Balancing SoC vs MC?
Terrify prevents enemies from acting UNTIL they've been HIT.
So if you're on a team with blasters, it's useless because the foes will be able to get a full attack chain off by being hit every tenth of a second. Solo, they're locked down, but you don't get any containment damage from attacking them.
-STEELE =)
Allied to all sides so that no matter what, I'll come out on top!
Oh, and Crimson demands you play this arc-> Twisted Knives (MA Arc #397769)
Terrify prevents enemies from acting UNTIL they've been HIT.
So if you're on a team with blasters, it's useless because the foes will be able to get a full attack chain off by being hit every tenth of a second. Solo, they're locked down, but you don't get any containment damage from attacking them. |
I hate to sound like a nut suggesting a change of one of the fundamental effects of the power, but what can be done with Telekinesis by way of removing the Repulsion effect? Keep it an end-hog, toggle-version of Total Domination, with the crutch of it being your anchor and ability to maintain the endurance sap.
Don't get me wrong, I've had plenty of fun with repulsion in the form of many different powers, Telekinesis not the least of which. However there is a significant whole in Mind Control that, in my opinion (and apparently many others') should be addressed. Every other power in Mind Control (yes, even Mass Hypnosis) lives up to its intended purpose. Telekinesis, while wonderfully unique, is the blacksheep that is too often wrongly excluded, due to potentially causing drastic problems during your typical team bulldoze. Removing the repulsion effect and -maybe- keeping the small area and limited amount of effected enemies, would greatly increase its usage.. at least post-Stamina / IO's. Another fantastic bonus would be that this should (WILL) take a huge step toward closing the Containment gap in the set.
My two cents.
Terrify prevents enemies from acting UNTIL they've been HIT.
So if you're on a team with blasters, it's useless because the foes will be able to get a full attack chain off by being hit every tenth of a second. Solo, they're locked down, but you don't get any containment damage from attacking them. |
http://wiki.cohtitan.com/wiki/Fear
However since terrify does damage it actually is worse than most fears as it's own damage will break fear initially, allowing the targets to get an alpha strike through - which weakens one of minds traditional strengths, locking down groups without drawing initial aggro (either by using mass hypnosis, confuse or mass confuse).
It also doesn't really do a ton of damage - pretty much the same as mesmerize which even with containment isn't that great since with its base recharge of 40 seconds you won't use it more than once a battle, at least not without a ton of recharge. It also costs a LOT of end, 20.8, about 2.5 times fearsome stare and it is really hard to say if a small amount of AE damage is worth that much extra end cost. I think its real problem is that it tries to be both a control and damage power but doesn't really do well at either - I would trade it for fearsome stare in a heartbeat, since FS gets a nice enhancable to hit debuff.
EDIT: Terrifies damage doesn't exactly break its fear - like mesmerize, there is a 0.25 second delay between the damage and the control effect which still allows for an attack to fire off, much like chain - mesmerizing targets allows them one attack in between each sleep. Not as bad as fully breaking fear, but still allows an alpha strike to get through.
Globals: @Midnight Mystique/@Magik13
So it works as I thought it did. Terrify is another solo power like Mass Hypnosis basically: it allows you to control groups of enemies that you aren't currently attacking and that's it. It looks like you are controlling the enemies, but if you are AoE attacking 'controlled' spawns you are actually controlling nothing with Terrify. And since Terrify has no ToHit Debuff, it is nothing more than a low damage AoE on a massive recharge in a standard large team situation.
If you have an extreme recharge build like a perma dom, you can get every other spawn control just like other sets get with a couple recharge IOs., except you get no form of AoE immobilize to aid the team in containing the group for AoE mowdown when TD and MC are down.
I love my Mind/Thorn Dom when it's time to do TFs like the RSF, kill AVs or solo Ouroboros, but it isn't worth my time to run group mishes in AE or newspaper because I don't provide the basic control needs for that situation as well as any other choice of dom. No Immobilize, and spawn control that is about the same as any random level 32 dom of any other primary: and she's only ~40% recharge away from hasten-free permadom, otherwise she wouldn't even provide that much.
Terrify prevents enemies from acting UNTIL they've been HIT.
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So if you're on a team with blasters, it's useless because the foes will be able to get a full attack chain off by being hit every tenth of a second. Solo, they're locked down, but you don't get any containment damage from attacking them. |
I would vastly much rather have Earthquake or Ice slick, for mitigation. Heck, earthquake even debuffs to-hit.
Choosing a Controller V2 | Splattrollers | Plant/Rad | Fire/Storm | Mind/Emp & Mind/Rad
Weird Controller Powers | Conf & XP/Time | Controller Damage
Being a Healer | The word Necessary | Natural Concept Characters
I think its real problem is that it tries to be both a control and damage power but doesn't really do well at either - I would trade it for fearsome stare in a heartbeat, since FS gets a nice enhancable to hit debuff.
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I suppose it would be worth talkng about putting the -toHit in Terrify. But the only reason to do that is if you're looking to solve Mind's "Only Average AoE control ability, despite lack of pet" problem with the tweak. I dunno if I think that would do it. I suppose it's like, what they intended. It would still be lame.
For the record I've taken and six-slotted terrify on all my Mind 'trollers. It's a "just cuz I can" thing.
Choosing a Controller V2 | Splattrollers | Plant/Rad | Fire/Storm | Mind/Emp & Mind/Rad
Weird Controller Powers | Conf & XP/Time | Controller Damage
Being a Healer | The word Necessary | Natural Concept Characters
Here's the deal. We all know that Seeds of Confusion is slightly overpowered, especially in conjunction with Plant's other AoEs and compared to the only power like it anywhere else, Mass Confusion.
One might think that a nerf for SoC would be in order. Something drastic to make it barely a shadow of it's big cousin: Double the recharge, and halve the duration, range and # of targets (though widen the cone to compensate). And then lower its Accuracy, too (which, along with recharge, is the main balance-obliterating portion of SoC's numbers) Maybe even take this a step further and remove/reduce the damage component from Roots. This would definitely make people pause before saying that the set completely obliterates Mind Control (at least, when based on two similar powers) But is this the only way? Certainly, people who love Plant love it for what it is, and wouldn't be too keen on the nerf bat coming down hard (or at all, even if they did admit it was OP... that's why they like it!). Also, how far down do you bring the numbers before you cross the apparently fine line between "overpowered" and "gimp"? Perhaps a Buff to Mind is the better answer. For one, reduce the recharge and increase the accuracy on Total Dom and MC. That would balance out one of the main problems with Mind when compared to every other set, and give it a steady stream of containment*. MC in particular should affect an even larger # of targets (say 25) with an increased chance for Overpower criticals. That way, it would claim its place as a Tier 9 power when compared to Seeds. *: If Plant gets a power that's better in almost every way than a T9 power, then Mind gets to have it's own distinct AoE advantage by having less down time on its hard controls. Fair's fair, especially considering Mind lacks steady containment that's present in almost every other Controller set, as well as the -constant- extra damage and agro mitigation from a pet. I don't think anyone would argue against the fact that a tier 9 power should be better than a tier 5. The question is, how do we best accomplish this? Or maybe do nothing. Let "Mind" continue to be undervalued (and underplayed), which only helps them shine more when you do find one. After all, the LAST thing I wanna see is Mind/Kin PL farmers clogging up PI and AE lobbies. What do you guys think? (Because we haven't had enough mind vs plant discussions this week =P) |
god i hate when ppl complain about an AT unless it's absolutely totally over-powered. if you ask me fire/kins are everywhere take up your issue with that boring AT.
Definitely a good power. Not a total lockdown or a hard lockdown power, but a good control power that reduces return fire (other than the alpha) by a LOT, and prevents mobs from moving around.