Mind effect animations


D0mbegone

 

Posted

I think a huge problem for mind control being not as team friendly as other sets are its lack of notable target animations.

Mass domination/dominate are both very subtle animations which are canceled out by damage and easily blotted out by other more visible effects.

Terrify and mass hypnosis suffer from the same problem, both of which are powers which should be extremely notable due to their sensitive nature. "NO CORRUPTOR, WHY ARE YOU ATTACKING THAT FEARED +4 ELITE BOSS, NOOOOOOOOOOOOO~~!"

Sadly, confuse is the most notable effect and the only one people don't really need to worry about.

Compared to other sets, (fire, ice, earth, plant, even gravity) whos control animations are much more notable, mind is sort of gimped. If you can't notice someone covered in fire rings, ice, blocks of stone, vines, or floating with funky translucent stuff around them, you're silly!

Is there any hope of this being looked at?


 

Posted

lol. Mind viewed as a bad team set. lmao.


 

Posted

The lack of noticeable effects for mind and grav is a complaint that has been in place for years.

On the opposite end the intrusive effects of stone cages has been complained about for a long time as well.

Complaining that teammates can't see what he is contributing and they can't adjust strategy because of it has little to do with mind being a "bad" team set.

I'm game if anyone does want to have an argument that mind is a subpar team set. Because it is. My 50 mind/kin was one of the most useless team controllers (as in actual control, not the awesome team buffs of kin) I've ever used and that is with perma hasten bringing the actual "team strength" controls up a whole lot more often than a normal mind would have access to them.


 

Posted

I don't think mind/ is a bad set, but I do think mind/ has two specific issues. The first is that its "always up" type controls are very sensitive to teammate interference. You have to remember that not everyone has amazing graphics cards etc., making mind's effects very easy to miss on some low end configurations. Making the effects more obvious would go a long way toward remedying it on relatively observant teams. I know that on my Ice dominator I rarely have problems with sleeps being broken even though the animation is so very similar to a hold.

The second is, ironically, what is often touted as mind's strength: its reliance on total lockdown powers. These powers have the weaknesses of very long recharge and diminishing effects on higher level enemies. Most of the other sets have at least one control option that doesn't become less useful against high level enemies, e.g. singularity, earthquake, carrion creepers. Mind does have a similar control option in TK, but the power itself is relies heavily on positioning, regulates your movement, has high endurance requirements, and has a low target cap. At least it's cool.

I don't think mind is fundamentally flawed or anything like that, but I do think that more obvious effects would go a long way toward making mind's always up controls more useful on pickup groups.

The decreased animation time on confuse is going to help quite a bit for dominators, though maybe not controllers. With some decent recharge you'll be able to alternate dominate and confuse and keep a large number of enemies held even without relying on your AE controls, especially given that dominate has such a quick animation.

However, I think that making the animations more obvious in some way would be an easy step that doesn't require too much balance work. The only issue with that solution is if power customization is actually coming. If that's the case, it seems unlikely they'd change the base mind animation if you can customize your holds to be neon green.


Active (Freedom): Setna (Ice/Psi Dom), Arram (WP/KM Tank), Tesmiel (Elec/SS Tank), Astredax (Robot/Dark Mastermind), Operative Vidali (melee fortunata)

Retired (Virtue): Gaav (Inv/EM Tank), Baqra (Fire/SS Tank)