Fixes for Gravity Control


DrMike2000

 

Posted

First, let me say that I think Gravity Control is a good set. I recently got a Gravity/Trick Arrow controller up to 30 and I think he is an effective and fun toon.

I do think, however, that Gravity is a bit lacking. What's worse, in my opinion, is that fixing it would be so easy and yet, since CoH's inception, as far as I know, nothing has been done to do so.

I would propose the following 2 changes, which would be easy to do, and would significantly improve the powerset:

(1) Make Wormhole available at level 12.
This could be done by putting Dimension Shift at level 26. Every other control set gets a solid AOE control power by level 12, and there's no reason Gravity Control should be an exception. I don't think it could be argued that this would be "game breaking" if giving Plant Control something as awesome as Seeds of Confusion at level 8 isn't.

(2) Have Wormhole trigger aggro after its executed.
One of the most difficult things about using Wormhole effectively is not getting faceplanted while trying to use it. Once again, all of the other control sets have a solid AOE control that does not have this drawback.


Some other minor things that might help the set:

(3) Make Gravity Distortion available at level 1.
This could be done by swapping it with Lift. This would enable someone to skip both Crush and Lift if they so choose. This would also normalize it with the other control sets, which offer an immobilize or a hold at level 1.

(4) Small reductions in power activation time.
Some of this may just be perception, but it seems like it takes longer to activate many of the Gravity Control powers compared to other control sets. Some minor reductions in activation time might be warranted, especially for Propel.

(5) Increase range on Wormhole.
On top of its other drawbacks, Wormhole has a very short range given its function as a teleport power. AOE controls are already limited in how much they can be improved by slotting, and making range slotting almost a necessity only exacerbates this.


 

Posted

I cannot disagree with any of these - all sensible suggestions that dont break any precedents in other powerset changes.

Maybe only 2) or 5) is needed, Wormhole doesnt need to be aggro free if you can find a corner from which to cast it around. And a range increase woudl help a lot there.


 

Posted

[ QUOTE ]
Maybe only 2) or 5) is needed, Wormhole doesnt need to be aggro free if you can find a corner from which to cast it around. And a range increase woudl help a lot there.

[/ QUOTE ]

I think I agree here. The reason I find myself wanting more range is the fact that it causes aggro for 2 or 3 seconds before the power actually executes, with me helpless the entire time.


 

Posted

QR

Just make wormhole knockdown instead of knockback and call it good, with no other changes needed really. All gravity really needs is a reliable AOE mez that is up a lot that doesn't piss teams off.

Even if it is available at lvl 12 and doesn't aggro, it is still going to piss teams off with the knockback.

Gravity solos pretty well but it is very frustrating in teams knowing that often the best thing you can do is just tab through targets and single target hold.


"Hi, my name is Ail. I make people sick."
A partial selection from my 50's on Freedom: Ail = Ice/Traps, Luck = Street Justice/Super Reflexes Stalker, Mist = Bane, Pixy = Trick Arrow/Archery, Pure = Gravity/Energy, Smoke = Fire/Fire Dominator

 

Posted

If Wormhole has a larger radius of effect I will be happy.


"Honesty is for the most part less profitable than dishonesty." -- Plato

Playing Gods (51106) - Heroic Lvl 5-20
What Rough Beast (255143) - Villainous Lvl 40-50

 

Posted

Honestly?

OK, people want KD instead of KB - doesn't bother me, but fine. I'd much rather see work done on Propel. I almost can't use it on teams.

*find target*
*start propel*
*Wait, wait, wait, wait, watch target get killed, watch target get picked up, taken out, buried, family members visit, tombstone wear away, continents shift*
*watch propel finally fire*

It's just too long of an animation.


 

Posted

The one thing I'd change about gravity control would be... well, compare ice control's secondary effects to gravity control's.

Block of Ice: -0.3 move speed, -0.3 recharge speed (-37.5% for controllers, -30% for dominators)
Gravity Distortion: -0.5 move speed (-62.5% for controllers, -50% for dominators)

So the first baby step I'd make would be secondary debuff parity. I think gravity's move speed debuffs should be at least a 1:1 exchange from ice's move+recharge speed debuffs. So grav powers should be a minimum of -0.6 move speed, which would be -75% for controllers and -60% for dominators.

And of course, as a baby step, I doubt it precludes any of the other good ideas for improvement offered in this thread.


 

Posted

I think it would be nice if propel was a narrow cone. That would make up for the silly activation time. It would make more sense with the cool animation. As is, its a visually awesome power, that I would otherwise probably skip.


 

Posted

I think they should put lift's damage scale on par with levitate much like they did so with the dominator version of lift.


 

Posted

I made a long post on this subject not too long ago, it might be best to converge all of our efforts if we are really going to try get the devs to take notice.

http://boards.cityofheroes.com/showflat....=3#Post13299584

For the record, I agree with most that has been suggested here. Wormhole @ 12, bigger radius, knockdown not knockback.


 

Posted

I rarely find wormholes knockback a problem ever since I learned the "aim them at the ceiling" trick. They get knocked straight up and fall straight down. Only thing my teammates complain about anymore is when I break out to singing, "it's raining men".

I like all the OP's suggestions.


 

Posted

[ QUOTE ]
I rarely find wormholes knockback a problem ever since I learned the "aim them at the ceiling" trick. They get knocked straight up and fall straight down. Only thing my teammates complain about anymore is when I break out to singing, "it's raining men".

[/ QUOTE ]

This. Get them to fall out of the sky or aim it against a wall and you're good. If one is playing a grav/kin, wormholing in this way is a perfect set up for Fulcrum Shift.


 

Posted

For some reason, the ideas "wormhole knockup not knockback" and "now you're thinking with portals" simultaneously entered my mind. If we're folding space with gravity, who says we can't fold it toward a more convenient direction?

Also, making it knockup would retain lulz factor when slotted for knock and used around Atlas Park.