How are the Dom Secondaries, post I15?
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/Psi will go down in history beside EM and Devices. For good or ill, justified or not, people will be whining about PSW getting nerfed still three years from now.
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I can live with most of the changes to PSW, but I'd actually say I miss the range, most. I think the previous radius did the power more justice, but otherwise, the set has been balanced nicely enough.
I just hope the changes are enough to retain new dom players.
castle screwed up with psi bad. Like hey let's nerf it so people don't play it. Really good developer logic. I wish someone a bit more experienced...
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/Psi will go down in history beside EM and Devices. For good or ill, justified or not, people will be whining about PSW getting nerfed still three years from now.
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I can live with most of the changes to PSW, but I'd actually say I miss the range, most. I think the previous radius did the power more justice, but otherwise, the set has been balanced nicely enough.
I just hope the changes are enough to retain new dom players.
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I second missing the range. I feel exactly the same way. (And said so in another thread.)
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castle screwed up with psi bad. Like hey let's nerf it so people don't play it. Really good developer logic. I wish someone a bit more experienced...
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I have no idea why your basing ONE power nerf amoung the whole set.. All the ST attacks got buffed and are gold in one on one attacks and good in pvp. I can live with the Teir 9 change now that it hits 16 people instead of 10. Psy Drain was not changed so survivability is still there..
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Well now my Fire/Psy will just collect dust until I can figure out if I'm going to delete him or not and my Plant/Fire has gone down on damage out put, slower recharge and now sits at a constant empty blue bar.
Yeah... thanks for the "buff"
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You're welcome!
I LOVE the dom changes. I'm rolling a cold/psi now. It use to be I couldn't stand /psi long enough to get to PSW and I didn't want to because I didn't want an attack set with crappy attacks then one ungodly aoe. That's moronic! But now I love /psi
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OTOH, Ice has Chilling Embrace, which is quite unique for a Dom. Between that and the built-in slows, you probably have greater protection than usual.
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Eh...Chilling Embrace requires you to be in melee range to get any effect out of it, and even then it's only a -50% recharge to your target. I think CE would be alot better if the dev's would have given it the minor "-dmg" component that a Tanker's CE has, which is -14% dmg. Now, I know -14% dmg isn't all that huge, but it'd definately make CE seem a little more useful imho, and I don't think adding the -14% dmg component would break Ice in any way either.
I too miss the range of PSW. I've pretty much been able to work around the +end cost and +recharge. I've got a 40 Kin that I now pretty much have to bring if I want to farm inf or purples. But the range hurts the most. I don't want to reroll because I've become dependent on DP. I don't think I can live without in
yeah that range nerf sucks. Castle needs to actually play the game. everytime something is fun or good in this game they nerf it to the point of playing this game is pointless because down the road as he does his 'job" more sets will fall like this with the line "it was broken" or "wasn't working as intended." SO sick of that nonsense.
I have no idea what you /Psi whiners are complaining about. My 42 Plant/Psi is even better after the changes. The only changes I had to make to my playstyle is that I have to move out of melee range to use Psychic Scream, which is now totally worth getting. The range nerf on PSW is completely fine, I just can't hit a whole mob now, big deal. Hey, look at that, I can hit the ones that I didn't kill with PSW with the more powerful ST powers I have!
The only thing you guys should be complaining about is that you suck against 1 target, and that's been a problem forever for /Psi.
Yeah, I have no idea what some people are complaining about, either.
This weekend, I moved my very first CoV character, a Mind/Psi Dominator, from 45 to 49. Before I15, leveling him was extraordinarily painful. Very slow. Safe, but slow. Even the "heavy-hitting" damage powers were, by my standards, weenies--this includes Psychic Shockwave. Its damage was... meh.
It's still meh, but Psychic Scream has become an obscenity of AOE damage. Everything else in my arsenal is unbelievably potent--nearly Blaster-y.
My Psionic Lance now nearly one-shots +1 minions (almost, but not quite: Psionic Lance -> Levitate does it, though).
Mind Probe -> Telekinetic Thrust also takes down a minion.
Before, I'd have to cycle attack chains over and over on the same foe--even minions, even in Domination.
Now I just open up with Mass Hypnosis and lay waste. It's SO. MUCH. BETTER.
[Edit: I did 989.65 damage using Psionic Lance to an ArchVillain in the Barracuda Task Force yesterday. With the right team buffs, Psi is not hurting for single-target damage, as long as people are willing to actually get over sneering about snipes.]
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yeah that range nerf sucks. Castle needs to actually play the game. everytime something is fun or good in this game they nerf it to the point of playing this game is pointless because down the road as he does his 'job" more sets will fall like this with the line "it was broken" or "wasn't working as intended." SO sick of that nonsense.
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I find this amusing. If you noticed, since the Dev Team's staff has been greatly increased (50+ people opposed to around 12 or so), a lot of changes that should of happened a long time ago are happening now because they have the extra man power to do so.
edit: oh I'll try to be nice...
I rolled a plant/thorns before I15 launched, about a week before, in order to see the changes. I have seen major changes in the damage that plant/thorns does. Before, I had to run from groups in order to have enough end so I could do damage. Now, I actually can put up my own in a fight (except against an EB, but I'm not built like an EB killer... yet)
ATs to 50 - TA/A Def, Nrg/Nrg Blaster, EM/EA Brute, WS,ELM/ELA Stalker
I think I can finally speak at least about the low levels. I have a Gravity/Energy Dominator who's about to hit 21, and things haven't been a piece of cake. Largely, though, this is due to my absurdly small amount of hit points. Damage is sufficient, and I hope to get some more survivability out of Gravity Distortion or Wormhole.
This character has been levelled up almost entirely solo, and has in fact had an EASIER time solo than on a team. Increased spawn sizes don't mesh well with single-target damage. Endurance has been a serious concern, but between fast-filling Domination and Rest, it hasn't left me actually waiting on it more than a dozen times in 20 levels. As Dominators are now prone to massive overkill, some degree of care must be taken in regards to who you shoot with what. A Power Blast on a target that could be taken out by a Power Bolt, for instance, isn't very smart, and it wastes endurance, to boot.
Overall, though, I'm impressed with Dominators' killing power now. Between Energy Blast and Propel, it's been pretty cool. I had serious problems with Luddite Crusaders, thanks to their confounded crossbows dealing silly amounts of damage, but I've found that saving Domination for when bosses are around helps a lot. A floating Crusader is significantly safer than a rooted Crusader.
I doubt any kind of Dominator would find huge spawns NOT a greater issue than single, tough enemies as even with good AoE potential, low hit points restrict how much you can do. I guess, again, AoE control powers could help, but none of mine have been available quite yet, or if they have, I haven't been able to take them. I'm looking to, now. Still, plenty of tricks can divide spawns or pull from spawns, which helps. Teleport Foe has been a godsend, more so than on any other character I've played. I wish it recharged faster and cost less
So far, it's been an uphill struggle, more so than most other lowbies I've brought up, and I blame hit points more than anything else. It seems to be picking up at 20, though, so we'll see.
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.
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Am I the only one that is sick to death of everyone constantly talking about one power in one set whenever there's a discussion about Dom buffs?
I have a level 47 Mind/Fire. She was never able to solo EB's. Now she owns them.
My level 18 Ice/Ice does a little more damage, but still has Endurance issues. Granted, this is pre-Stamina.
My 12 Plant/Thorn does a little more damage too, but still takes a beating due to power picks(her only hard hold/mitigator thus far has been Seeds).
For me its been like this. Psi is fine, no longer is my attack chain psw, psw, psw, psw. I can use the other powers in the set and dont feel like they are a waste of time. Nrg is great now especially power push, to me thats the jewel of the set. Ice is the only set thats lacking. They didnt do much as for as increasing the end costs during the changes but that set has already had stupidly high end costs which is kind of why I had stopped playing so many of my ice toons. The added damage makes the set a little bit better but it still hard to play. I might just pl that ice toon to 32 so I have pet damage helping me so I dont burn so much endurance. Sorry I dont play thorns because its fugly, and while fire is good I am not a fan of firey embrace because build up on a 3 minute timer is not good to me. I do have an elec but I prefered elec before they changed it. It doesnt feel like it hits as hard as it used to.
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Ive been playing doms since the launch of COV...My first 50 dom was gravity/energy.....I ALMOST deleted him about 3 months ago, but with the changes to /energy I am really glad I didnt.
I got a real sick fire/psi who has a global recharge around 150%...yes 150, has 4 purple sets, and a bunch of stuff..I really went overboard.....I did an itf with her the other day and didnt notice any major differences.
Since i15 went live I have been playing a mind/elec. I am only 25, but the first 20 levels were 150% easier to get than they were pre i15.
I have been around since day 1 of COH, I have lived thru the "changes" to /Regen...Did I like the changes? No I learned to adapt to the changes....I had a fire/devices blaster when smoke grenade was "fixed"...Heck I was one of the people that /bugged it. when ED was announced I was one of the few that were for the changes....I had a fire/fire tank that could kill about 50-75 mobs in a dumpsters with 3 applications of burn.
Changes are good for this game...If they didnt change stuff from time to time people would all have the same builds. I dunno that gets old to me.
ADAPT!!!!!!!!!!
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Fire - Although for the most part unchanged, it is using more Endurance than it used to.
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This is basically my experience on my /fire dom. About the only big thing that's changed is that now I actually use Consume occasionally instead of just slotting it for +5% global recharge.
Started a new ice/psi, who's up to 16 now. She's rather end-hungry, but only comparably so to a normal brute or corruptor, and unlike most of my previous doms, she feels like she's doing enough damage to not be tedious to solo.
Having Vengeance and Fallout slotted for recharge means never having to say you're sorry.
The complaints that /fire is using more endurance than it used to are the same complaints about stone melee being endurance heavy. The only power in /fire that was significantly changed in its endurance consumption was combustion. The rest of the time, the reason you're burning endurance is because you're killing everything quickly.
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The complaints that /fire is using more endurance than it used to are the same complaints about stone melee being endurance heavy. The only power in /fire that was significantly changed in its endurance consumption was combustion. The rest of the time, the reason you're burning endurance is because you're killing everything quickly.
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This is untrue.
Flares is actually the power that is causing most of the grief. It gets nowhere near the free damage (or free endurance if you will) that it used to. Flares is the most used attack from /fire now.
Comparitively fire used to spam fireblast, which offered very good free damage. Basically it did the avg damage of an attack that would cost ~7.5 end, but only cost 5.2.
New flares is nowhere near that efficient.
It looks like ALL of the fire attacks for doms now get less free damage than any other fire attacks for the other AT's, whereas they used to be just like everyone else with extra endurance efficiency through free damage.
Fire IS using more endurance, that is a perception grounded in reality and numbers. High recharge builds are capable of more damage now, but not by as much as their endurance increased by.
Consume is helpful though, necessary for me as I play aggressively.
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Flares is actually the power that is causing most of the grief. It gets nowhere near the free damage (or free endurance if you will) that it used to. Flares is the most used attack from /fire now.
Comparitively fire used to spam fireblast, which offered very good free damage. Basically it did the avg damage of an attack that would cost ~7.5 end, but only cost 5.2.
New flares is nowhere near that efficient.
It looks like ALL of the fire attacks for doms now get less free damage than any other fire attacks for the other AT's, whereas they used to be just like everyone else with extra endurance efficiency through free damage.
Fire IS using more endurance, that is a perception grounded in reality and numbers. High recharge builds are capable of more damage now, but not by as much as their endurance increased by.
Consume is helpful though, necessary for me as I play aggressively.
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Flares doesn't get *any* free damage any more. It has no secondary effect whatsoever.
And Incinerate has always been on the short end of the stick
I was going to make my first /Fiery dom, but haven't been motivated enough to do so, mainly because of the set-specific changes in I15.
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Flares is actually the power that is causing most of the grief. It gets nowhere near the free damage (or free endurance if you will) that it used to. Flares is the most used attack from /fire now.
Comparitively fire used to spam fireblast, which offered very good free damage. Basically it did the avg damage of an attack that would cost ~7.5 end, but only cost 5.2.
New flares is nowhere near that efficient.
It looks like ALL of the fire attacks for doms now get less free damage than any other fire attacks for the other AT's, whereas they used to be just like everyone else with extra endurance efficiency through free damage.
Fire IS using more endurance, that is a perception grounded in reality and numbers. High recharge builds are capable of more damage now, but not by as much as their endurance increased by.
Consume is helpful though, necessary for me as I play aggressively.
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Flares doesn't get *any* free damage any more. It has no secondary effect whatsoever.
And Incinerate has always been on the short end of the stick
I was going to make my first /Fiery dom, but haven't been motivated enough to do so, mainly because of the set-specific changes in I15.
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What the f--k Ursula?
Flares does 2 more base damage than psy dart, but part of the damage is delayed and psy dart has -rech and more range.
has anyone bugged this yet?
No wonder I'm not finding my /fire dom to be very good now.
Old flares did 100 dam with slotting +dom (130 w/ FE)
New flares does 91 dam with slotting (130 w/ FE)
So less damage (for my toon) and it costs more end and recharges slower.
A better comparison would be old fireblast and new flares though as they now play the role of most used attack.
Old Fireblast
slotting = 105.6 dam, 20.3 dpe
slotting+dom = 146.6 dam, 28.2 dpe
+FE = 192.2 dam, 37dpe
Vs
New Flares
Slotting = 90.9 dam, 20.8 dpe
+FE = 130 dam, 29.8 dpe
Soooo
My new staple attack (flares) is considerably worse than my old staple attack (fireblast). Now wonder I'm not feeling very buffed.
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Flares does 2 more base damage than psy dart, but part of the damage is delayed and psy dart has -rech and more range.
has anyone bugged this yet?
No wonder I'm not finding my /fire dom to be very good now.
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Oh, yes. It's been bugged, and mentioned time and time again in the feedback thread. No response, although Castle did say it is SUPPOSED to have 15% bonus damage, although the true value is more like 4.5%. (And it was around 30%, so it still won't be as good as it was) Combustion appears to be in the same boat.
Another good comparison is Thorny Darts, which has both the same base damage as Psi Dart, AND a DoT. It does quite a bit more damage than Flares now.
The issue, as it were, with the rest of Fire Assault, is due to the increased damage and recharge time on most of the attacks. Although the base damage was increased, the bonus damage was not. So although Fire Blast does more damage scale than Fire Blast for a Blaster now, it still does exactly the same bonus DoT. This has effected the ratio between base damage and bonus damage and make it slightly less.
I don't really think that can be helped, though. Sniper Blasts have been changed across the board, and while Blast and Blaze could be put back the way they were, that would likely make Fire a bit low on single target damage compared to the other Dom sets, and Fire is supposed to be very high on damage, comparitively. And the difference is minor, certainly nowhere near the change to Flares. Those other attacks still do more damage than they did before, even without a change to the bonus damage, Flares does LESS damage now.
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Flares does 2 more base damage than psy dart, but part of the damage is delayed and psy dart has -rech and more range.
has anyone bugged this yet?
No wonder I'm not finding my /fire dom to be very good now.
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The issue, as it were, with the rest of Fire Assault, is due to the increased damage and recharge time on most of the attacks. Although the base damage was increased, the bonus damage was not. So although Fire Blast does more damage scale than Fire Blast for a Blaster now, it still does exactly the same bonus DoT. This has effected the ratio between base damage and bonus damage and make it slightly less.
I don't really think that can be helped, though.
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IIRC (and I do) fire blasts were specifically buffed 5? issues ago to have increased dot damage.
I KNOW it was intended at the time so we aren't talking about Castle coming in and giving us a BS line about not WAI.
So I'm failing to understand why the dot portion of the blasts is below where it should be? It seems very much like something that could be helped. Helped in about 15 minutes of work... sigh... maybe it will get fixed in a couple years.
Looking at the chart that Kosmos did that I just found - slightly less is a slight understatement. /Fiery for doms is worse that any other fire attack set out there now.
Looking over the testing threads this was brought to his attention. So wtf is going on with the guy? I regret saying this was his best work so far. Almost as much as I regret standing up for him to the pvp crowd before he dropped i13 on us.
Fool me once...
This isn't very complicated or challenging why can't we just get something done right for once...
You know what. I'm not angry, this is to be expected based on past experience. I'm not even sure if saying I'm disappointed is accurate because once you lower the bar so much disappointment is eliminated. I am upset at allowing myself to get excited and hope for something good. I knew better, yet ignored it. No one to blame but myself.
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IIRC (and I do) fire blasts were specifically buffed 5? issues ago to have increased dot damage.
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Okay, but in that case it was the *DoT* which was buffed, and the base damage was left alone. Which is the opposite of what I'm saying here, which is that the base damage was buffed, because the recharge time and End cost was increased, but the DoT was left alone.
Castle has not come on here and said that this is "working as intended", he and the other devs have said NOTHING about the matter. Testers pointed this out in the Feedback thread in the Test forum, and no response has ever been given. Castle did make a statement (in game, so it's a report from someone who overheard him) as to WHAT HIS INTENTION WAS. We analyzed the numbers and found they do not match what the stated intention was. No further information or confirmations have come from the devs in any way. So at this point we are assuming this is just an unintended oversight, like leaving the PvP damage buff in place when it was intended to be removed.
Now, if you insist that the DoT must be raised to match the increased damage of the attack, let me ask you, do you think the duration of the stuns and knockback distance on the Energy Assault attacks should be raised? Do you think the amount of Endurance drained by the Electrical Assault attacks should be increased -- wait, correction, decreased. Do you think Ice Assaults' slow effects should be increased in magnitude or duration? Or Psi Assaults recharge debuffs?
If you are going to increase secondary effects because the damage and recharge times of attacks have been increased, you will have to increase ALL of them. Fire doesn't get to be treated special because its secondary effect is damage. Now, in most cases the different versions of different attacks do have different magnitude of their secondary effects. But this is usually based on the AT, not really the damage and recharge of the attack. Attacks with the same damage and recharge can have much longer duration holds for Dominators simply because they are Dominators. So I'm not sure we can say, "Well, the extra damage is supposed to be x% of the base damage". There's usually a few more tics for a Blaster or Dominator, and about the same damage per tic.
I will need to go look up the post, but I believe in terms of DPS, Fire Blast and Blaze only lost about 3-5% damage. Flares was worse, like 15%. I think it was originally posted it was like 30%, but that turned out to be a miscalculation. At any rate, it isn't nearly so back for the majority of Fire. Most of it is just the increase in End cost because of the greater damage, and Flares and Combustion. And note that those attacks are still just as efficient as they are for any other Dom Secondary (except Thorns, which also has a DoT) they are just less efficient than they were.
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Well, before, if you want Power Boost, Icy [was] a much superior set than Energy Assault but now I think Energy Assault has better ST damage than Icy (maybe...). Icy Assault has two aoe to play with.
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I believe that's the case, too, Ice Slash really isn't anywhere close to dealing the damage of Total Focus, and many of the other attacks seem not quite as strong as Energy. OTOH, Ice has Chilling Embrace, which is quite unique for a Dom. Between that and the built-in slows, you probably have greater protection than usual. Which I'm guessing is why Ice didn't get that much change. At least it does way better damage outside of Domination.
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I am not so sure about Electricity Assault now to be honest. It sort of loses its charm after the changes because other sets have long-recharge attacks now.
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It's funny, Electric use to be the slow set with lots of damage, now it's become the fast one, and different from the others for that. It's not so great a change, though, it's more like it met the others halfway. And its ranged attacks were always kind of fast.
I like Electric, personally, but that may be because the concept of the character is one I've always been attached to.