So what do yall think about the kinetics change?
That doesn't seem like THAT big of a difference to me. From 25% to 20% and 50% to 40%. But I am not a numbers man. I am glad that they are using Controller modifiers now though, as it should be.
I honestly thought that it was already like this. But i guess it was just siphon power. So no biggy for me.
Well, according to City of Data, the base was already 40 so that did not change, only the per-foe changed.
I am not sure what is the target cap for this power, City of Data does not show a target cap for it. May be wrong with City of Data or may actually be a bug.
Assuming a 10 hit target, we talking about a total of 240% damage buff vs the old 290%, you loose up to 50% damage buff and that can add a bit.
So I need to work Siphon Power into my attack chain. Not a big deal, really.
nnnnuuuuuuuuuuu i r t3h nerfed!!!!!!
... or i can pop a red to hit the damage cap. No biggie.
-STEELE =)
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Few things to consider.
The controller damage cap is I think... +300% damage. If you are slotting for damage in your power already you'll need less than that. With the old 290% off a decent spawn it pretty much meant you didn't have to slot for any damage.
Most controller damage powers (Epic AoE's, Hot Feet, Roots, Creepers, etc etc etc) are already slotted for damage some what.
FS can be easily double stacked, between Hasten/Siphon Speed/ and IO's you can double stack it perma.
Controller damage powers aren't exactly "high" the difference between 250 and 300% damage on something like an AoE Immob I don't think is going to be that noticeable.
/Kin controllers with FS will still be pretty awesome with the straight 2X final damage that is containment.
That is all.
I agree with all the above posters.
This is really not going to make a difference to most Kinetics controllers. They either are able to stack Fulcrum Shift anyway, have Siphon Power just sitting in their tray begging to be of use or have some damage slotting in their powers, anyway. Last but not least, those red inspirations that get chewed through just to make sure there is clear space might count toward the total damage buff (I am one of those odd people who likes to have one inspiration slot open and use whatever comes in that slot as soon as I get it. Makes me feel like less of a packrat).
11 months of all-nighters, messy feeding sessions, bath fighting and realizing just how good my son's lungs work, and I am still convinced he is the crowning accomplishment in my life. What in the blue HFIL is wrong with me?
(I am one of those odd people who likes to have one inspiration slot open and use whatever comes in that slot as soon as I get it. Makes me feel like less of a packrat).
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*puts on *******
OMG they are crippling Kinetics for controllers. We will never be worth anything ever again. No one will ever want to team with us ever again. How dare they make us use the proper modifiers. What about the farmers, the poor farmers.
*removes *******
Sounds good to me. I am usually hovering around 60% damage with Siphon Power alone.
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This is good for Defenders, and totally doesnt matter to me at all. I was always a bit unconcerned / lazy in going out of my way to get the ideal Fulcrum Shift anyway, so no biggie.
Lewis
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Yep, Damage Cap is Damage Cap. This hurts scrappers and blasters more than trollers, really.
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They should have doubled the recharge for Controllers as well >_>
Meh, I don't use fulcrum shift for that last 50 hp's damage, I care more about the first 240 anyway. :P
@Mental Maden @Maden Mental
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meh, they could half it down to 10%/20% and i'd still use it..so strong
perma jump is ---> /up 1
As for the change in Kinetics.. well, I'm personally relieved. I've recently leveled a fire/kin up to 50 in anticipation of i16, and thus assumed that the set would soon be gutted as a result (I have luck issues).
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meh I can triple stack FS for a bit on my plant/kin, it is a pretty minor change for those that only single stack the power too.
Stay Gold, Paragon. Stay Gold.
Nolite te bastardes carborundorum.
Fulcrum Shift no goes by the proper modifiers.