Corruptors' Issues Discussion
The Traps thing isn't as big of a deal as most people make it out to be.
If we assume that the Defender values are mostly where they're supposed to be, that means that the Corruptor values are as well, and that it's some of the Mastermind values that are too high, rather than the Corruptor values being too low.
So, looking over the effects and their numbers, the only differences that should be made to the Mastermind version of Traps are:
Acid Mortar's -Defense should be brought down to -15% from -20%
Seeker Drones' -ToHit should be brought down to -3.75% from -5%
Seeker Drones' -Damage should be brought down to -15% each from -20% each
Trip Mine's damage should be brought down about 35%.
New pets would have to be made for these powers, but the difference is pretty small (minus the Trip Mine one), which is probably why the devs have never done it.
For the other powers... Corruptors and MMs share the modifiers for Slows, Recharge Slows, Defense buffs, and Mezzes, and there is no modifier for Regeneration buffs/debuffs, so there's no reason to have to make new MM versions of those pets; they work as they should.
At most, I could see the Devs maybe swapping the Mastermind version of Trip Mine to use the lower damage Defender version.
Edit: Just to be clear, I'm not saying that it should or shouldn't be done! My point was that changing anything wouldn't necessarily make Traps a better set as people believe it would.
I realize it's more work to make new pets for all the values, but considering they dropped controller and corruptor versions of FS a whole whooping 5% per target and 10% to self, I don't see why it wouldn't be as important to fix Mastermind versions. I realize that some people will play the traps set no matter what, but I know enough people ingame who will roll traps Masterminds but refuse to touch traps on corrs because it's the same freaking set, and you get more survivability and extra damage AND a better tier 9.
Why bother playing a traps corr, other than concept or sheer bloody mindedness? I play a traps corr for concept only, and once she got slotted up, she was alright. But I do get the wonderful ingame comments of "Shoulda rolled a MM" or "People play traps on corrs?" The fact that people who don't bother with the forums have an ingrained idea that corrs are weaker than MMs when it comes to buffs and debuffs, when MMs should be weaker, is a slight issue, considering that's one of the things that's supposed to set corrs apart.
Edit: Just saw your edit--I wasn't trying to sound like I was attacking you in any way, please don't take it like that. It just irks me most of the attention corrs ever get is to get weaker versions of most things, and Masterminds, etc, are never given the same treatment. Yes, this is more a Mastermind issue, but can you really see the Mastermind people on the forums rooting for what in their eyes is a nerf? I don't want nerfs, I want to bring things in line.
I'm mostly asking for this info because I know of people ingame who would actually consider a traps corr if it had an advantage over the MM traps. Right now, MM traps is better, in every way.
my mother never hugged me enough as a child, and so now when I try to make friends with people I just end up killing everyone...
Mechanista 50 rad/rad Corruptor
Buster Braun 32 SS/Inv Brute
Mortua Manus 41 Bots/Dark MM
December Ashe 30 Ice/Fire Dominator
Umbra Sprite 32 Dark/Super Reflexes Stalker
Mister Large 30 Thugs/Bubbles MM
Dynamaxine 28 Electric/Stone Brute
Three-Alarm 19 Fire/Dark Corruptor
Now that I went and mentioned it in another thread, I'm rather curious. What are some known issues for Corruptors? I'm mostly asking about numbers/powers/known balance issues, less about subjective, though I'd like to hear about those too.
I know traps has same numbers for MMs, or did they fix that? I know they upped the debuff numbers for Defenders, so it's possible to fix it, just hasn't happened (unless my info is out of date).
If Arch and TA aren't fixed before hitting live, our end use will be out of proportion for what it should be, and Trickshooter said that Poison Gas Arrow isn't as intended, though I don't really know what (s)he meant by that exactly (assuming debuff numbers aren't right).
Anything else?