Dominator Issues List update


Ars Valde

 

Posted

I searched the thread and didn't see this:

Ice Control

Arctic Air's confusion is not boosted by Domination.


 

Posted

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Jump around in various mobs with AA unslotted. Jump around in various mobs with AA slotted. Note difference in behavior. It's been a while.

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I definitely want something more scientific than that. The biggest problem is that you know what the slotting is in each case, and have expectations of what is going to happen. It's very hard to be objective in that case. You could try it with a friend, and do a few runs, they don't know if it's slotted or unslotted each time, and ask them if they can tell the difference.

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Just noticed your discussion on AA.

My suggestion is to turn AA on while in a group of at least six mobs. And shut it off soon as it effects them all.

Definitely do it against a group of grey-cons as well, that way they don't react at all until you turn AA on.

This should eliminate the behavior to run away due to having no powers recharged, and should give a fairly clear indicator to who isn't and who is feared.


In addition, thanks to Iakona's info we can know exactly how much longer the effects will last. If this is tested with a char at lv 50, then a lv 41 will be effected for twice as long. A lv 31 will be effected for three times as long, and so on to a lv 1 being effected for six times as long. The fear's base duration is only 2.98 seconds at lv 50. So, against an enemy sufficiently low enough in level it should become much clearer to just how long the fear lasts both with and without enhancements.


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Posted

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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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I'd have to agree with this being an issue.


Using a bit of math we can figure out the "average" amount of time mobs spent confused.

The base duration for Dominator Confuse at lv 50 on Arctic Air is 2.98 at a chance of 30%. Assuming +95% confuse duration enhancement then: 2.98 * 1.95 * 0.3 = 1.74s "on average".

Now compare this to Controllers. Base duration of the Confuse at lv 50 on Arctic Air is 3.725 at a chance of 30%. Assuming +95% confuse duration enhancement then: 3.725 * 1.95 * 0.3 = 2.18s "on average"


Now, theoretically, while under Domination for Arctic Air it would have a duration of: 2.98 * 1.5 = 4.47. Assuming +95% confuse duration enhancement then: 4.47 * 1.95 * 0.3 = 2.61s "on average"


The main reason I say this should be added to the list, is because Controllers are capable of achieving an "average" time of confusion that is longer than the rate that Arctic Air pulses. If Controllers were NOT able to do this, while the theoretical Domination AA could, then I would say this is not an issue. So, Ice Dominators are incapable of achieving the same level of control that a Controller can achieve even when the Dominator is under Domination.


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Posted

Been thinking about a couple of the "Under Discussion Issues".

-Balance issue, Strangler needs foes to be near ground unlike other STHs. (MarquisQ September 22nd)

-Strangler activation time is too long, especially considering the grounded requirement. (Natsuki, Overthrower October 20th)

PvP-Some ground based powers will not affect an enemy who is constantly jumping: Strangler, Ice Slick, Bonfire, Thorntrops.


Mainly this is thinking about how IO's are now effecting Dominators.

I think the downside to Strangler requiring foes to be on the ground isn't a real problem post-26 and slotted Creepers. And even less so once the Fly Trap is gained.

While I still think all of the STHolds should be normalized for their activation, in addition to fixing Grav's hold from having that "delay" in effect timing. I feel that we should not be touting Strangler's lack of ability to effect flying foes as a reason why it should be changed.

Mainly, it is now possible (And relatively easy) to make Creepers permanent (All it takes is Hasten, +95% Enhancement, and 35% Rech Red in set bonuses). Creepers is an invisible pet that follows the Dom around with an AoE -Jump, and -Fly tied to an auto power named Bramble. This is THE highest -Fly in the game at -10, and it has the standard -50,000% Jump Height that other "-Jump" powers have. Both of those effects are in a 20 ft radius centered on the invisible pet that follows the caster around.

In addition, every 10 seconds in that aforementioned 20 ft radius, Creepers will fire a Creeper Entangle and it summons this AoE Entangle. This power also has a much higher target cap than is "normal". The first part of the power can effect up to 10 foes in a 20 ft radius, while the second power will be created on each of the foes hit creating an 8 ft radius power that can effect up to 5 enemies. So, Creepers has the ability to Entangle up to 50 different foes, or some foes Entangled multiple times and each of these Entangles that Creepers creates has -Fly on them (As well as -KB/KU)

Then there's the Fly Trap (Venus I guess?) that gets an AoE Entangle . Basically between the tier8 and tier9 powers for Plant Control there is not a lack in the ability to strip the ability to Fly, as well as the ability to strip Jumping.

This of course is not counting Entangle and Roots to strip Fly. So I am not sure if Strangler not being able to effect Flying foes is a "problem" per se.


However, I'd also like to submit that Creepers itself is defeating its own Knockdown chance. Due to that aforementioned entangle it fires every 10 seconds, it is more then capable of preventing itself from KD'ing enemies with the vine smash. This becomes much more pronounced when there are two Plant Dominators on a team and both happen to be running Creepers at the same time. It makes the chance for an enemy to NOT be effected by the mass entangle practically non-existent.


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Posted

I'm not sure if this has been mentioned, but Lift is much worse than levitate in damage. And I don't see why dominators would need propel.


 

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I'm not sure if this has been mentioned, but Lift is much worse than levitate in damage. And I don't see why dominators would need propel.

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Its on the list already.


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I think the downside to Strangler requiring foes to be on the ground isn't a real problem post-26 and slotted Creepers. And even less so once the Fly Trap is gained.

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I also spent time thinking about Strangler (we discussed it a few posts before you returned), and came up with the following:

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.

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While I still think all of the STHolds should be normalized for their activation

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I no longer think that this should happen. Dominate and Char get fast activations, Gravity Distortion and Block of Ice get slows, while Strangler just gets ripped off.

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in addition to fixing Grav's hold from having that "delay" in effect timing.

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Definitely putting this one in.

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However, I'd also like to submit that Creepers itself is defeating its own Knockdown chance.

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Ugh I think you're right. My memory is consistent with your analysis, I think I'll throw it in. Carrion Creepers definitely does a lot more knockdown at the beginning than at the end.


 

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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.


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I like this wording.


 

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While I still think all of the STHolds should be normalized for their activation

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I no longer think that this should happen. Dominate and Char get fast activations, Gravity Distortion and Block of Ice get slows, while Strangler just gets ripped off.

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Good point.

Though, Dominate does get one thing the others don't, it ignores Ranged Defense.


So, there's two ways to look at this..

Grav Distortion, and Block of Ice have the ability to hinder non-mez'd foes which is why they have slower activations. Suggesting that Strangler should get a slow of some sort (I know I'd be tripping all over myself trying to move through plants trying to constrict me). So, powers without a secondary effect should animate in 1s and the ones with secondary effects should be longer.

Or.. Grav Distortion, Block of Ice, and Dominate all have 'special' effects, Char and Strangler should have them added as well, and then normalize the activation times.


If we go with the latter explanation, and factor in Controller Holds it makes sense that Char and Strangler need a secondary effect (At least I think so). Blind for Illusion Control has a sleep as a secondary effect, and Fossilize for Earth Control has -Defense.


So, across the Control sets for both Controllers and Dominators there are two ST Holds without a special effect IF we count Dominate's ability to ignore Ranged Defense (And I personally feel thats the best secondary effect). Then we have a fast animating secondary-less hold, and a slow animating secondary-less hold.

So, Strangler definitely needs to be quicker animating or have a secondary effect. Which, dunno. I suppose it depends on whether or not all of the powers in a control set should have secondary effects. So, we should start there..

Should all holds and immobilizes in a control set have a secondary effect relating to their 'theme'? Just like all "Blasts" have a secondary effect relating to their 'theme'.


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Should all holds and immobilizes in a control set have a secondary effect relating to their 'theme'? Just like all "Blasts" have a secondary effect relating to their 'theme'.

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That sounds like a design question which, while interesting, is overstepping the bounds of the issues list. However, I think that whatever the answer to the question, Strangler still falls short of the other STH, and since it is such a fundamental Dominator power it needs to be brought in line.


 

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Highlight that Dominator contribution against AV doesn't scale properly with number of Dominators. (Princess Grace, Protea, February 26th)

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How does this work:

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.


 

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Power Boost recharge is too long compared to Blaster and Controller powers. (IceScykle March 3rd)

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What do people think about this one? While it's definitely wrong for the Controller Epic power to have the same recharge as the Dominator secondary, I don't think it's a good justification that there's an issue with Power Boost. In fact, both powers should probably be changed to sort out that discrepancy.

However, I do feel that the recharge of Power Boost is too long. It's a staple self-buff power like Aim and Build Up, which both have 90 second recharges. What's more, it's typically used with the like of Flashfire and Wormhole, which typically have a 90 second recharge.


 

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Hot Feet is on ranged damage scale, not melee damage scale. (Kane1 March 10th)

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I'm happy to throw this in as an issue if other people agree.


 

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Hot Feet is on ranged damage scale, not melee damage scale. (Kane1 March 10th)

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I'm happy to throw this in as an issue if other people agree.

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Hot Feet has a 20ft PBAoE, and Psy Shockwave has 25ft.

The majority of PBAoE attacks that are on the melee damage scale are a 10ft PBAoE.


I guess what I'm saying, is that perhaps PBAoE effects are not defined as Melee because they are PBAoE but instead defined as Melee for the maximum range they can hit.


Currently, iirc, the farthest "melee defined" attack is 10ft. Knock Out Blow, Headsplitter, Golden Dragonfly (Theres others just can't think of 'em) all go against "melee defense" with a range of 10ft. Effects that are longer than 10ft are typically considered "Ranged" instead.


So, if Hot Feet were to be changed to be on the Melee Damage Scale, it would likely have to have its radius decreased.


So, I guess in a long winded way I am saying I disagree with Hot Feet needing to be on the Melee Damage Scale. It's able to effect far more enemies than other PBAoE toggle effects (That are limited to 10ft or worse 8ft like Blazing Aura) which gives it the potential to do more damage outside of herding.


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Power Boost recharge is too long compared to Blaster and Controller powers. (IceScykle March 3rd)

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What do people think about this one? While it's definitely wrong for the Controller Epic power to have the same recharge as the Dominator secondary, I don't think it's a good justification that there's an issue with Power Boost. In fact, both powers should probably be changed to sort out that discrepancy.

However, I do feel that the recharge of Power Boost is too long. It's a staple self-buff power like Aim and Build Up, which both have 90 second recharges. What's more, it's typically used with the like of Flashfire and Wormhole, which typically have a 90 second recharge.

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Agreed to any change to this that makes Dominator Power Boosts overall up time longer. (Whether its Duration increased or Recharge decreased)


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Posted

Last under discussion item!

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Mobs are able to walk into Bonfire for several seconds before being knocked back. (Nny_the_mad March 23rd)

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I'm sort of on the fence with this one. Mobs do sometimes get through the Bonfire, and it's annoying, but it also makes sense in a way. Opinions?


 

Posted

It ticks every 2 seconds so it's inevitable that sometimes mobs will manage to walk through. Part of the balance of it being autohit and 100% knockback (as opposed to only chance of knock per tick like Ice Slick) when it does tick. Not an issue IMHO.


 

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Highlight that Dominator contribution against AV doesn't scale properly with number of Dominators. (Princess Grace, Protea, February 26th)

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How does this work:

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.

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It sounds good to me, although with the relatively recent rollback of debuff resistance I'm not 100% certain it still applies. The -speed, -recharge (which our AT has in abundance), -def, and -regen are back in the realm of working again, even if the effects require stacking for a noticeable contribution.


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

 

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However, I do feel that the recharge of Power Boost is too long. It's a staple self-buff power like Aim and Build Up, which both have 90 second recharges. What's more, it's typically used with the like of Flashfire and Wormhole, which typically have a 90 second recharge.

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I'll get tarred & feathered for saying this, but I don't have a problem with power boost's recharge. You get it not too long before SOs, so having it 3 slotted and half the base duration isn't too much of a wait. Outside of PVP the best use of power boost is in tandem with your opening AOE mez attack, the other good uses are just icing on that cake. Aim only gives to-hit & damage. Power boost gives (with the appropriate ancillary powers) to-hit, mez duration, heal, defense, and anything else it might boost that I don't routinely use it with.

Of course the comeback in the past is the blaster version is on a shorter recharge. I can't argue against that or getting a buff. All I can say (and keep a clean conscious) is I genuinely don't feel it is needed.


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

 

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Hot Feet is on ranged damage scale, not melee damage scale. (Kane1 March 10th)

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I'm happy to throw this in as an issue if other people agree.

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Whirling hands and ice sword circle are PBAoEs and are on the melee scale. Sounds like an issue to me.


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

 

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Hot Feet is on ranged damage scale, not melee damage scale. (Kane1 March 10th)

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I'm happy to throw this in as an issue if other people agree.

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Whirling hands and ice sword circle are PBAoEs and are on the melee scale. Sounds like an issue to me.

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Hotfeet radius 20
WH radius 8
ISC radius 10


 

Posted

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Hot Feet is on ranged damage scale, not melee damage scale. (Kane1 March 10th)

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I'm happy to throw this in as an issue if other people agree.

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Whirling hands and ice sword circle are PBAoEs and are on the melee scale. Sounds like an issue to me.

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As explained above, both those have a much shorter range than Hot Feet - Whirling Hands is 8 feet, ISC is 10 feet (while Hot Feet is 20 feet). Same reason PSW is ranged scale too (25 feet range). Not an issue.


 

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However, I do feel that the recharge of Power Boost is too long. It's a staple self-buff power like Aim and Build Up, which both have 90 second recharges. What's more, it's typically used with the like of Flashfire and Wormhole, which typically have a 90 second recharge.

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I'll get tarred & feathered for saying this, but I don't have a problem with power boost's recharge. You get it not too long before SOs, so having it 3 slotted and half the base duration isn't too much of a wait. Outside of PVP the best use of power boost is in tandem with your opening AOE mez attack, the other good uses are just icing on that cake. Aim only gives to-hit & damage. Power boost gives (with the appropriate ancillary powers) to-hit, mez duration, heal, defense, and anything else it might boost that I don't routinely use it with.

Of course the comeback in the past is the blaster version is on a shorter recharge. I can't argue against that or getting a buff. All I can say (and keep a clean conscious) is I genuinely don't feel it is needed.

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Dominator Power Boost is more powerful than the blaster version. It's +110% for blasters, +155% for doms, or something close to that. Either that's an oversite or the devs figured they'd scale the power level up and slow the recharge down a bit.

Either way, PB seems very effective overall. Realistically you need to have Hasten anyhow. My concern is with Energy Assaults ranged attack animation times, gimped Total Focus version, and lack of AoE damage. There's a lot of things to fix in Energy Assault and I wouldnt recommend starting with Power Boost.


 

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Dominator Power Boost is more powerful than the blaster version. It's +110% for blasters, +155% for doms, or something close to that. Either that's an oversite or the devs figured they'd scale the power level up and slow the recharge down a bit.


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Thats not issue. Thats the Archetype Modifiers kicking in.

Doms get +149% from Power Boost, and Controllers get +186% from Power Boost. Oh, and its 119% for Blasters

Just like Blaster Ice Bolt does more damage than Dominator Ice Bolt.

Then again, that could be grounds for Doms Power Boost at least becoming 90 seconds to be in-between Controller and Blaster PB's

EDIT:
Thing is though.. I would gladly take +119% at 60 sec recharge over 149% at 120 sec recharge.


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Posted

I think Fire Control's animations for Char and Cinders should make you say God Damn. Maybe they should add fire to it, or increase the smoke or give a lighter color of smoke.