low HP is a real problem in both PvE and PvP, especially PvP. You can't build domination even with the decrease recharge and increased build rate if you're dead in 2-3 hits.

If a straight up HP increase isn't in the cards, how about a temporary damage resistance while domination is active??? Or a temporary HP boost?

In conclusion, make our AoE holds stronger and more accurate and give us a way to survive more damage. Then we'll be better able to dominate through control, be able to dish out damage longer, be able to build domination more reliably, and survive longer to enjoy the fruits of our labors.


Please buff Ice Control.

 

Posted

[ QUOTE ]
I'm sure some people will reply that they hold higher level mobs just fine, and I'm glad that they are happy with their performance, but really, when you get maybe 10 seconds duration against +2s from an aoe hold that is three-slotted for hold duration with SOs, that's not too hot.

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That 10 seconds would be 15 seconds with domination.
It would be 20 seconds with power boost.
It would be 30 seconds with power boost and domination.

That's probably long enough, eh?

That's why duration increase is not a good solution. It has the same problem that containment does - it doesn't scale well across the various sets.


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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Dominators need to be completly analyzed by the devs and they need to run the numbers and see whats wrong. Only problem i can see is, they might see plant as good enough and leave everyone else in gimpitude.

[/ QUOTE ]

Good point. No one really agrees what doms should be. There are lots of different playstyles -- the mostly solo scraptroller -- the team oriented toon that maxes out the primary -- the wanna-be damage dealer who slots holds for damage.

With a Brute, there is no question what the playstyle should be. Same with an MM or a Stalker. There is a little controversy with corrs, with some people thinking they should be support and others thinking they should be offense, but corrs are really able to do both pretty well.

There is none of this clarity as to the role of the dom. Perhaps it would be helpful if one of the devs would share with us what their thoughts were in designing the AT?

FivefifteenA

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excellent idea.

[/ QUOTE ]

That was a hot topic in the Defender forums back around I4 or so. People were confused and upset that there was a lack of definition to the Defender "role". I never understood why it was important really.

IIRC some were trying to figure out if Defenders should be protectors, team multipliers, or part-time damage dealers. To me the fact that you could do either was a bonus and not a crutch. The same could be said for Doms.

Some are confused by the melee powers available to some sets thinking you should be blapper type. Some are confused of the control primary and think you should be a controller. some are confused with the damage secondary and think you should be focused on damage.

I look at all those options and instead of seeing confusion I see options. I can pick a set with melee attacks and try to make a blapper type. I can pick a set with few melee attacks or totally ignore the melee and work on ranged. I can focus on the primary or the secondary as I choose. I can try to be ranged or melee with both primary and secondary. I can go for a control heavy primary or one that is more damage intensive.

It's funny because the flexibility is sometimes viewed as a curse. You look at the tanker forum and some will criticize a scranker build, but if that's what you want then so what? If you max out your defenses and cripple your offense as a tanker people will blast your inability to inflict damage but so what? Play it down the middle and balance both sides and people start to complain how a controller can protect the team better or that a scrapper can dish out more damage.

The danger of the tanker example is that if the devs did relay some kind of mission statement for tankers, it could lead to changes that limit the flexibility of the set. If tankers are labeled as defensive giants then I could their offense getting reduced to balance them, which would drive away people who want to dish out decent damage.

I'm certainly not saying that more communication from the devs is a bad thing or that asking for the dev vision of an AT is bad either. I am saying that it can be a "glass half-empty" view if you look at Doms (or any AT) and get frustrated with the flexibility to build toons with the same powers that play differently. Seems like the natural progression of a clearer vision for an AT is to narrow the focus and limit the flexibility, which I would hate to see.

Shrug. Just a ramble.


 

Posted

[ QUOTE ]
The only real change for doms in PvE is the reduction in the timer. The only people I see this as helping are those who solo or play on small teams. On large teams, with MM set up time and the inevitable afks you have with 8 people, the Domination timer is not a problem. Some people advocate that, during team afks, doms should find a minion and beat up on it to keep Domination up. This is both kind of pathetic and, on a big team, dangerous. I personally would kick anyone who attacked mobs while the team was afk on a large team, because with improved mob AI there is always a change of unintended aggro in this situation.

I think that doms need help on large teams, and so I was very disappointed in a change that only helps doms that are constantly attacking -- because doms on a large team are not going to be constantly attacking.

I would prefer to see a change to the acc and duration of holds as mob level increases. As it is now, there is a very sharp drop-off in the duration of holds and their chance to hit with harder mobs. Since a large team on Relentless will generally have +2 and +3 mobs to the highest person on the team, it becomes very difficult for a dom to add much control. When I started my first corr after playing doms for a while, it was really noticable to me how much better the corr soft controls hit and last on harder mobs. The falloff in dom abilities against harder mobs needs to be addressed.

I'm sure some people will reply that they hold higher level mobs just fine, and I'm glad that they are happy with their performance, but really, when you get maybe 10 seconds duration against +2s from an aoe hold that is three-slotted for hold duration with SOs, that's not too hot.

FivefifteenA

[/ QUOTE ]

Tip: Don't team with MM's.