Dom Revamp on Test
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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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lol too funny.
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16.6 Knockback too...
WOW COOL POWERS BRO
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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).
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Ditto. I thoroughly enjoy the /psi changes.
But as stated I'll happily claim any IO from any dom that is to be deleted from these changes.
I'd go test but the Patcher ate my test game.
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I'd go test but the Patcher ate my test game.
[/ QUOTE ]copy live server stuff to the test folder, delete the big patch file and the checksum file and it should fix it after a few minutes. Thats how I got on.
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!!!!
Well, my test like others broke with yesterday's patch. I managed to fix it, but quitting and then trying to restart it broke it again.
But in between that time I played through 4 or 5 missions on my 24 Fire/Fire and it was crazy. I was taking things down to a sliver of health using flares, fire blast and either char or ring of fire, and then that sliver would get eaten by hotfeet. It was very fun!
I went back to Live to remind myself what playing him currently is like and his damage outside of Domination was just sad by comparison.
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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.
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The problem is, the new Dom attacks are ALREADY a compromise between low enough recharge to be prevent players from having to stand around, and high enough damage to be useful. Previous to this change, Dominator Tier 1 and 2 melee attacks were all over the board. Some melee attacks were the fast recharging, low damage ones of Tankers, while some were the slow recharging, high damage ones of Blasters. No one really complained about Electricity Assault's high recharge, but that's because people were used to it and already planning around it. The higher damage, though, was clearly making Electric the Assault Set of choice.
I would need to do another analysis to confirm this, but it looks like what is happening is the melee attacks are being adjusted to a new median between the two extremes. Electric's recharge is being adjusted down (which everyone is percieving as a nerf to damage, which it is) while all the other sets have increase recharge time. (But increased damage) Neither set has recharge as long as a Blaster, though, or as short as a Tanker. It's in between.
Blaster melee attacks were given their longer recharge very early in the game (someone can name which Issue if they'd like to research it) because they really didn't do enough damage to be worth it. A Tanker or Scrapper stays in melee and thus can afford a bunch of low damage, fast recharging attacks. He wants to create a full attack chain. A Blaster can't afford to spend that much time in melee, though, he needs to get in range, hit with a massive attack, and then get out. Thus, his recharge time was increased, so he could do more damage with that one attack he can't use as often.
Now, presumably the devs felt that Dominators didn't need that advantage, since they could hold the foe and be safe while they executed a normal attack chain. They used the Blaster in a couple of situations, though, and those proved to be more useful. Electricity Assault was added, and it used the Blaster versions, meshing quite well with those Doms that would dart into melee for a quick massive attack, then duck back to use holds and ranged attacks. This led to increased DPS overall. (Although of course greater EPS as well, for the greater DPE)
Now maybe the devs haven't hit the "sweet spot", as it were. But Dominators obviously can't spend as much time as a Tanker or Scrapper meleeing with their foes, but they don't need to spend as little time as a Blaster. So far the compromise point seems to be halfway.
QR
Along with testing my Earth/Fire Dom, I want to roll a new lowbie on test.
Any have a good recommendation for a testing lowbie dom? I'm thinking either */psi or /energy.
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Just tested the changes on my Mind/Energy.
Overall changes: Feels great! I like the changes very much so far. Endurance is a bit of an issue, but not that much. Harder to get Domination up before running out of END now. Much harder, in fact. The only reason I bring this up is because it is now needed for END recharge. Mobs die much, much quicker, however.
Power Bolt: Feels about the same, but that is a good thing. It was one of my favorites pre-patch, and it remains a good power. Worth slotting IMO.
Bone Smasher: Feels about the same, if not slightly better. Quite powerful.
Power Push: Superior to Levitate as an attack now. It's much faster, VERY ACCURATE, and has a partial energy component. It now contributes to a ranged attack chain. Has the power of old Power Blast with the speed of Power Bolt.
Power Blast: Feels much stronger, about on par with old Bone Smasher.
Whirling Hands: Damage is still crap. Range is now very nice, however. If you take Soul Drain, it's worth considering. Combine with Soul Drain and it's possible to 2-shot +2 minions with WH -> Total Focus.
Total Focus: MUCH stronger. Takes off 2/3 of a +2 minion's HP.
Sniper Blast: I kept forgetting I had this. Never though of using it during a fight except for novelty. Damage is great, but that was true before the buff. It's still too cumbersome.
Power Burst: Feels about the same.
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QR
Along with testing my Earth/Fire Dom, I want to roll a new lowbie on test.
Any have a good recommendation for a testing lowbie dom? I'm thinking either */psi or /energy.
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I agree, either of those would be good. Both of those sets now have good attack chains much sooner than they did before. /energy would probably be easier to use, though, since its KB power is ranged.
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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.
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Yeah, no kidding. It's basically old Power Blast with a powerful 100% knockback, +40% base accuracy, and a faster animation. It's one of the best attacks in the set now.
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Just tested the changes on my Mind/Energy.
Overall changes: Feels great! I like the changes very much so far. Endurance is a bit of an issue, but not that much. Harder to get Domination up before running out of END now. Much harder, in fact. The only reason I bring this up is because it is now needed for END recharge. Mobs die much, much quicker, however.
Power Bolt: Feels about the same, but that is a good thing. It was one of my favorites pre-patch, and it remains a good power. Worth slotting IMO.
Bone Smasher: Feels about the same, if not slightly better. Quite powerful.
Power Push: Superior to Levitate as an attack now. It's much faster, VERY ACCURATE, and has a partial energy component. It now contributes to a ranged attack chain. Has the power of old Power Blast with the speed of Power Bolt.
Power Blast: Feels much stronger, about on par with old Bone Smasher.
Whirling Hands: Damage is still crap. Range is now very nice, however. If you take Soul Drain, it's worth considering. Combine with Soul Drain and it's possible to 2-shot +2 minions with WH -> Total Focus.
Total Focus: MUCH stronger. Takes off 2/3 of a +2 minion's HP.
Sniper Blast: I kept forgetting I had this. Never though of using it during a fight except for novelty. Damage is great, but that was true before the buff. It's still too cumbersome.
Power Burst: Feels about the same.
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TF seems pretty good now. I have a 48 mind/em on test that I took into RV. I can now kill a lb leut in about 3-4 attacks. On live, it takes about 5-6.
My TF on test (RV) does 2 chunks of dam, 299 and 93 (don't remember the exact numbers). On live it was about 199 and 60 in RV.
Power push also does more damage, but lol, so what. Never used that power for dam anyway.
Dark Bard, Zoobait, Debacle
jmsb
Por vezes d� vontade...
chucknorriss
speak american godamnit
I just finished playing around with my Fire/Psi again. I know PSW and Psy Screams modifiers are off, but my AoE damage went down a lot compared to before. I think Psy Screams arc should be increased so you can actually hit more foes with it.
I still need to mess around with the low levels.
Now that the change is on test. Was it really the doom /nerdragequit that we had in all the other threads? Aside from the endurance costs and longer recharges it plays quite well come paired to live server. To me it makes all the difference. Its enough to make me actually spend more time on those toons as well as spend money for IOs on them now that they are worthy to get them since they do damage now.
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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I think Psy Screams arc should be increased so you can actually hit more foes with it.
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Range enhancers are crucial. Luckily, Dam/Range HOs and SHOs are dirt cheap.
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I think Psy Screams arc should be increased so you can actually hit more foes with it.
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Range enhancers are crucial. Luckily, Dam/Range HOs and SHOs are dirt cheap.
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How meaningful is slotting one Centriole, hypothetically? Or two?
"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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Now that the change is on test. Was it really the doom /nerdragequit that we had in all the other threads? Aside from the endurance costs and longer recharges it plays quite well come paired to live server. To me it makes all the difference. Its enough to make me actually spend more time on those toons as well as spend money for IOs on them now that they are worthy to get them since they do damage now.
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I was excited about the changes the minute Castle posted them. I used to not like the idea of removing the bonus from Domination, but after I thought it over, maybe that's just what we needed. I didn't say anything because no one else seemed to agree. >.>;
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I was excited about the changes the minute Castle posted them. I used to not like the idea of removing the bonus from Domination, but after I thought it over, maybe that's just what we needed. I didn't say anything because no one else seemed to agree. >.>;
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Needless to say, removing it was a MUCH better solution than reversing it. (That is, doing less damage IN Domination)
I guess I will pop my 50 over to test and see if he will be happy or retired when I15 goes live and then do the same with some of my lower ones I have played with now and then.
total kick to the gut
This is like having Ra's Al Ghul show up at your birthday party.
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I guess I will pop my 50 over to test and see if he will be happy or retired when I15 goes live and then do the same with some of my lower ones I have played with now and then.
[/ QUOTE ]You dont seem to be the /em nerdragequit type so, I think you will be very happy with the changes. So far the only negative stuff I saw was from the folks who didnt even test it yet.
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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I guess I will pop my 50 over to test and see if he will be happy or retired when I15 goes live and then do the same with some of my lower ones I have played with now and then.
[/ QUOTE ]You dont seem to be the /em nerdragequit type so, I think you will be very happy with the changes. So far the only negative stuff I saw was from the folks who didnt even test it yet.
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Oh I won't quit the game over any change to any AT. I retired my khelds until they slightly adjusted the toggle issue and I got used to the change to forms but I wasn't going to quit the game unlike someone posting there.
But if they make a 50 I have too hard to play or even adjust how I play them, I have no qualms about putting them on a shelf.
I still have a lot of things to try to do in the game and it would be funny to me if they finally nerfed something after I got it to 50 instead of before.
total kick to the gut
This is like having Ra's Al Ghul show up at your birthday party.
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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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You and others are looking at this from an "experienced" perspective and already thinking of the many ways you can overcome this issue. We know who doms have to appeal to to become popular and it isn't people that have already ran the AT up to 50 several times, nor is it people with extensive knowledge of IO'ing out the various kinks of a build.
I think it is awesome that a high rech dom will now be loaded with high dpa attacks. Hello min/maxer . But if it comes at the cost of alienating casuals or taking a very real risk of earning a negative opinion with them again it probably isn't worth it. Not if the goal is increasing popularity.
Others have already said it a bit, but outside of /energy the t1 blast should probably be 4 sec and the t2 8 sec. Following the now nerfed /elec the t1 melee attack should be 6 sec and the t2 should be 10.
*/eng has 3 ranged attacks by lvl 10 and one good melee attack, so it can afford the longer rech powers earlier.
I personally don't like standardizing all the early assault powers across the entire AT, but it is hard to disagree that it works to create a consistent impression of the AT regardless of what power set you picked. Also it more or less looks like he's shifting everything into a middle ground of standardization anyway, might as well just finish what he started.
Have you tested the changes yet or you working on grabbing as many trial accounts as possible?
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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.
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On the other hand, gl changing the wide spread perception of how you are supposed to slot holds/immobs
People will always slot them for what they are (people as in the majority of players, not the occassional forum going exception, of which I'm one too). Even if slotted for damage they are inefficient on endurance. When slotted for their purpose they are very endurance intensive for the damage they offer.
Having them perceived as "necessary" to fill an attack chain will not end well for doms. Most of those powers are slow dot, resulting in the perception of less damage and the very real risk of huge overkill by following it with another unnecessary attack. So even if you are dealing more damage those dots will keep the perceived damage lower than reality.
Having them perceived as "necessary" will also cause doms more endurance woes than they likely need when trying to make a second first impression on the player base.
What we have to realize when rationalizing the hiccups in these changes is that:
people won't sit there and calculate - well I'm doing 10% more dps now even when not attacking for 3 second gaps then I was in issue 13. They just won't.
They WILL - spam powers in non-optimized ways until they run out of end at the third spawn and then start [censored] that they are end pigs.
Dom assault sets are set up in a manner that alleviating this "perceived issue" won't come naturally until very late in the game for all the sets but /energy and /psi.
The AT will not prosper "if" it gets labelled as an end pig. Being endurance hungry is ok when accompanied by high output (ie blasters), but being an end pig can assure you numbers that put you on the endangered species list.
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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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lol too funny.
"Yes, winning all the time can be boring."
-Knight_Chill
"It's amazing how well you can put up with endurance issues if you hide them under a large enough pile of bodies."
-Spiritchaser speaking on Dom Revamp