Dominator Issues List update


Ars Valde

 

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Have no idea if this is already in the list, but Propel shows different objects to different players. All of those brilliant jokes, wasted!

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The dev's have commented on this before. The server doesn't send the data for what object is used, nor how the objects move. (So, you could push a car to one side, and someone would see a trash can on the other side).

Reasoning being that it would bog down the servers to have all of that controlled server side when not everyone has the Particle Physics running.

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Yeah, figured it would be something like that. I can understand why they wouldn't want to upgrade the protocol for such a small issue, but it still sucks. I remember this time I propelled 4 forklifts in a row . . .


 

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And, actually, yes I do think Incinerate needs to be changed.. I rarely use it on my /Fire Dominator, and now I know why. Incinerate does not feel right for being Incinerate.. If it was Cremate instead, I wouldn't have an objection.

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Looks like there is an issue here of some sort. How about this:

Incinerate compares poorly with the other second tier melee attacks. It is entirely DoT, which takes 10 seconds to happen, and yet only does slightly more damage. The Brute and Tanker versions of Incinerate have endurance discounts, and improved damage relative to similar attacks.

On a related note, Fiery Assault has always felt strange to me. Flares activation time is awful, Incinerate's DoT aspect makes it annoying, Fire Breath is not a particularly good staple attack, Fire Blast is pretty weak, Fiery Embrace's recharge time is too long, Combustion I never took because I didn't find it great on a Tanker and Blaster in a past life, Consume is an occasionally useful utility power, Blazing Bolt heh, and Blaze has a short range. Fixing Flares and Incinerate would probably make all the difference.


 

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The looks good to me.


Damage Proc Mini-FAQ

Just noticed Damage Proc Mini-FAQ wasn't working with new forums, it's been updated.

 

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Looks like I can take the Flares issue out, yay!


 

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Here's the results of the PvP issues thread.

<ul type="square">[*]Having high damage powers late in the secondary makes the Dominator weak when malefactored for PvP, notably in Siren's Call and Bloody Bay.[*]Suppressing extra player graphics hides hold and other mez graphics on enemy players, making it difficult to see what is happening.[*]Ground based powers will not affect an enemy who is constantly jumping: Ice Slick, Bonfire, Thorntrops.[*]Pets are problematic in PvP, they tend to attack the wrong enemies, they are slow to get to the fight, and their long recharge means they often won't be there for a Dominator who is defeated regularly.[*]Slows have less practical effect against jump than other means of travel.[/list]


 

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Didn't they decide plant's hold was a problem?


Princess Grace - MA/Inv scrapper
Solana - Mind/Energy dominator
Lyonette - Kat/SR scrapper

 

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Didn't they decide plant's hold was a problem?

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yes, that's mentioned earlier, in a separate section.


 

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I searched the thread and didn't see this:

Ice Control

Arctic Air's confusion is not boosted by Domination.

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Just tried this out, looks like you're right. Also, the purple bubbles don't appear on enemies confused in Arctic Air.


 

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I don't know if this could be an issue as its more a graphics glitch than anything else. But if you use one of the base buffs, as soon as domination becomes able to be clicked on all throughout its duration until it is over, the domination activation animation continously loops. It doesn't seem to affect perfomance other than making the dom look like they are having convulsions.


 

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I searched the thread and didn't see this:

Ice Control

Arctic Air's confusion is not boosted by Domination.

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Just tried this out, looks like you're right. Also, the purple bubbles don't appear on enemies confused in Arctic Air.

[/ QUOTE ]The lack of pink bubbles is a little annoying, but I think Domination not boosting the confusion duration of AA is a non-issue. You're talking about a 3 second confuse. Even if you had it 3-slotted for Confusion duration and used Power Boost, Domination would still only be a 5s difference, and that'd really only matter for things that wandered out of the radius of the power.

Moreover, I'm 90% sure that the reason Domination doesn't affect AA's Confuse duration is because implementing it that way would make AA get two chances at confusing any individual mob in the cloud while Domination was up. I.e: instead of a simple duration boost, you'd get a duration boost and nearly twice the odds of confusing anything that's in your field of chilly death. It'd be massive disparity between Domination Up/Domination Down.

I dunno. Maybe no one would see anything wrong with that. But that's my 2 infamy.


Alt-itis stole my soul!

The Annual Paragon City Gauntlet Marathon - Arc ID: 352887 (feedback appreciated)
Current Project: nothing specific, just general badge hunting right now.

 

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I don't know if this could be an issue as its more a graphics glitch than anything else. But if you use one of the base buffs, as soon as domination becomes able to be clicked on all throughout its duration until it is over, the domination activation animation continously loops. It doesn't seem to affect perfomance other than making the dom look like they are having convulsions.

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This is already there, either in the list or buried somewhere in the preceding pages. Thanks for reporting.


 

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I searched the thread and didn't see this:

Ice Control

Arctic Air's confusion is not boosted by Domination.

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Just tried this out, looks like you're right. Also, the purple bubbles don't appear on enemies confused in Arctic Air.

[/ QUOTE ]The lack of pink bubbles is a little annoying, but I think Domination not boosting the confusion duration of AA is a non-issue. You're talking about a 3 second confuse. Even if you had it 3-slotted for Confusion duration and used Power Boost, Domination would still only be a 5s difference, and that'd really only matter for things that wandered out of the radius of the power.

Moreover, I'm 90% sure that the reason Domination doesn't affect AA's Confuse duration is because implementing it that way would make AA get two chances at confusing any individual mob in the cloud while Domination was up. I.e: instead of a simple duration boost, you'd get a duration boost and nearly twice the odds of confusing anything that's in your field of chilly death. It'd be massive disparity between Domination Up/Domination Down.

I dunno. Maybe no one would see anything wrong with that. But that's my 2 infamy.

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When I went to test it out I realized where the imbalance lies, Arctic Air doesn't affect bosses under Domination. And that's how I tested it, fire off Domination and run it next to a boss, they didn't get confused once for several runs. Perhaps my test is wrong, and it is working as you say, but the lack of visuals makes it bloody hard to test. As for a massive difference, that's what Ice needs, it has crap for other powers which are boosted by Domination, STH, immobs, sleeps, and the famous AoE hold.


 

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The devs reasoning for lack of Domination boosting the Confuse and the missing bubbles is that the effect is meant to be passive. i.e. the mobs are getting lost in the fog, you're not really confusing them. Although in that case it wouldn't really make sense to be able to slot Confuse enhs.

Unless they lessened the chance and kept and or possibly lowered the duration, I'd agree that it's be a bit too much to give AA a Domination boost.

I wouldn't mind seeing something done to bring up Ice in Domination mode, but probably not this.


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

 

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Potential new one here for Plant Control: Giant Fly Trap

I've been watching Seymour carefully for 10 levels now, and the issue isn't (only) that his attacks are hard to see. Seemingly at random, the GFT will pause while out of melee range and do nothing. Really nothing - no Entangle, no thorns, nada.

The GFT is apparently *detecting* the enemy, because if my Dominator runs past the target (putting more distance between the GFT and caster), Seymour doesn't follow like a respectful pet, he remains stationary...apparently focused on...err, whatever he thinks he's doing.

Maybe the AI is telling the GFT that it's attacking when it's not? That would certainly produce the observed effects.

I team regularly with a couple of fellow Plant doms who've had similar experiences. Can any other Plant doms confirm or offer additional insights?


 

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Potential new one here for Plant Control: Giant Fly Trap

I've been watching Seymour carefully for 10 levels now, and the issue isn't (only) that his attacks are hard to see. Seemingly at random, the GFT will pause while out of melee range and do nothing. Really nothing - no Entangle, no thorns, nada.

The GFT is apparently *detecting* the enemy, because if my Dominator runs past the target (putting more distance between the GFT and caster), Seymour doesn't follow like a respectful pet, he remains stationary...apparently focused on...err, whatever he thinks he's doing.

Maybe the AI is telling the GFT that it's attacking when it's not? That would certainly produce the observed effects.

I team regularly with a couple of fellow Plant doms who've had similar experiences. Can any other Plant doms confirm or offer additional insights?

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Hmm, I'll take a look at it. She definitely does behave oddly.

BTW, the Fly Trap is female, this is necessary to ensure all pronouns are used equally: Jack Frost = he, Fly Trap = she, Singularity = it, Fire Imps = they. This is the real reason Dominators have not received Dark Control, there are no third person pronouns left!


 

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I'm not sure if this counts as an issue or not, but the set that thematically connects to Plant control has at least two major powers (Ripper and Thorn Barrage) that generate knockback.

Should Strangler give a stronger -kb effect than other STHs?


 

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I'm not sure if this counts as an issue or not, but the set that thematically connects to Plant control has at least two major powers (Ripper and Thorn Barrage) that generate knockback.

Should Strangler give a stronger -kb effect than other STHs?

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Strangler has no -kb effect to it.

Entangle and Roots are the two that have -kb effect on them and it's granted at levels equal to Acrobatics. In addition, both Carrion Creepers and Fly Trap use Roots. So, there's four powers that do -kb effect for the Plant set.


Damage Proc Mini-FAQ

Just noticed Damage Proc Mini-FAQ wasn't working with new forums, it's been updated.

 

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So that's kinda a three-part combo, though. It's probably not significant enough to be 'an issue', as it were, but I do think that I need to shuffle powers around like that to compensate for a potentially backbreaking secondary effect is annoying.

I'm still not sure about what Strangler gets for its drawbacks


 

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Potential new one here for Plant Control: Giant Fly Trap

I've been watching Seymour carefully for 10 levels now, and the issue isn't (only) that his attacks are hard to see. Seemingly at random, the GFT will pause while out of melee range and do nothing. Really nothing - no Entangle, no thorns, nada.

The GFT is apparently *detecting* the enemy, because if my Dominator runs past the target (putting more distance between the GFT and caster), Seymour doesn't follow like a respectful pet, he remains stationary...apparently focused on...err, whatever he thinks he's doing.

Maybe the AI is telling the GFT that it's attacking when it's not? That would certainly produce the observed effects.

I team regularly with a couple of fellow Plant doms who've had similar experiences. Can any other Plant doms confirm or offer additional insights?

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Hmm, I'll take a look at it. She definitely does behave oddly.

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I just took Venus out for a spin, and agree that things are indeed quite wrong. For some encounters, when I aggressively confused or held all the enemies right at the beginning, she did indeed stand back and do absolutely nothing. It does seem very much like a distance thing, if I engage the enemy when she is a little too far away from them, she won't come any closer, even though her attacks are not in range, or something like that. Definitely going in, thanks for noticing.


 

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Well, the time has come for the final draft before I repost the list, ask for it to be stickied, and ask the devs to come and look at it. So, it's your last chance to give it a good going over! The next post is the new version of the list, and all the changes are in the post after that.


 

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This list reflects the community's belief about what the current Dominator issues are. What's on this list affects you, because the devs are sure to look here when they want to balance Dominators. So, read the list, report new issues, verify discussed issues, and state your opinion.

To ensure the quality of the list, and to make sure that it accurately reflects community feelings, there are strict criteria for an issue to be added to the list. A simple bug-type issue requires two people to confirm that it is a bug, and no reliable negative confirmations. Basic power balance issues, eg "Animation time of Propel is too long", require strong support from many community members, and no serious objections. Bigger balance issues, eg "Snipe powers are not particularly useful" require overwhelming community support, possibly in the form of their own forum threads, and no major objections. Suggestions to change the effects of a power, not just values of existing effects, eg "Propel should have a chance to disorient.", will not be included in this list, because of the difficulty in obtaining community consensus. The criteria for removing an issue from the list are the same as for adding it to the list.

I have intentionally chosen not to classify the issues as bug, quality of life, etc. This is because I doubt this would help the dev team beyond indicating what is most important to the community, and that getting agreement on what is most important is an impossible task. Furthermore, the standard classifications are too subjective for many of the issues.

Some of the items on this list are unlikely to be addressed because they present significant effort due to technical considerations. However, these are still kept on the list because they remind the devs that they are still problems; it prevents players from repeatedly reporting the same issues; and it informs the community of some problems they may not be aware of.

Problem Arises
Add it to the issues list?
Bickering instead.

---Gail_Sieht

General Issues

<ul type="square">[*]Dominators make the least contribution of any archetype (AT) when fighting Arch-Villains and Heroes (including their Elite Boss forms) (AVs). This is completely unreasonable since AVs are the most important team-oriented content in the game, and the Dominator's intended role is team support. This entire problem arises from the special mez protection of AVs, represented by the "Purple Triangles of Doom".
Dominators provide team-support as damage mitigation through control. However, an AV has extremely high protection to control part of the time (currently believed to be 50 of every 75 seconds), meaning that the Dominator can only provide damage mitigation for a part of the fight. Unfortunately complete damage mitigation for only part of the time is not useful to a team, because in most cases, if the team can survive 50 seconds without it, they can survive the entire fight. Furthermore, the Dominator cannot take full credit for damage prevented during the AVs low mez protection period, because at that time the AV is very vulnerable (boss level protection), so the single target controls available to every other AT are also quite effective. A full team without a Dominator could probably hold or disorient the AV for that period anyway. It's also worth noting that it's not feasible to use control on an AV in a tactical manner because the time of low mez protection period cannot be chosen.
Since the Dominator cannot provide damage mitigation in any meaningful way against an AV, their only contribution to the fight is damage, which is the lowest of all CoV ATs, and is further reduced against an uncontrolled AV because the best attacks are melee and cannot be used safely. Even the fact that the AV will be held for a third of the fight doesn't allow an increase to the team's damage, since buffs, debuffs and heals don't take a significant amount of time, and it would be unwise to cease these activities anyway.
A second Dominator contributes even less to the fight, since the additional control has very little effect. With three or four Dominators it may be possible to permanently hold some AVs, but certainly not in all cases. Domination also contributes very little to an AV fight: its control boost does not increase the effective control of the AV, except when many Dominators are on the team; its damage boost does not allow Dominators to surpass other ATs in terms of damage; and its mez protection plays little role because the Dominator cannot survive more than a couple of hits from an AV.
Finally, Controllers are not penalized as harshly as Dominators in AV fights. Although their primary is similarly hampered, their (de)buff secondary allows them to contribute team-support anyway. In their secondary role Controllers can be outperformed by one AT (Defender), while Dominators can be outperformed by every other CoV AT.[*]The Purple Triangles of Doom, which are very important to Dominators, are too difficult to see.[*]The reduction of Arch Villains and Epic Heroes to Elite Bosses actually makes it more difficult for Dominators to control them and doesn't make them substantially less dangerous than the full AV versions. The fact that the Elite Bosses retain the special purple triangle mez protection affects Dominators significantly more than any other archetype, because a Dominator has very little defence except mezzing - moreover the Elite Bosses still have Elite Boss mez-protection when the triangles are down (unlike the AV's who have only Boss-level mez-protection), making it harder to hold them than the AV's. In order to succeed in such a fight a Dominator must be able to survive with little or no defence in a battle against an exceptional foe for the duration of the triangles, and they have to work harder when the triangles are down than they do against the AV.[*]Contribution against enemies with PToD doesn't scale smoothly with the number of Dominators. If there aren't enough Dominators to hold the enemy through the PToD, then their contribution isn't that great, while if there are enough, any more don't contribute a lot. This is because the PToD have only two states, rather than varying more continuously.[*]Dominators appear to attract rather more aggro than is warranted. Although nothing concrete has been identified, there are persistent stories of Dominators receiving unwarranted amounts of aggro. In many of the reports the only power used by the Dominator in question was the single target hold.[*]Sometimes during Domination, the big orange DOMINATION will appear when the Dominator has not cast a control power. There appear to be several possible causes: pets, damage ticks, or the reapplication of control powers such as Strangler retaking effect after its target has been knocked back.[*]The pet window needs to be easier to get to. Ideally it should appear automatically when a pet is summoned. At least, the UI should be enabled by default for Dominators.[*]Domination brings Dominators too close to their damage cap, when combined with Fiery Embrace or Aim. This means they benefit less from damage buffs than other ATs.[*]Sometimes a Dominator may get stuck in an animation loop with their back arching. This only happens when the Domination aura is animating (bar is at 90% or Domination is active). In some cases characters were using empowerment station recharge buffs or Hasten which seemed to be related. [/list]
Power Issues

Common Issues
<ul type="square">[*]Most Dominator control AoEs, eg. the AoE holds, can hit a maximum of 10 targets, while the same power can hit 16 for Controllers.[*]The AoE holds are very disappointing. There is nothing for which they are particularly well suited, instead there are several things they can do poorly. What's worse is that they must be heavily enhanced to achieve this mediocrity. The structure of missions and consistency of spawn sizes means that most fights are against a single spawn, with the occasional 2 or 3 spawn fight. As an emergency power in a multi-spawn fight, they fall flat because their target cap is too low to hit a full spawn and their duration is too short to give the team time to deal with the situation. Their place is clearly not every-spawn control, since there are other powers for that purpose, and that would be overpowered. Naturally there are other possible uses, none of which are particularly impressive: they can be stacked with the single target hold to deal with bosses, but of course Domination is far superior for that; multiple Dominators can alternate them to get every spawn control, which would be an odd tactic given that there would be several other control options available.[*]Snipe powers are not particularly useful to Dominators. Our crowd control powers provide much better openers for battles. Snipes don't fit well in an attack chain with melee attacks, because of the greater risk of interruption at melee range. They do grant additional flexibility, but they come too late for that to be meaningful; by level 35 our tactics are pretty well defined.[*]Powers should state in the description if they are autohit in PvE, but take accuracy enhancements for PvP, otherwise people cannot make well-informed slotting decisions. Powers affected include Smoke.[*]Intimidate and Invoke Panic, from the Presence Pool, do not generate the "DOMINATION" message, although they are boosted by Domination.[*]Boxing, from the Fighting Pool, does not generate the "DOMINATION" message when its disorient effect occurs, although it is still boosted by Domination.[*]AoE immobilizes are problematic. Since they appear in most of the Dominator primaries, and usually before pool powers are available, the AoE immobilizes should be a staple of the control sets. However, they are a common cause of frustration for new Dominators, and typically skipped or rarely used by more experienced Dominators. The specific problems with these powers are:
- They generate a significant amount of aggro for the caster. In CoV, especially at low levels, there is very little effective aggro management, so the AoE immobilize is very likely to cause a large return attack.
- They make affected mobs less controllable. The granted Knock* protection, damage over time, and immobilization mean that many control effects will no longer affect them, namely knock*, fear, sleep, and "run away" effects.
- While they can be used to force enemies to use ranged attacks, the Dominator's low hit points mean those attacks are still very dangerous.
The reason this problem is more pronounced for Dominators than Controllers is that Controllers:
- can take advantage of immobilization to keep foes within area debuffs.
- can team with Tankers who can manage aggro.
- do extra damage against immobilized foes with Containment.[*]Many of the Dominator mez animations are difficult to see, sometimes don't show, or get overridden by others. This is problematic for two reasons. Firstly it can cause tactical errors in play, such as re-holding a held mob, or not going into melee against an AV when it is safe. Secondly, it is damaging for Dominators' already poor reputation when their effects are visually too subtle, especially when compared with the holds of the ubiquitous Ice/ Corruptor. The specific problems are outlined throughout the issues list, but the primary concerns are the hold animations for Fire, Gravity, and Mind which disappear when the mob is held by another power, are turned off by knockback, are incorrect for mobs holding guns and sometimes do not happen at all for unknown reasons. Replacing the mentioned emote-style hold animations with obvious rooted style animations would go a long way to solving the problem.[*]In the Domination help text the list of status effects protected against is missing knock* and repel.[*]The AoE immobs (Fire Cages, Crushing Field, Frostbite, Roots) do not inflict -Fly if they are the first power used in a combat. This was observed against Goldbrickers in Cap au Diable. (The -Fly from Roots only seems to kick-in when the mobs return fire.)[*]The patron attacks (Dark Obliteration, Disruptor Blast, Bile Spray, Ball Lightning) are all extremely disappointing. Counter to the intent of epic powers, they do not provide any abilities not already available in Dominator's primary or secondary (ranged AoE is not significantly different from cone or PBAoE). In fact they are numerically weaker than the cone attacks already available in the secondaries, due to their excessive recharge times.[*]Power Boost recharge feels too long, and does not seem to follow standard rules when compared to Blaster and Controller versions.[*]Visuals for status effects (like the purple bubbles of Confuse) are not lasting the full duration of the effect. It seems that they disappear after the base duration of the power, rather than lasting the full enhanced duration.[/list]Fire Control
<ul type="square">[*]Char and Cinders animations are too subtle, especially when the target is also affected by Smoke.[*]A foe held with Char or Cinders who is knocked back does not return to the regular choking animation after standing up.[*]Smoke should take range enhancements.[*]Smoke is essentially a stealth power, and yet its activation suppresses stealth.[*]Hot Feet reports that it reduces attack rate in the combat log, but this is not mentioned in either the short or long description.[*]Hot Feet inflicts -Fly on enemies, but this is not stated in either the long or short description.[*]Flashfire's disorient effect occasionally allows mobs a short action, such as a movement, weapon draw or even an attack. This appears to happen because mobs are released from the disorient when they are not grounded, including falling off very small ledges common in caves. It does not make sense for the disorient to lose effect because the mobs isn't grounded.[*]Cinders takes range enhancements, which seems wrong since it's PBAoE.[*]Bonfire looks pathetic, it should be big and 3D like Spirit Tree.[/list]Gravity Control
<ul type="square">[*]Gravity's lack of early practical AoE control means that it can only provide negligible team-support, until level 26 when Wormhole becomes available. This is problematic, since the Dominator's intended role is team-support. In early levels the single target controls are sufficient damage mitigation for the solo Dominator, but bring no meaningful damage mitigation for a team, especially considering how short control duration is at low levels. The early AoE controls are Crushing Field, which suffers from the problem of all immobilizes, that it actually makes affected enemies more dangerous (see the AoE immobilize issue for details); Gravity Distortion Field, which suffers from the problem of all AoE holds, it isn't useful as every spawn control; and Dimension Shift which is difficult for many teams to work with, since affected foes cannot be attacked. This disparity of AoE control is typically explained as a trade-off for the extra damage of Propel, but this isn't appropriate for Dominators, who have an assault secondary.[*]The hold and immobilize animations are too similar, making it difficult to identify which targets are held.[*]Lift's damage is significantly less than that of Levitate, although most other aspects of the power are very close.[*]Gravity Distortion's hold effect occurs a long time after casting, giving the target plenty of time to move or attack before they are held.[*]Gravity Distortion and Gravity Distortion Field animations don't always occur correctly, the held enemy does not always hover.[*]Gravity Distortion and Gravity Distortion Field animations are too subtle.[*]When Gravity Distortion is enhanced with Recharge Reduction enhancements, it is listed as boosting the Slow effect of the power.[*]Propel activation time is far too long.[*]Propel does knockback, but this is not listed in the description.[*]Propel shows different objects to different players, which negatively affects immersion and role-playing.[*]The caster should be able to end the effects of Dimension Shift early. (Similarly to the way Phase Shift is implemented as a timed toggle.) This is unlikely to be addressed due to technical limitations. [*]The Dimension Shift icon has the four cornered border of a single target power, but it's a targeted AoE.[*]Dimension Shift is difficult to work with. The bright glow animation is counterintuitive and highlights mobs for attack, rather than discouraging it. Targetting unphased mobs is difficult, because they must be located visually, but they are obscured in the bright glow of the phased mobs. Other options for locating unphased mobs are not available or practical because the phased mobs can still be targetted and attacked, and the "UNAFFECTED" message is subtle, and only occurs after an attack has been wasted.[*]Targets aggroed by Wormhole have the opportunity to attack the caster prior to being disoriented, if they have line of sight when it is cast. Most other mez powers don't allow this initial attack. [*]Singularity accepts intangibility enhancements, and yet has no intagibility powers.[/list]Ice Control
<ul type="square">[*]Ice Control lost some effectiveness relative to the other control primaries when it was ported over from Controllers. Specifically two of its fast recharging AoE control powers, Shiver and Arctic Air, were reduced in effectiveness, but are not in any way improved by Domination.[*]Ice Control benefits less from Domination because it has no fast recharging effective damage mitigation power which is boosted by Domination (like Flashfire, Wormhole, or Seeds of Confusion). [*]Arctic Air's confuse effect is not boosted by Domination.[*]Arctic Air's confuse effect does not generate any visual effect on affected targets. The purple bubbles of the other confuse effects should appear.[*]Arctic Air accepts Fear enhancements, while neither Hot Feet, nor the Controller versions do. Furthermore it's unclear if the enhancements actually do anything.[*]Ice Slick inflicts -Jump, but this is not included in the power description.[*]Ice Slick disappears if the caster is defeated, which is counter intuitive given the power's description, and a weakness compared with similar soft controls in the other sets.[*]Flash Freeze compares very poorly with the other sleep powers when comparing, recharge, duration, and range.[*]The visual effects of Flash Freeze and Glacier are difficult to distinguish.[*]Jack Frost acts very strangely if there are enemies directly above him. He tries to find a way to melee with them, and basically just runs around if that's not possible, and achieves nothing.[/list]Mind Control
<ul type="square">[*]When chain sleeping a foe with Mesmerize, they sometimes wake up and attack before the next sleep takes effect. This is unlikely to be addressed due to technical limitations.[*]Mesmerize should take recharge enhancements.[*]Mesmerize has a frustratingly long delay before reporting a miss.[*]Dominate and Total Domination animations are too subtle.[*]Foes with pistols drawn (eg RIP) do not perform the correct animation when held by Dominate or Total Domination, which is misleading for players.[*]A foe held with Dominate who is knocked back does not return to the regular "Aah my head!" animation after standing up.[*]The Telekinesis anchor should be clearly identified, like it is for other anchored powers.[*]Telekinesis pushes enemies partly through walls rather than only against them.[/list]Plant Control
<ul type="square">[*]Entangle and Roots text states that the target needs to be close to the ground, but it works at any height.[*]Strangler has multiple disadvantages when compared to the other single target holds, its targets need to be grounded, it has the longest activation time, and unlike the other long-activating holds does not have a secondary effect This is inappropriate for a power that is so critical to the control sets, especially against the toughest enemies.[*]Some foes held with Strangler are able to activate powers when they are knocked back. For example a Behemoth Overlord can activate Healing Flames, and other foes can also use self-heal powers. The real issue here is that some powers can be activated while being knocked back, but Strangler is unfairly affected because it's the only hold that allows knockback and can only affect grounded foes.[*]Strangler description doesn't mention that foes need to be near the ground.[*]Strangler is severely disadvantaged in PvP because an enemy that just keeps jumping will not be affected at all.[*]Spore Burst animation is very subtle, unlike the obvious ZZZ of Mind Control.[*]The immovable Spirit Tree doesn't fit well in a game designed for action, where battles are dynamic, fast paced, and where players progress rapidly inside missions.[*]Spirit Tree obscures vision and blocks movement far too much. (Make it smaller, make it intangible?)[*]Carrion Creepers damage ticks appear in grey rather than orange.[*]Carrion Creepers continues to generate damage ticks on defeated enemies.[*]Carrion Creepers pet names are always visible. This is irritating since there are so many of them, and there's not much useful that can be done with them anyway.[*]Carrion Creepers causes knockdown, but also protects enemies from that effect with it's immobilize powers.[*]When being affected by Carrion Creepers in PvP the debuff icon is misnamed "Bramble".[*]When being affected by Carrion Creepers in PvP the debuff icon reports a -Res debuff, but not -Jump, which is contrary to the short and long power descriptions.[*]Fly Trap will not engage in combat in some circumstances. It appears to be related to her distance from the enemy. The problem exhibited itself when I ran up to the enemy with her behind me, and immediately confused or held them all with the first attack; she would stop a distance away from them, possibly out of range for her attacks, but not so far from me that she felt the need to move, and would just stand there doing nothing.[*]Fly Trap uses Entangle power regularly, which negates knockdown of Carrion Creepers.[*]Fly Trap's Entangle lethal damage is misreported as smashing damage in the combat log.[*]Fly Trap will wake up sleeping enemies with AoE attacks.[/list]Energy Assault
<ul type="square">[*]Whirling Hands will cause a visual glitch if activated by a non-moving character in flight. The glitch happens a couple of seconds after the animation.[*]Total Focus' stun is only mag 3 for Dominators, while it's mag 4 for other ATs. This is unreasonable because Dominators are a control AT.[*]Total Focus has a frustratingly long delay before reporting a miss.[/list]Fiery Assault
<ul type="square">[*]Flares' range is too short compared to other blasts in Fiery Assault and the other Assault sets.[*]Incinerate compares poorly with the other second tier melee attacks. It is entirely DoT, which takes 10 seconds to happen, and yet only does slightly more damage. The Brute and Tanker versions of Incinerate have endurance discounts and improved damage relative to similar attacks.[/list]Icy Assault
<ul type="square">[*]Ice Sword Circle combat log messages use the word "scorches".[*]Greater Ice Sword description and power do not agree. The use of the word "Greater", and the fact that damage is listed as "High", relative to Ice Sword's "Moderate" is not appropriate for a power that deals only 20% more damage. Especially when the damage increase is only to the often-resisted Lethal damage component rather than the Cold damage component which is identical to Ice Sword.[/list]Psionic Assault
<ul type="square">[*]Psionic Dart's activation time is too long for such a low damage quick recharging attack.[*]Telekinetic Thrust is too weak. Being a melee attack makes it hard to use, and the animation time is prohibitive in a set already full of long animation attacks.[*]The long travel time of Mental Blast means that it is an often wasted attack.[*]Subdue does not have 100% chance to immob, but Impale from Thorny Assault does.[*]Part of the sound of Psychic Shockwave was removed.[/list]Thorny Assault
<ul type="square">[*]Fling Thorns lethal damage is too low compared to other cone attacks.[*]Imaple does not inflict -Jump, as stated in the description.[*]The immobilize effect of Impale is not buffed by Domination. The "DOMINATION" message doesn't appear, mag is not increased, and duration is not increased.[/list]Leviathan Mastery
<ul type="square">[/list]Mace Mastery
<ul type="square">[*]The Poisonous Ray damage resistance debuff doesn't stack on the same target, which is not mentioned in any description, including the plaques.[*]Poisonous Ray does damage, but doesn't accept damage enhancements.[/list]Mu Mastery
<ul type="square">[*]Power Sink should not accept taunt enhancements. Any taunt effect should be removed from this power, Dominators do not need additional aggro.[*]Mu Guardian should prioritizes healing its summoner before other pets.[/list]Soul Mastery
<ul type="square">[*]Dark Consumption should not accept taunt enhancements. Any taunt effect should be removed from this power, Dominators do not need additional aggro.[*]Dark Consumption's recharge is excessively long. In particular, it compares poorly to Power Sink. Furthermore, the original plaques listed a 3 minute recharge, which caused some people to choose the patron in error.[/list]
PvP Issues

<ul type="square">[*]Having high damage powers late in the secondary makes the Dominator weak when malefactored for PvP, notably in Siren's Call and Bloody Bay.[*]Suppressing extra player graphics hides hold and other mez graphics on enemy players, making it difficult to see what is happening.[*]Some ground based powers will not affect an enemy who is constantly jumping: Strangler, Ice Slick, Bonfire, Thorntrops.[*]Pets are problematic in PvP, they tend to attack the wrong enemies, they are slow to get to the fight, and their long recharge means they often won't be there for a Dominator who is defeated regularly.[*]Slows have less practical effect against jump than other means of travel.[/list]
Invention Issues

<ul type="square">[*]None of the Pet Damage invention sets have recharge reduction, which is third desirable attribute for Dominator pets, and instead they have endurance reduction which is much less useful.[*]Stupefy: Chance for Knockdown negates the teleport of Wormhole.[/list]


 

Posted

Many of the new issues were promoted from the "Under Discussion" section, which has been removed. A new Invention Issues section has been added. Change the introductory section.


<ul type="square">[*]Added issue about scaling of Dominator contribution against PToD.[*]Changed wording of AoE hold issue.[*]Added Fighting/Boxing issue.[*]Removed issue about animations being hard to see on spider-shaped mobs.[*]Changed wording of Domination help text issue.[*]Added issue about Power Boost rechage being too long.[*]Added issue about confuse and other mez effects not lasting long enough.[*]Added "Bonfire visual is lame" issue.[*]Added issue about Gravity Distortion not taking effect soon enough.[*]Added issue about Propel showing different objects.[*]Added issue about effectiveness of Ice Control vs. others.[*]Added issue about Ice Control and Domination.[*]Added Arctic Air not boosted by Domination issue.[*]Added Arctic Air confuse not having a visual effect issue.[*]Added Arctic Air taking Fear enhance issue.[*]Added "Flash Freeze sucks" issue.[*]Changed Mind Control vs. guns drawn issue to indicate it's just pistols now.[*]Added Telekinesis pushing enemies into walls issue.[*]Added "Strangler sucks" issue.[*]Added "Strangler sucks in PvP" issue.[*]Changed "Fly Trap appears to be doing nothing" to "Fly Trap is doing nothing".[*]Added "Fly Trap wakes sleepers with AoE" issue.[*]Added visual glitch for Whirling Hands when flying issue.[*]Removed Flares' activation time issue. yay![*]Added Flare's range is too short issue.[*]Added "Incinerate sucks" issue.[*]Removed Psionic Dart endurance cost issue. yay![*]Added Fling Thorn's lethal damage is too low issue.[*]Added Poisonous Ray doesn't take damage enhance.[*]Added Mu Guardian healing priority issue.[*]Removed PvP Break Free issue.[*]Reworded assault powers while malefactored in PvP issue.[*]Reworded extra PvP player graphics issue.[*]Added pets in PvP issue.[*]Added slows in PvP issue.[*]Added Pet Damage IO issue.[*]Added Stupefy Knockdown issue.[/list]


 

Posted

Only thing I noticed as a problem is Mesmerize in i11 accepts Recharge Reduction enhancers, so that can be removed from the list.


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Posted

[ QUOTE ]
Only thing I noticed as a problem is Mesmerize in i11 accepts Recharge Reduction enhancers, so that can be removed from the list.

[/ QUOTE ]

Oops., I was sure I'd taken that out!


 

Posted

Also wanted to add that I think Fling Thorns is doing the proper amount of damage, if anything, it's the best cone attack Doms get. I wanted to check the numbers first before I actually posted.

Psy Scream
Cast 2.67
Damage 37.6 Psy
Recharge 12
End Cost 11.9
Range 60ft
Arc 30 Degrees

Fire Breath
Cast 2.67
Damage 64 Fire
Recharge 16
End Cost 15.2
Range 40ft
Arc 30 Degrees

Frost Breath
Cast 2.67
Damage 50.6 Cold
Recharge 16
End Cost 15.2
Range 40ft
Arc 30 Degrees

Fling Thorns
Cast 1.63
Damage 32.5 Lethal + 80% chance for 3.61*5 Toxic (Average 9.7 Toxic)
Recharge 12
End Cost 13
Range 30ft
Arc 90 Degrees


Fire Breath does more damage than Frost Breath due to Fire's "secondary" effect; both Fire and Frost Breath are 16s recharge compared to Psy Scream and Fling Thorns being 12s. So, it comes down to really comparing Fling Thorns to Psy Scream. On average, Fling Thorns is going to do 32.5 Lethal + 9.7 Toxic for a total of 42.2 damage compared to Psy Screams 37.6 Psy damage.

Personally, I'd say this is a non-issue. Fling Thorns is competitive DPS-wise to Fire Breath, with Frost Breath and Psy Scream being competitive with each other DPS-wise. That is to say that Fling Thorns and Fire Breath are the two highest DPS cones for Doms, and it's no wonder considering they both get damage as part of their secondary effect while Psy and Frost do not.

EDIT:
While I do see that Skewer's Lethal damage is the same as Mind Probe's Psi damage, and then Skewer gets Toxic Damage on top of that. Seeing that Fling Thorns is still competitive damage-wise to Fire Breath, I think it's within adequate range.

As far as the endurance cost difference. Psy Scream is a deep but narrow cone, while Fling Thorns is a shallow but wide cone. In my experience I find wide cones to be far more useful than narrow cones, since all cones can have their deepness increased. Editing in the depth and angle now.


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