Dom Revamp on Test
All AT's have to have some time where they aren't attacking at low levels. I spend enough time controlling that my attack chain doesn't really matter anyways.
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Assuming the same DPS rates, the only place you might really be burning more end is in overkill, using the now bigger attacks (with their increased end costs) to finish off a foe that less damage would suffice for. That's probably not an ingnorable effect if you currently have an "endurance casual" build.
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I'm going to miss the old Psi Dart. Sure, it was kind of a crappy little power damage-wise, but it was perfect for finishing off that last little sliver of enemy health, and always available due to the super quick recharge. It was also nice for rapid Domination building at the very beginning of a mission.
Before the changes came through, I was actually toying with the idea of slapping a bunch of procs in there, just for giggles. Looks like I'll be slotting it as part of an actual attack chain now, instead of convenient filler. That makes me a little sad. I *liked* my junk food power!
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One problem I've been seeing with the progression of things since around I13 (PvP revamp and merits, specifically) is that we are moving closer and closer to normalization and standardization wherever it's possible. It seems like a good idea on the surface but it also means that the unique aspects of certain powers or ATs are being stripped in the name of making everything the same. As someone once said, "once everyone is super, no one will be super."
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QFT
Yay! Dommies are now Blasters with pets!
*waves little flag weakly*
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Psychic Shockwave was a 25' area effect power that did single target damage instead of Area damage. That *was* a bug that we allowed to stand until this point, since [u]we were not happy with Dominator Performance[u] as a whole. Now that we have the wherewithal to make the scale of changes seen here, it was time to fix that particular issue.
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I was happy.
Now I am not.
I give you Devs another big, fat "thank you for nothing"!
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Well I would like to cancel out your "I am not happy" with my "I am happy"
The changes look good and will make playing as Dominator interesting. People seem to be forgetting that Domination damage is now always up, for anyone who didn't have perma Dom, this will be a huge increase in damage and fun.
People need to look at the game as a whole and not just either level 50 farming or AV fights. These changes are great and the Castle is wise.
The question in my mind is this,
How does the damage of Dominators compare to the damage of Defenders and Corrupters?
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I have to agree with you Peacemoon, I just got done playing my Plant/Psy dom on test server, and I felt more powerful as I went through missions faster WITHOUT using Flytrap nor Toxic Tarantula than I do on Live using both of those pets. My Plant/Psy is a perma-dom, and has 20s down time with Toxic Tarantula currently so it's practically always out to increase my DPS.
This was against Malta to boot where the final boss is a Robot who resists Psy damage heavily. I could actually go through that boss without spending 5-10 minutes (ok an exaggeration) trying to kill it like I do on live even with two pets assisting me, whereas on test I had no pets and went through the boss faster.
Damage Proc Mini-FAQ
Just noticed Damage Proc Mini-FAQ wasn't working with new forums, it's been updated.
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Under high recharge I have absolutely no doubt that /fire will be amazing, though it was already pretty fantastic on live under those conditions as well. I'm just not keen (right now) on standing around, or the prospect that I need a lot of rech on my dom to make it play smoothly.
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I'm starting realize, this revamp may actually make permadom more needed accross the board then it currently is. Going perma solves two big issues now, endurance troubles and the new increased recharge times.
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My initial thoughts exactly. Having just hit 50 on my only dom, I was sorting through build possibilities other than permadom. They're all straight off the table, and I'm off to the market before everything gets even more expensive.
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The "fun", "strategy", and "uniqueness" is also eliminated, but Castle seems more than ok with that.
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If your "fun", "strategy", and "uniqueness" is dependant on being more powerful then the next player, because you picked the 'right' sets/archtype, well, I'm sure I'd break all sorts of forum rules if I told you what I thought of that.
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One problem I've been seeing with the progression of things since around I13 (PvP revamp and merits, specifically) is that we are moving closer and closer to normalization and standardization wherever it's possible. It seems like a good idea on the surface but it also means that the unique aspects of certain powers or ATs are being stripped in the name of making everything the same. As someone once said, "once everyone is super, no one will be super."
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QFT
Yay! Dommies are now Blasters with pets!
*waves little flag weakly*
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Psychic Shockwave was a 25' area effect power that did single target damage instead of Area damage. That *was* a bug that we allowed to stand until this point, since [u]we were not happy with Dominator Performance[u] as a whole. Now that we have the wherewithal to make the scale of changes seen here, it was time to fix that particular issue.
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I was happy.
Now I am not.
I give you Devs another big, fat "thank you for nothing"!
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Well I would like to cancel out your "I am not happy" with my "I am happy"
The changes look good and will make playing as Dominator interesting. People seem to be forgetting that Domination damage is now always up, for anyone who didn't have perma Dom, this will be a huge increase in damage and fun.
People need to look at the game as a whole and not just either level 50 farming or AV fights. These changes are great and the Castle is wise.
The question in my mind is this,
How does the damage of Dominators compare to the damage of Defenders and Corrupters?
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I have to agree with you Peacemoon, I just got done playing my Plant/Psy dom on test server, and I felt more powerful as I went through missions faster WITHOUT using Flytrap nor Toxic Tarantula than I do on Live using both of those pets. My Plant/Psy is a perma-dom, and has 20s down time with Toxic Tarantula currently so it's practically always out to increase my DPS.
This was against Malta to boot where the final boss is a Robot who resists Psy damage heavily. I could actually go through that boss without spending 5-10 minutes (ok an exaggeration) trying to kill it like I do on live even with two pets assisting me, whereas on test I had no pets and went through the boss faster.
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Sent a fresh copy of my fire/psi Ascended Permadom to test so that I could try the changes. Dom took slightly longer to build but that was to be expected. Once dom was energized, I still tore through the enemies as always, in some cases a bit faster. Overall the changes to psi are nice and anyone who thought that PSW was never overamped and in need of readjustment was deluding themselves. PSW as it is, is still quite deadly.
However for those that feel that their dominators are now useless, please contact me before you delete them, I'm sure I'll happy to claim many of your IO's.
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I'm starting realize, this revamp may actually make permadom more needed accross the board then it currently is. Going perma solves two big issues now, endurance troubles and the new increased recharge times.
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It's only "needed" if you define what you need as having a constant attack chain available and fueled, even though in doing so you will be dealing more (single-target) damage than you were before, including Domination.
This is a happy problem.
It's also exactly how other ATs achieve their peak performance. Not with permadom, of course, but with builds that strive for high recharge so they can optimize their DPS attack chains for maximum output. A Dominator who does this happens to get the added bonus of always-on mez protection and a periodic endurance refill.
Meanwhile, everyone else who wasn't a permadom gets to dish permadom DPS full time (not counting the +rech, just the damage per attack).
Maybe I've missed out on some niche playstyle that Dominators found previously, but to me this makes Doms simultaneously more practical at low levels / casual builds while opening up their high-end build capabilities (again, primarily for single-target damage - AoE capabilities didn't really benefit here).
Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA
Also, those of us with multiple permadoms can start trying other, potentially interesting things with their characters.
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If you are cool with standing around doing nothing all the power too you. From my experience, most players aside for /empaths aren't (especially on an "assault" designed AT).
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It's true, people will do that for sure. It's one reason I agreed in the main feedback thread with the assessment that they might want to review the tier 1 and 2 attacks and make them faster recharging with less damage and endurance cost. I think something between what they were and are now would be a better idea, not because it will actually perform better (except for overkills), but because it will "feel" better subjectively to people playing lowbie Doms. That's a key time when people form opinions of whether they think they'll enjoy playing something.
I'm a little torn, though, because (especially for the attacks with fast activations) big hitter attacks are what you want to build attack chains with. Having some of these attacks like this is a boon to the high-performance build.
Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA
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Under high recharge I have absolutely no doubt that /fire will be amazing, though it was already pretty fantastic on live under those conditions as well. I'm just not keen (right now) on standing around, or the prospect that I need a lot of rech on my dom to make it play smoothly.
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I'm starting realize, this revamp may actually make permadom more needed accross the board then it currently is. Going perma solves two big issues now, endurance troubles and the new increased recharge times.
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So far, I've had no problems either building an attack chain or managing endurance. Both are better than live with the enhanced damage.
The City of Heroes Community is a special one and I will always look fondly on my times arguing, discussing and playing with you all. Thanks and thanks to the developers for a special experience.
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If you are cool with standing around doing nothing all the power too you. From my experience, most players aside for /empaths aren't (especially on an "assault" designed AT).
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It's true, people will do that for sure. It's one reason I agreed in the main feedback thread with the assessment that they might want to review the tier 1 and 2 attacks and make them faster recharging with less damage and endurance cost. I think something between what they were and are now would be a better idea, not because it will actually perform better (except for overkills), but because it will "feel" better subjectively to people playing lowbie Doms. That's a key time when people form opinions of whether they think they'll enjoy playing something.
I'm a little torn, though, because (especially for the attacks with fast activations) big hitter attacks are what you want to build attack chains with. Having some of these attacks like this is a boon to the high-performance build.
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I don't agree with this because the primary attacks fill in the chain. I've had no problems either with a brand new, exemplared or high level dom in having something to do.
As you stated in your last paragraph, having some big hitters with fast activation times is exactly what Doms need at the high levels.
The City of Heroes Community is a special one and I will always look fondly on my times arguing, discussing and playing with you all. Thanks and thanks to the developers for a special experience.
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If you are cool with standing around doing nothing all the power too you. From my experience, most players aside for /empaths aren't (especially on an "assault" designed AT).
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It's true, people will do that for sure. It's one reason I agreed in the main feedback thread with the assessment that they might want to review the tier 1 and 2 attacks and make them faster recharging with less damage and endurance cost. I think something between what they were and are now would be a better idea, not because it will actually perform better (except for overkills), but because it will "feel" better subjectively to people playing lowbie Doms. That's a key time when people form opinions of whether they think they'll enjoy playing something.
I'm a little torn, though, because (especially for the attacks with fast activations) big hitter attacks are what you want to build attack chains with. Having some of these attacks like this is a boon to the high-performance build.
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I don't agree with this because the primary attacks fill in the chain. I've had no problems either with a brand new, exemplared or high level dom in having something to do.
As you stated in your last paragraph, having some big hitters with fast activation times is exactly what Doms need at the high levels.
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I have to agree wholeheartedly with the evil scaly one.
Damage Proc Mini-FAQ
Just noticed Damage Proc Mini-FAQ wasn't working with new forums, it's been updated.
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If you are cool with standing around doing nothing all the power too you. From my experience, most players aside for /empaths aren't (especially on an "assault" designed AT).
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It's true, people will do that for sure. It's one reason I agreed in the main feedback thread with the assessment that they might want to review the tier 1 and 2 attacks and make them faster recharging with less damage and endurance cost. I think something between what they were and are now would be a better idea, not because it will actually perform better (except for overkills), but because it will "feel" better subjectively to people playing lowbie Doms. That's a key time when people form opinions of whether they think they'll enjoy playing something.
I'm a little torn, though, because (especially for the attacks with fast activations) big hitter attacks are what you want to build attack chains with. Having some of these attacks like this is a boon to the high-performance build.
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I would tend to agree, but what many people seem to forget is Dominators have a dual-use primary (control and damage). It'll take a bit of adjusting to get used to, but Dominators will have a damaging power or two in their primary that they can use to fill in the gaps in the early level attack chain (especially if they are Mind).
I do agree that attack chain pauses can be a problem - for example, I like the idea of a high-level, well-enhanced War Mace character, but in the early levels the constant pausing between attacks while I can do nothing really annoys me and I give up.
"One day we all may see each other elsewhere. In Tyria, in Azeroth. We may pass each other and never know it. And that's sad. But if nothing else, we'll still have Rhode Island."
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The change to Lift intrigues me, though.
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And what about Propel?
Figures. Now that there is something on the Test Server that I want to test, my Test Client borks. *sigh*
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Also, those of us with multiple permadoms can start trying other, potentially interesting things with their characters.
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Like what? Tear into regular missions? Farms? AE Non-Farm Mishes? Strikeforces? Been there, done that
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I would tend to agree, but what many people seem to forget is Dominators have a dual-use primary (control and damage). It'll take a bit of adjusting to get used to, but Dominators will have a damaging power or two in their primary that they can use to fill in the gaps in the early level attack chain (especially if they are Mind).
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This just can't be said enough. The primary attacks fill in the gaps. The ST immobilize most sets have does decent damage and is a great filler attack. In early levels, slotting the ST hold works well too.
Mind and Grav, have ST ranged attacks which are primarily damage powers.
Using those as part of your chain eliminates most gaps that people are seeing while giving you time to build up your secondary heavy hitters for higher levels when you're going to be tearing mobs apart.
These changes are about 90% win IMO, and that's never a bad place to be. I won't say that there won't be a period of adjustment. Of course there will. But the adjustment is because Doms no longer rely on a crutch inherent and a few overpowered secondary powers.
The City of Heroes Community is a special one and I will always look fondly on my times arguing, discussing and playing with you all. Thanks and thanks to the developers for a special experience.
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I'm starting realize, this revamp may actually make permadom more needed accross the board then it currently is. Going perma solves two big issues now, endurance troubles and the new increased recharge times.
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It's only "needed" if you define what you need as having a constant attack chain available and fueled, even though in doing so you will be dealing more (single-target) damage than you were before, including Domination.
This is a happy problem.
It's also exactly how other ATs achieve their peak performance. Not with permadom, of course, but with builds that strive for high recharge so they can optimize their DPS attack chains for maximum output. A Dominator who does this happens to get the added bonus of always-on mez protection and a periodic endurance refill.
Meanwhile, everyone else who wasn't a permadom gets to dish permadom DPS full time (not counting the +rech, just the damage per attack).
Maybe I've missed out on some niche playstyle that Dominators found previously, but to me this makes Doms simultaneously more practical at low levels / casual builds while opening up their high-end build capabilities (again, primarily for single-target damage - AoE capabilities didn't really benefit here).
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I would tend to agree. Though now like all ATs the dominator benefits from gaining recharge bonus, achieving permadom is not so much the ultimate goal. A modest recharge bonus easily overcomes what recharge increases that have been added. Still will benefit the over all character, and still will benefit you in recharging Domination faster.
As for end, dominators have two patron pools that offer end gain, one being one of the most popular becaue of Soul Drain. So frankly as for end concerns in the later game i dont see it. Between taking a patron AOE end regen power and basicly having (even on a non-permadom) the ability to pop domination every 3 minutes or so, i personally dont see a end consumption problem really at all.
The +end though is an intresting thing IMO. Since part of this change was to help make dominators easier to play at lower levels it seems that some of these end increases do kinda go against that grain. I will have to try out the changes to really get a feel for them, but though i could say that the recharge and damage changes were ok, it seems like the end changes basicly undid a reduction in end cost that doms got some time back.
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I don't agree with this because the primary attacks fill in the chain. I've had no problems either with a brand new, exemplared or high level dom in having something to do.
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Yes, but again, that costs more endurance to do. You deal more damage doing it, so your overall DPS is certainly higher, as we've said. But at pre-stamina levels you have a choice between waiting for Assault set attacks to recharge (roughly producing the same DPS & EPS you get on live) or supplementing the chain with attacks from your primary, which boosts your DPS and EPS.
If you manage this properly, you're going to break even between a lowbie on live using Domination and one on test without it. The only potential problem is that anecdotal evidence suggests that a lot of players aren't going to manage it that way. They're going to run around killing stuff faster than the live character and then complain that their blue bar is empty. We saw this with Night Widows when they were released.
I'm not saying the devs have to design around that, but I think it's very much worth mentioning, especially because opinions form so early for a lot of players.
I'm one of those people who can grunt through almost anything for a character who's kick-butt later on, so it's not going to bother me if they don't address this.
Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA
I think it's because the Dominator changes will require a change of playstyle for many people. Old habits die hard, and Dominators have played roughly the same since they were released. I especially feel for the /Psi users not just because PSW got nerfed badly but because the entire feel and "optimal" way to play the set got totally changed.
"One day we all may see each other elsewhere. In Tyria, in Azeroth. We may pass each other and never know it. And that's sad. But if nothing else, we'll still have Rhode Island."
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I think it's because the Dominator changes will require a change of playstyle for many people. Old habits die hard, and Dominators have played roughly the same since they were released. I especially feel for the /Psi users not just because PSW got nerfed badly but because the entire feel and "optimal" way to play the set got totally changed.
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Oh, I can empathize for sure.
Something similar happened to Scrapper Claws. It went from a premier ST-damage set to a decent one with really fracking good AoEs. Kind of hard to complain about on one hand, but totally not what everyone was looking for, either.
Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA
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I think it's because the Dominator changes will require a change of playstyle for many people. Old habits die hard, and Dominators have played roughly the same since they were released. I especially feel for the /Psi users not just because PSW got nerfed badly but because the entire feel and "optimal" way to play the set got totally changed.
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I love it personally.
My doms are almost always in melee range anyways (except Fiery Assault), now I've got more hard hitting powers to use while I'm in melee range. I'm still able to clear out packs of enemies as quick as before, but now I can actually -kill- a boss without taking several minutes (Slight exaggeration on time to kill a boss, but it's significantly faster than before).
Damage Proc Mini-FAQ
Just noticed Damage Proc Mini-FAQ wasn't working with new forums, it's been updated.
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Power Push: Increased this powers damage scale from .4 to 1.64.
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Holy [censored].
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Power Push: Increased this powers damage scale from .4 to 1.64.
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Holy [censored].
[/ QUOTE ]I just love this attack now. Its so worth getting compared to what it was before.
Bump and Grind Bane/SoA
Kenja No Ishi Earth/Empathy Controller
Legendary Sannin Ninja/Pain Mastermind
Entoxicated Ninja/PSN Mastermind
Ninja Ryukenden Kat/WP Scrapper
Hellish Thoughts Fire/PSI Dominator
Thank You Devs for Merits!!!!
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Under high recharge I have absolutely no doubt that /fire will be amazing, though it was already pretty fantastic on live under those conditions as well. I'm just not keen (right now) on standing around, or the prospect that I need a lot of rech on my dom to make it play smoothly.
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I'm starting realize, this revamp may actually make permadom more needed accross the board then it currently is. Going perma solves two big issues now, endurance troubles and the new increased recharge times.
My level 50 Dominators:
Madame Mindbender 50 Mind/Energy
Fly Agaric 50 Plant/Thorn
Nate Nitro 50 Fire/Psi