Powerset Proliferation FAQ
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Neat. And first post after a mad scientist
Edit: Uh. Holy [censored]? PSYCHIC SHOCKWAVE? Are you kidding?
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Apparently I'll need to roll a fire/fire scrapper and a something/psy blaster at the same time.
i thought ice didnt go to villians cause of fury not working with the -recharge
here it says cause castle says its the "tank only' set?
isnt that a contradiction ?..besides it doesnt really say why dark couldnt have been the "brute only" powerset and not electric which was i think wanted more from the tanker section
castle?..any comments on that?
I did some quick comparisons between dominators and blasters where applicable. These are based on mid's hero planner numbers so as far as I know, they might be terribly off. Furthermore, this is all just fun speculation for me so take it with a grain of salt.
If subdual is similar to other single target manipulation immobilizes we can expect its damage to be 55. Only fire has higher. This might also be replacement for standard lower melee attack that has damage value of 110 (i.e. charged brawl, energy punch).
Mind Probe damage for Dominators is listed as 70. So is Bone Smasher. Blaster Bone Smasher is 145 so we can presume Mind Probe has same value.
Tk Thrust on domi side does 35 damage. I expect it to compare Power Thrust damage for Blasters which is 45.
Psychic Scream damage for Defenders is slightly above damage of Energy Torrent. I wonder if this will use melee modifier? It should be around 50-60 then. I did comparison to Defenders instead of Domis because they lacked comparable power in other sets.
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For comparison:
Fire: ring of fire (60), fire sword (125), combustion (70), fire sword circle (100), burn (165)
Elec: efence (55), charged brawl (110), havoc punch (145), tstrike (165), shocking grasp (100)
Energy: pthrust (45), energy punch (110), bone smasher (145), total focus (200)
Ice: chillblain (55), frozen fists (90), ice sword (110), freezing touch (65)
Psi: subdual (55/110?), mind probe (145?), tk thrust (45?), psychic scream (50?), psychic shockwave (???)
Edit: removed the psychic shockwave speculation part. Castle confirmed it doesn't work as the dominator version so I'd rather not throw around damage numbers that I know are not correct. :P
Some consideration probably needs to be placed on DoT nature of some of the attacks - is Subdual a dot too? Err wait, is it Subdual or Subdue? Same power or different?
We can also expect psi assault to be pure psi other than for tk thrust which is not true with the other sets that generally have lethal component - except in their immobilizes and few other exceptions.
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Subdual Subdual deals moderate Psionic damage and may leave the targeted foe Immobilized for a brief time. Immobilized foes cannot move but can still attack. Damage: Moderate, Recharge: Moderate
Mind Probe -- Grip the minds of your foe with a Mind Probe. You must be in close proximity to pull off this attack that wrecks havoc on your foes synapses, dealing moderate Psionic Damage while reducing his attack speed. Damage: Moderate, Recharge: Moderate
Telekinetic Thrust A focused attack or intense mental power that violently sends a nearby foe flying. Deals minimal damage, but can be very effective. Damage: Minor, Recharge: Moderate
Psychic Scream -- This howl of Psionic energy resonates in the minds of all foes within its conical area of effect, inflicting moderate damage. Damage: Moderate, Recharge: Slow
Build Up Greatly boosts your attacks for a few seconds. Slightly increases Accuracy. Recharge: Long
Drain Psyche You Drain the Psyche of you nearby foes, thus weakening their Hit Point Regeneration and Endurance Recovery and boosting your own. Recharge: Very Long
World of Confusion This toggle powers allows you to cause psionic damage and cause confusion within a group of foes, creating chaos. The chance of confusing an enemy is lower than then chance of damaging them, and it may take multiple hits to affect stronger opponents. All affected foes within the area will turn and attack each other, ignoring all heroes. You will not receive any Experience Points for foes defeated by Confused enemies. Recharge: Moderate
Scare You entwine a single foe within his deepest fears and cause him to helplessly tremble for a brief while. Recharge: Medium
Psychic Shockwave Psychic Shockwave is a devastating Psionic attack that wracks the minds of all nearby foes. Affected foes may have a reduced attack rate and may be left Disoriented. Damage: High Recharge: Slow
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!?!
Ranged cone in the secondary? Foe -Regen/-Recovery, self +Regen/+Recovery? Toggle confuse? Fear? PBAoE Psy Shockwave? Wow!
This set is going to be hella fun, but it looks like it's balanced to be at the same level of pwnz as Energy Manipulation. Good call, but just from the descriptions it sounds like it'll be the most amusing secondary available to blasters.
Uh... what? Er... how the... who was... I mean...
WTF ARE YOU THINKING?!?!?!
Oi... simply giving */psi PSW makes the whole set completely overpowered with Blaster mods...
Thanks for screwing Villains over YET again...
Well, looks like I'll be deleting all my villains except for one 50.
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"So, Lighthouse, any chance of us finding out what-all powers are in Mental Manipulation? Bitt Player
Subdual Subdual deals moderate Psionic damage and may leave the targeted foe Immobilized for a brief time. Immobilized foes cannot move but can still attack. Damage: Moderate, Recharge: Moderate
Mind Probe -- Grip the minds of your foe with a Mind Probe. You must be in close proximity to pull off this attack that wrecks havoc on your foes synapses, dealing moderate Psionic Damage while reducing his attack speed. Damage: Moderate, Recharge: Moderate
Telekinetic Thrust A focused attack or intense mental power that violently sends a nearby foe flying. Deals minimal damage, but can be very effective. Damage: Minor, Recharge: Moderate
Psychic Scream -- This howl of Psionic energy resonates in the minds of all foes within its conical area of effect, inflicting moderate damage. Damage: Moderate, Recharge: Slow
Build Up Greatly boosts your attacks for a few seconds. Slightly increases Accuracy. Recharge: Long
Drain Psyche You Drain the Psyche of you nearby foes, thus weakening their Hit Point Regeneration and Endurance Recovery and boosting your own. Recharge: Very Long
World of Confusion This toggle powers allows you to cause psionic damage and cause confusion within a group of foes, creating chaos. The chance of confusing an enemy is lower than then chance of damaging them, and it may take multiple hits to affect stronger opponents. All affected foes within the area will turn and attack each other, ignoring all heroes. You will not receive any Experience Points for foes defeated by Confused enemies. Recharge: Moderate
Scare You entwine a single foe within his deepest fears and cause him to helplessly tremble for a brief while. Recharge: Medium
Psychic Shockwave Psychic Shockwave is a devastating Psionic attack that wracks the minds of all nearby foes. Affected foes may have a reduced attack rate and may be left Disoriented. Damage: High Recharge: Slow
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Subdual: All Blaster secondaries except Devices get an Immobilize.
Mind Probe: Moderate damage melee. All Blaster secondaries other than Devices gets one.
Telekinetic Thrust: Melee knockback. Pretty standard.
Psychic Scream: Moderate Ranged Cone. This is unusual, but Mental seems to be weak on damage compared to /Energy or /Fire so it should be fine.
Build Up: Standard for Blaster secondaries.
Drain Psyche: Evidently this is awesome. Probably somewhat better than the /Energy (Conserve Power), /Fire (Consume), and /Elec (Power Sink) equivalents.
World of Confusion: Damage proc and confuse proc toggle aura. I'm guessing 50-67% for damage tick percent and 25-33% for confuse tick percent. Have to see it to judge it. In general damage auras are not terribly popular on most blasters but the confuse might help. The low proc rate on the confuse might not make this terribly reliable.
Scare: Single target fear. Probably melee like Touch of Fear. With the Holds and Stuns available in all the other secondaries I don't see this as terribly over-powered (PVP might be different).
Psychic Shockwave: High damage PBAoE with a 25% chance to stun (if kept the same as Dominators). Castle says this won't be as uber on Blasters as it is on Doms. As of now it's slated to have 36% of Dom damage (at 50).
To me it looks like /Mental will be a decent Blaster secondary and might become the preferred AoE secondary. The only obvious gem is Drain Psyche. I would say that /Energy is still the most "uber." I'm actually a little surprised that there's not more Mez in the set from a concept point of view, but I guess they were concerned about that.
I also wonder how this will mesh with Psi/. There's the subtle name change to Subdual from Subdue. Will Subdual be melee? Then there's what to do with Psychic Scream. Will that be removed from Blaster Psi/? I've seen some in this thread suggest it will be replaced with Aim. That does appear to be the only option considering the statements behind Powerset Proliferation.
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Uh... what? Er... how the... who was... I mean...
WTF ARE YOU THINKING?!?!?!
Oi... simply giving */psi PSW makes the whole set completely overpowered with Blaster mods...
Thanks for screwing Villains over YET again...
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Did you read Castle's last post?
He's not an idiot. Don't overreact until we see it in action. Actually, don't overreact then either. It's just annoying and it's getting old.
@Bengal Fist - Freedom - Authority SG
Bengal Fist (SS/EA) - Thirt3en (Time/Elec) - Aussi (Elec/Shield) - Potamoi (Water/Time) - Parkr (Staff/Ela)
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i thought ice didnt go to villians cause of fury not working with the -recharge
here it says cause castle says its the "tank only' set?
isnt that a contradiction ?..besides it doesnt really say why dark couldnt have been the "brute only" powerset and not electric which was i think wanted more from the tanker section
castle?..any comments on that?
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Both are correct. The decision to keep Ice/Ice as a tanker only set was something I came to when we first started talking Powerset Proliferation, long after the COV beta. Ultimately, the concept was not adopted anyway, so the point is extremely moot.
Hmmm... you should try the Ice and Elec secondaries. They are quite nice!
I hope this helps,
-> Scott.
Currently playing:
Infaerna Who knew Fire/Fire Brutes were fun to play?
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Uh... what? Er... how the... who was... I mean...
WTF ARE YOU THINKING?!?!?!
Oi... simply giving */psi PSW makes the whole set completely overpowered with Blaster mods...
Thanks for screwing Villains over YET again...
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more cheese with your wine sir?
the amount of crying people do, sometimes I wonder if they still wear diapers.
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?..besides it doesnt really say why dark couldnt have been the "brute only" powerset
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Dark? OH you mean that powerset scrappers have right?
I'm sorry to say that the discussion went that way for you, _Castle_.
Ultimately, though, I don't agree with you on that one.
I think that set-exclusivity is a great idea if it's adhered to... but right out of the gate so many sets were shared (Controller Secondaries come to mind) that CoX was never that game.
Maybe in COH2 there will be enough time/resources to make every power-set available to every "class" unique?
At this late point, trying to preserve was is left of set-uniqueness only serves to reduce Character options.
Currently playing:
Infaerna Who knew Fire/Fire Brutes were fun to play?
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wow u give blasters build up, but not doms? This game is way lopsided
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yes cause Doms don't get double damage from their inherent click
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Castle said, No, never! and Positron said, Yes, do it! In the end, the decision of which sets to give everyone bounced back and forth multiple times. The next question is, Why did Castle say no?! At the time, he wanted each AT to keep certain sets so they were only found on that AT Ninjitsu for Stalkers, Elec/Elec for Brutes, Ice/Ice for Tankers, etc. Ultimately, that concept was set aside later in the process, but some aspects of it remained in the initial pass of Proliferation.
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May I suggest, if this is to be the case, that specific themed sets be come up with that are OBVIOUSLY unique to that Archetype? While I don't begrudge the idea that Brutes should have some Power Set unique to themselves, my question then becomes "Why Electric?" What is it about using electricity in melee, or as a defense, that makes it exclusive to those character concepts that are villainous, brutish, and gain power over time as they become angry?
There are obviously concepts like Empathy and Poison which seem to be unique to "good" and "evil". (Then again, Empathy isn't exactly unique to one AT) Maybe we can extend that to special sets for other ATs. Then again, do we hold a set "in reserve" until a new unique set can be made, or give the players the choice now, and the uniqueness later?
This is a very old discussion, and there is no real way to either take it to one extreme to another. You CANNOT give all power concepts to all ATs, as noted with Brutes and Ice, and yet you can't get rid of the overlap that already exists. I don't have a problem with denying a certain AT a set, but there should be some other AT that CAN use it.
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WHY NO EMP FOR CORR? ELF_STALKER
Empathy isnt a villainous trait, generally speaking. From a fiction standpoint, it will likely never be given to Villains as a set.
Back to thematics Empathy isnt really a villainous trait. From a fiction standpoint, it wasnt our first choice to port over and the reason corruptors didnt receive it in the first place as part of the release of City of Villains. If we were to add an Empathy Like set, it would need to be all new and not a port of it, to make it fit into the Villainous theme. As such, that fell out of the scope of Issue 12s powerset proliferation and is why it wasnt included.
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Defenders have dark, not very hero like.
Scrappers have dark melee, not very hero like.
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This point can be debated until the end of time. In a game where concept trumps all, not allowing us to decide for ourselves what is evil and what isn't is just beyond comprehension.
Empathy for helping other villians achieve their devious goals? Or perhaps empowering other idiots to do all of your dirty work while at the same time manipulating them into believing that you support their cause.
There. I just made a concept that makes sense. It's not really even that creative. Just saying that it isn't a villianous trait is just an excuse for not wanting to port it over. I can go one step further and say WHY GIVE VILLIANS BUFFS AT ALL? Cold shields, Thermal Buffs, Sonic Buffs, the list goes on. Why would you want to buff other villians? To serve your own purposes in the end, perhaps?
Listen, I am stoked about the new issue, including the VEATS and QOL improvements. But watching you guys try to pacify the screaming of Doom from some of the playerbase is just hurting your original aim. It's no wonder people think the Devs hate villians with responses like this...
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Please note the devs' strategy. Port the quick wins first. There was obviously debate on Empathy, so they picked sets that had less debate. They'll get to it along with all sorts of other sets, INCLUDING the ones even more controversial than Empathy. They're practically screaming hints that Kinetics Masterminds are in the plan. They've just got to figure out a way to balance them out. Patience please. Once you get past the anxiety of waiting, I can nearly guarantee you'll find something you'll like. There's too much new stuff not to. If you have an open mind, I'm sure you'll give it a chance.
Oh yeah, and if they can release essentially 24 new powersets (counting the VEAT branches) on their skeleton crew and a few extra sheckels from formalware sales, just imagine what they can do with all the new devs they're hiring.
Hope.
My thoughts (PvE only, too.)
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Subdual Subdual deals moderate Psionic damage and may leave the targeted foe Immobilized for a brief time. Immobilized foes cannot move but can still attack. Damage: Moderate, Recharge: Moderate
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Subdual != Subdue (from Primary) probably? So Psi Blasters have two ranged immobilizes? Both doing moderate damage? Nice, I guess. But! Subdual should probably do [u]minimal[u] damage (and not moderate, this makes blasters with two moderate [and ranged] attacks to use when mezzed) as most Blaster immobilizes, I guess. But²! If Subdual is supposed to be Subdue from Primary, what did replace the power in the Primary? Guess we'll need a Primary set power list soon.
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Telekinetic Thrust A focused attack or intense mental power that violently sends a nearby foe flying. Deals minimal damage, but can be very effective. Damage: Minor, Recharge: Moderate
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I agree this should be the first attack, too. Because of Subdue. It does immobilize and more damage than Mental Blast (for Defenders, at least), and I don't know how Blasters feel having two immobilizes. But having a KB as first tier would add some variation to it, I think. It could be also a little downgrade (::coughnerfcough: when the blaster is mezzed and the enemy is using only ranged attacks.
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Psychic Scream -- This howl of Psionic energy resonates in the minds of all foes within its conical area of effect, inflicting moderate damage. Damage: Moderate, Recharge: Slow
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Weird that this power is in the secondary.
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World of Confusion This toggle powers allows you to cause psionic damage and cause confusion within a group of foes, creating chaos. The chance of confusing an enemy is lower than then chance of damaging them, and it may take multiple hits to affect stronger opponents. All affected foes within the area will turn and attack each other, ignoring all heroes. You will not receive any Experience Points for foes defeated by Confused enemies. Recharge: Moderate
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Nothing much to say except the name made me laugh.
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Psychic Shockwave Psychic Shockwave is a devastating Psionic attack that wracks the minds of all nearby foes. Affected foes may have a reduced attack rate and may be left Disoriented. Damage: High Recharge: Slow
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I'd take it only if the recharge compares to the Dom version (10s). But I wouldn't be surprised if this recharge time gets increased.
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WHY NO EMP FOR CORR? ELF_STALKER
Empathy isnt a villainous trait, generally speaking. From a fiction standpoint, it will likely never be given to Villains as a set.
Back to thematics Empathy isnt really a villainous trait. From a fiction standpoint, it wasnt our first choice to port over and the reason corruptors didnt receive it in the first place as part of the release of City of Villains. If we were to add an Empathy Like set, it would need to be all new and not a port of it, to make it fit into the Villainous theme. As such, that fell out of the scope of Issue 12s powerset proliferation and is why it wasnt included.
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Defenders have dark, not very hero like.
Scrappers have dark melee, not very hero like.
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This point can be debated until the end of time. In a game where concept trumps all, not allowing us to decide for ourselves what is evil and what isn't is just beyond comprehension.
Empathy for helping other villians achieve their devious goals? Or perhaps empowering other idiots to do all of your dirty work while at the same time manipulating them into believing that you support their cause.
There. I just made a concept that makes sense. It's not really even that creative. Just saying that it isn't a villianous trait is just an excuse for not wanting to port it over. I can go one step further and say WHY GIVE VILLIANS BUFFS AT ALL? Cold shields, Thermal Buffs, Sonic Buffs, the list goes on. Why would you want to buff other villians? To serve your own purposes in the end, perhaps?
Listen, I am stoked about the new issue, including the VEATS and QOL improvements. But watching you guys try to pacify the screaming of Doom from some of the playerbase is just hurting your original aim. It's no wonder people think the Devs hate villians with responses like this...
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Please note the devs' strategy. Port the quick wins first. There was obviously debate on Empathy, so they picked sets that had less debate. They'll get to it along with all sorts of other sets, INCLUDING the ones even more controversial than Empathy. They're practically screaming hints that Kinetics Masterminds are in the plan. They've just got to figure out a way to balance them out. Patience please. Once you get past the anxiety of waiting, I can nearly guarantee you'll find something you'll like. There's too much new stuff not to. If you have an open mind, I'm sure you'll give it a chance.
Oh yeah, and if they can release essentially 24 new powersets (counting the VEAT branches) on their skeleton crew and a few extra sheckels from formalware sales, just imagine what they can do with all the new devs they're hiring.
Hope.
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- If they were porting the "quick wins" first, and avoiding sets that might cause "debate," why port something as controversial as PSI over to Blasters? Seems pretty contradictory, to me.
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Both are correct. The decision to keep Ice/Ice as a tanker only set was something I came to when we first started talking Powerset Proliferation, long after the COV beta. Ultimately, the concept was not adopted anyway, so the point is extremely moot.
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Well, as I said before, maybe some sets could be made that are unique to particular ATs. Like as I suggested before, make a Armor set that's more like "Cold" than "Ice", which fixes some of the problems with Brute Fury. It would mean more work, but it would certainly give Brutes a set that would be unique to them. Although that's more a secondary goal to just giving them an ice concept.
I always envisioned Street Fighting as something similar, a Scrapper specific version of Super Strength. Although if past releases are any example, Street Fighting would be released for all four Archetypes that can accept it. Maybe if a bunch of AT specific sets were all released at the same time?
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i thought ice didnt go to villians cause of fury not working with the -recharge
here it says cause castle says its the "tank only' set?
isnt that a contradiction ?..besides it doesnt really say why dark couldnt have been the "brute only" powerset and not electric which was i think wanted more from the tanker section
castle?..any comments on that?
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Both are correct. The decision to keep Ice/Ice as a tanker only set was something I came to when we first started talking Powerset Proliferation, long after the COV beta. Ultimately, the concept was not adopted anyway, so the point is extremely moot.
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Save the unique sets for an expansion pack.
BrandX Future Staff Fighter
The BrandX Collection
Reading some of the reply I had to stop because all I read were:
Whine whine whine WHINE whine whine.
Just wonder if you all are like this in the real world, if you are then explains why the planet is going down the toilet.
Valaraine: Master Archer & Electricity Whiz.
(Archer - lvl 50, swordswoman - lvl 50, Elec zapper - lvl 35, Ice/DB tank - lvl 50, Arch/En - lvl 26, Lvl 33 Blade wielder, trick archer - lvl 34, flame tank - lvl 30, rad specialist - lvl 44.)
My DA page
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Subdual Subdual deals moderate Psionic damage and may leave the targeted foe Immobilized for a brief time. Immobilized foes cannot move but can still attack. Damage: Moderate, Recharge: Moderate
Mind Probe -- Grip the minds of your foe with a Mind Probe. You must be in close proximity to pull off this attack that wrecks havoc on your foes synapses, dealing moderate Psionic Damage while reducing his attack speed. Damage: Moderate, Recharge: Moderate
Telekinetic Thrust A focused attack or intense mental power that violently sends a nearby foe flying. Deals minimal damage, but can be very effective. Damage: Minor, Recharge: Moderate
Psychic Scream -- This howl of Psionic energy resonates in the minds of all foes within its conical area of effect, inflicting moderate damage. Damage: Moderate, Recharge: Slow
Build Up Greatly boosts your attacks for a few seconds. Slightly increases Accuracy. Recharge: Long
Drain Psyche You Drain the Psyche of you nearby foes, thus weakening their Hit Point Regeneration and Endurance Recovery and boosting your own. Recharge: Very Long
World of Confusion This toggle powers allows you to cause psionic damage and cause confusion within a group of foes, creating chaos. The chance of confusing an enemy is lower than then chance of damaging them, and it may take multiple hits to affect stronger opponents. All affected foes within the area will turn and attack each other, ignoring all heroes. You will not receive any Experience Points for foes defeated by Confused enemies. Recharge: Moderate
Scare You entwine a single foe within his deepest fears and cause him to helplessly tremble for a brief while. Recharge: Medium
Psychic Shockwave Psychic Shockwave is a devastating Psionic attack that wracks the minds of all nearby foes. Affected foes may have a reduced attack rate and may be left Disoriented. Damage: High Recharge: Slow
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I guessed very close, getting 6 of 9 powers. I was wrong on the order by thinking Drain Psyche would be later though. I was way wrong on the confusion power (i was thinking Mass Hypnosis.)
I cant wait to play it. (and I don't PvP much... I just love the Mind powers)
YMMV---IMO
Ice Ember
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WHY NO EMP FOR CORR? ELF_STALKER
Empathy isnt a villainous trait, generally speaking. From a fiction standpoint, it will likely never be given to Villains as a set.
Back to thematics Empathy isnt really a villainous trait. From a fiction standpoint, it wasnt our first choice to port over and the reason corruptors didnt receive it in the first place as part of the release of City of Villains. If we were to add an Empathy Like set, it would need to be all new and not a port of it, to make it fit into the Villainous theme. As such, that fell out of the scope of Issue 12s powerset proliferation and is why it wasnt included.
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Defenders have dark, not very hero like.
Scrappers have dark melee, not very hero like.
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This point can be debated until the end of time. In a game where concept trumps all, not allowing us to decide for ourselves what is evil and what isn't is just beyond comprehension.
Empathy for helping other villians achieve their devious goals? Or perhaps empowering other idiots to do all of your dirty work while at the same time manipulating them into believing that you support their cause.
There. I just made a concept that makes sense. It's not really even that creative. Just saying that it isn't a villianous trait is just an excuse for not wanting to port it over. I can go one step further and say WHY GIVE VILLIANS BUFFS AT ALL? Cold shields, Thermal Buffs, Sonic Buffs, the list goes on. Why would you want to buff other villians? To serve your own purposes in the end, perhaps?
Listen, I am stoked about the new issue, including the VEATS and QOL improvements. But watching you guys try to pacify the screaming of Doom from some of the playerbase is just hurting your original aim. It's no wonder people think the Devs hate villians with responses like this...
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Please note the devs' strategy. Port the quick wins first. There was obviously debate on Empathy, so they picked sets that had less debate. They'll get to it along with all sorts of other sets, INCLUDING the ones even more controversial than Empathy. They're practically screaming hints that Kinetics Masterminds are in the plan. They've just got to figure out a way to balance them out. Patience please. Once you get past the anxiety of waiting, I can nearly guarantee you'll find something you'll like. There's too much new stuff not to. If you have an open mind, I'm sure you'll give it a chance.
Oh yeah, and if they can release essentially 24 new powersets (counting the VEAT branches) on their skeleton crew and a few extra sheckels from formalware sales, just imagine what they can do with all the new devs they're hiring.
Hope.
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- If they were porting the "quick wins" first, and avoiding sets that might cause "debate," why port something as controversial as PSI over to Blasters? Seems pretty contradictory, to me.
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My guess is they figure they either have it balanced well, didn't realize the perception people would get about it, or a little of both.
Everyone's been heard. The message is clear. Psi Blast appears to be too powerful. Villains appear to have gotten the short end of the stick. Luckily they can still make tweaks.
We'll see soon enough.
Odds are, there will be something there you will like, even if you're a villain.
It is not weird that Subdue is in the secondary. It matches up well with the first power of the other sets. The primary will still ahve 3 three main blasts available.
Psy Scream is not out of place in the secondary either. It is an AoE. Fire has Combustion as an AoE, so there is a precedence.
I am looking forward to seeing how the Confuse toggle will work. Probably a Mag 2 that, when slotted for Confuse, Will stack on those not defeated by PSW.
I really cant wait to play this.
YMMV---IMO
Ice Ember
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Okay, Psychic Shockwave isn't going to be the murderbomb damage that it is on Doms. Okay.
Single-target Fear?! I look forward to testing this but holy crap. At least it's late in the set. o_o
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Drain psyche and a confuse/damage toggle^