Dominator Issues List update
Mid's lists it as +119.2% while dominators are +149%. If it truly is that high (+186%) then it would be WAY unbalanced. Also, Twitchy (Audrey) is quite easy to kill and likes to compete with me for aggro (large number of AoEs). I know that the patron pets are the same for all villains, and I think that they should all be reduced. And your imps seriously don't die often? Sometimes it seems like Twitchy is way too squishy. Against some groups he is good (I feed him rikti monkey spawns) but others will destroy him (DE granites).
*Stupid mid's...anyways, you were right Kane1. I don't think Mid's took into account the AT modifiers. It is that high, but its an APP and I expect APPs to be very good. As for PPPs, they seem so pale in comparison.
*Back to the PPP vs. EPP thread!
*Some more editing...
[ QUOTE ]
but its an APP and I expect APPs to be much better than anything in any normal primary/secondary.
[/ QUOTE ]I'm sorry, that sentence blows my mind. With very few exceptions, Epic powers are worse than analogs in Primary/Secondary sets. Focused Accuracy is the exception, not the rule.
And, no, my Imps don't really die that often. That may have something to do with the fact that I have Aid Other, and it may have something to do with the fact that I have Drain Psyche and therefore enjoy playing Aggro Magnet, but it usually takes multi-boss spawns to kill them.
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.
[ QUOTE ]
Too true! I'm sure it'll only be a few weeks -_- until they fix it, hehe.
However, what do people now think about the much more amienable activation time for flares? Talking wrt to Fiery assaults only entry in the issues list;
"Flares activation time is too long."
Pretty sure this has *finally* been addressed, albeit indirectly I think.
[/ QUOTE ]
That part was already removed from the list, but Flares stays on the list because of the strange 60' range it has instead of the 80' range it should have.
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
-smirks-
Was just running my Mind/Energy through a flashback arc and noticed that this:[ QUOTE ]
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.
[/ QUOTE ]was removed in the latest patch.
Actually, what's interesting is that it doesn't seem like the glitch itself was fixed. They just made a work-around so that it doesn't trigger anymore. Specifically, if you're flying and activate a power, you exit the in-flight combat stance about a second after the animation finishes, and then re-enter the combat stance. (This means your character has moved, so the glitch doesn't trigger.)
I'm a little wary of the fact that the devs basically used a kludge to fix it, but since it doesn't seem to be indicative of anything more sinister it doesn't specifically worry me. Anyway, you can remove it from the list. (Wonder if the devs found it on their own, or if they really check this list that often. )
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.
From another thread:
Poisonous Ray will not take Def DeBuff IO sets
Also Thorn Barrage from the description wont take defense debuff sets unlike the rest of the Thorns set. Thanks
Here's something I /bugged in beta, which they didn't get around to fixing:
Invention sets which were new in I11 are available as slotting options for pets (Fly Trap accepts Defense Debuff, Singularity accepts Knockback), while older sets are not (Jack Frost doesn't accept Hold or Slow; Singularity doesn't accept Immobilize or Hold; Fly Trap doesn't accept Immobilize). Either non Pet Damage sets should be forbidden, or all appropriate sets should be made available.
Another go at the final draft. Here are the changes:
<ul type="square">[*]Remove: Mesmerize not taking recharge enhance.[*]Add: Carrion Creepers pet presence not indicated.[*]Remove: Whirling Hands while flying graphics glitch.[*]Add: Incinerate delayed explosion is annoying.[*]Add: Poisonous Ray not taking Def Debuff IOs.[*]Add: Thorn Barrage not taking Def Debuff IOs.[*]Add: Procs not activating in Carrion Creepers.[*]Add: Inconsitency in pets taking non Pet Damage IOs. [/list]
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 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.[*]The presence of a Carrion Creepers pet is not indicated in any way (Pet Window or buff icon), nor does it obey the release_pets command, which makes some usages difficult, such as knowing when it's safe to stealth.[*]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">[*]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.[*]Incinerate's delayed explosion sound effect often misfires, and is easily confused with other events such as an attacking ambush.[/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.[*]Poisonous Ray does not accept Defense Debuff IO sets.[*]Thorn Barrage doesn't accept Defense Debuff IO sets.[*]Some procs do not activate in Carrion Creepers, specifically Positron's Blast: Chance for Energy Damage, Trap of the Hunger: Chance for Lethal Damage, and Debilitative Action: Disorient Bonus. However, Impeded Swiftness: Chance for Smashing Damage was activating.[*]Invention sets which were new in I11 are available as slotting options for pets (Fly Trap accepts Defense Debuff, Singularity accepts Knockback), while older sets are not (Jack Frost doesn't accept Hold or Slow; Singularity doesn't accept Immobilize or Hold; Fly Trap doesn't accept Immobilize). Either non Pet Damage sets should be forbidden, or all appropriate sets should be made available.[/list]
[ QUOTE ]
Add: Incinerate delayed explosion is annoying.
[/ QUOTE ] Latest patch on the test server mentions they fixed this.
Has anyone tested it though? (I haven't)
Damage Proc Mini-FAQ
Just noticed Damage Proc Mini-FAQ wasn't working with new forums, it's been updated.
2 issues to add.
whirlwind hand do ot animate properly anymore. the very hand of the anuimation (the fist on the floor) is skipped.
and this one: "defiance 2.0". a real issue
[ QUOTE ]
whirlwind hand do ot animate properly anymore. the very hand of the anuimation (the fist on the floor) is skipped.
[/ QUOTE ]
Confirmed, the end of the animation has changed.
[ QUOTE ]
and this one: "defiance 2.0". a real issue
[/ QUOTE ]
The issues list shouldn't get tangled up in this. If anything it's a blaster issue, and we don't have nearly enough information to say anything specific.
Discussion calmed down for a few days there, so I have taken the chance to post a new thread. I'm sending a request to have it stickied now.
Woot! It got stickied!
So, which list should we post issues in now?
I'd assume the new one.
Listen to Survival Guide. Because you should!
"You have a mom? I thought you were conceived through pure win?" ~Spinestradamus
"reading ur posts is like reading a stop sign, its red oddly shaped and makes me come to a complete stop...then i go" ~anon rep; thank you
Makes sense, but I didn't want to clutter the nice new sticky
I've PMed Castle and Positron asking them to take a look at it. If they reply the thread will get totally filled up. Barring that eventuality, I'd rather keep the sticky short and just post agreed issues there, and keep discussion in other threads. This thread should probably be left to expire though, it'll probably just be a source of confusion if it hangs out near the top.
Ok, I'm going to delete my issue from that list then, and just wait till the new one comes up. It's nothing major anyway.
Our Patron pets are on the same recharge scale as all Villain Patron Pets. No imbalance there, aside from the fact that Corrs get more use out of them, but there's not much to be done about that.
The recharge on Imps, Jack, Singy, and Audrey is fine where it is. I rarely lose even one Imp unless I'm on a large team and end up having to use them to soak aggro. (Which doesn't happen all that often.) I doubt that Jack and Audrey are so easy to kill, and I know Singy's a good bit tougher than they. Moreover, the pets can be slotted for recharge; if you feel you need them up more often, then add more slots to the power.
Concerning Power Boost:
this bit right here[ QUOTE ]
Controllers also, don't get as high of a power boost magnitude ...
[/ QUOTE ]is just plain wrong. Controller Power Boost is 186% buffs where ours is 149%. They get a better power, with the same recharge, which affects more of their (in many cases, already better) powers, and they can take it with any given primary or secondary. Ours is limited to two secondaries. How can you seriously say that's balanced?
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.