Do Teams Avoid Illusion Controllers?


BrandX

 

Posted

I get more PuG invites on my Ill/Storm than I do on most of my other characters...some people know what Illusion can add to a team. Some obviously don't. Consider it advanced warning that you're on a team you're probably better off ignoring.

(I still prefer my Mind/Storm, somehow, though, even considering how good Illusion is.)


 

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Phantom Army is a beautiful thing...My Ill/Kin would Tank if the tanker hit the pavement and if things got sour...I need to play him actually.



 

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Quote:
Originally Posted by CB_GB View Post

NRN: i dont team with energy/ [[I missed what other type he said here]]/ illusion.
And tomorrow he'll be complaining he can't find teams anywhere. If you exclude people before you even know how they play just because of the power sets they use...might as well play solo then.


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@Lyrik

 

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Heh, I rem I was on a team with a NRGY Blaster and I haf my Ill/Kin...the team was more mad at him than me but guess who saved the team when we had a surprise Ambush...Both of us of course haha.



 

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Illusion is simply awesome! My favourite set for a controller and what fool doesnt like phantom army? It adds a ton of damage to the overall team and is a great way of mitigating damage if you get a bit over your head.

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i dont team with illusion, but you can stay through the mish before i kick you.

Thats nice of him . . . . . giving a pre warning to the kicking? Even if i had been lft ALL day and this was the first team i had been invited to, i wouldve just left automatically. Sure hes the leader and in theory gets to decide what happens, but if he has restrictions on team members then he should be the ones sending tells asking for your powers before inviting.

Tenner says you would have been a better tank than the tank himself.


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Quote:
Originally Posted by EU_Damz View Post
Illusion is simply awesome! My favourite set for a controller and what fool doesnt like phantom army? It adds a ton of damage to the overall team and is a great way of mitigating damage if you get a bit over your head.




Thats nice of him . . . . . giving a pre warning to the kicking? Even if i had been lft ALL day and this was the first team i had been invited to, i wouldve just left automatically. Sure hes the leader and in theory gets to decide what happens, but if he has restrictions on team members then he should be the ones sending tells asking for your powers before inviting.

Tenner says you would have been a better tank than the tank himself.
Heh, I prob would of left to...actually I would be a $#@% about it and wait till things get real hot then just quit lol.



 

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My main right now is my Ill/Rad/Ice, and I've never had someone complain about anything my character does for the team. Illusion has 1 (count it, 1!) power with a KB component, and if it truly is creating an actual problem as opposed to a perceived problem, it's extremely easy to just right click and Dismiss. Yes, I'm gonna have to work harder to tank that other AV for you now, but at least the minions won't be knocked back.

While the tank in the first post did have the right to run the team the way he wanted, I don't understand why he had the mentality he did. I mean, was it just the tank and the OP? The post makes it sound like it was, like the tank felt that he was the only one playing the game and that he had crappy NPC followers.


 

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One thing I've noticed and started to have a problem with (noticed especially as a blaster) is that many tanks are substituting taunt for taunt auras+gauntlet.

Generally speaking, a tank with taunt is NOT going to care what gets knocked around (if it's not completely out of hand) since they'll be running back shortly (due to the -range in debuff in taunt)

What is annoying, if he was one of the tankers that took taunt though, is a team with multiple controllers and otherwise heavy in KB, because you can quickly wind up with a bunch of scattered immobilized mobs where all benefit of debuff and control are lost... so the blame can't be strictly laid on the person doing the knockback, it's the fault of somewhat unskilled, impatient, or listless players magnified in a team setting.

*However, sometimes, PA's can block doors... man that's annoying. Rare. But annoying.*


"Fascinating. I'm not bored at all, I swear." -Kikuchiyo

 

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Quote:
Originally Posted by Katten View Post
One thing I've noticed and started to have a problem with (noticed especially as a blaster) is that many tanks are substituting taunt for taunt auras+gauntlet.

Generally speaking, a tank with taunt is NOT going to care what gets knocked around (if it's not completely out of hand) since they'll be running back shortly (due to the -range in debuff in taunt)
Exactly. If he knows what he is doing as a Tank, KB is no problem.

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Originally Posted by Nihilii View Post
I'd rather play with the leader of that team than with some of the folks in this topic, [. . .]
The irony of someone getting called a dictator because he's playing differently than the one and only way forumites think the game should be played is funny, though.
Please. . . Reconsider that.
No one should want to serve under a leader like that.

It is not that he is a dictator. Team leaders and military leaders have the authority to make choices. It is a question of whether he is a good leader, or illogical/ignorant of strategy/teamplay. It is a question of how he uses the authority.
  • This one didn't know how to use/slot his OWN powers. Proper choices and slotting for his powers would have made a little KB pretty meaningless, to a good Tanker.
  • This leader doesn't appear to know how to adjust strategy to handle different situations or different team make-up.
  • This leader makes knee-jerk decisions in random ways based on illogic, and faulty information.
  • This leader shows that he decides because-I-AM-Boss, rather than because he-knows-what-he-is-doing.
Not good for the team having faith in that leader and his choices.
Not good for the team because he isn't helping them be the best they can be.



If you are ever in a RL military under such leadership, see if you can get the leader, or yourself, transferred elsewhere. . . before he gets you all killed.

Here, of course, it's just a game. and if you can put up with it, you can always just hosp and come back. Debt isn't as bad as it was a few years ago. Idiot leaders are not the huge disaster that they used to be.


 

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Quote:
Originally Posted by stever View Post
Exactly. If he knows what he is doing as a Tank, KB is no problem.
Well, as much as I feel that the leader was wrong, this above statement is not quite true for all tanks. There are several tank primaries which rely upon foes being near for various buffs. Invuln gets added Defense. Willpower gets Regen. Shield gets a damage bonus, and wants groups tight for Shield Charge.

I was on a team a little while ago on my Shield/SS tanker, level 28, and several teammates kept knocking back the nice group of foes I had gathered -- usually just when I'm about to use Shield Charge to wipe out the group. Yeah, it was frustrating, and if the teammates had let me do my thing, the groups would be cleaned out sooner. I said something (nicely) about how the knockback was messing up my shield charge, but things didn't change. I suggested waiting until just after my shield charge to use the knockback powers, when they would do more good, but things didn't change. So, I suddenly found that I had to be somewhere else at the end of the mission. However, if I had been leader, I would NOT have kicked the offenders . . . I might have quit the team, but I would not kick the persons.

The bottom line is that the more you know about the powersets of others, the more you can adjust your playstyle for the benefit of the entire team. If you just want to do your thing your way, either play solo or find a friend/team whose playstyle is compatible with your own.


LOCAL MAN! The most famous hero of all. There are more newspaper stories about me than anyone else. "Local Man wins Medal of Honor." "Local Man opens Animal Shelter." "Local Man Charged with..." (Um, forget about that one.)
Guide Links: Earth/Rad Guide, Illusion/Rad Guide, Electric Control

 

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Originally Posted by Local_Man View Post
Well, as much as I feel that the leader was wrong, this above statement is not quite true for all tanks. There are several tank primaries which rely upon foes being near for various buffs. Invuln gets added Defense. Willpower gets Regen. Shield gets a damage bonus, and wants groups tight for Shield Charge.
That just comes down to communication and the willingness of both parties to work together. I am unabashedly a knockback supporter to the point I rarely play a toon that isn't based around the effect.

And my friends list is filled with folks that favor tankers.

The thing too often forgotten is that those with a high knockback are generally better served themselves by keeping things bunched up. After all, most of the knockback powers that really drive people crazy are AOE powers. The storm set is almost entirely AOE powers or powers that benefit from mobs being tightly packed, for example. A storm user isn't trying to spread chaos, because then most of their powers begin to quickly lose efficiency.

I always look at my teammates power selections to see where I may be able to best assist them. If I have a WP tank, for instance, it may take a /tell to inform them they'd be best served paying attention to available cover, but usually it doesn't take many spawns of me serving them up mobs in the corner for them to figure out I'm there to help them.

The problems with any set/effect/AT come when two parties are working at cross purposes, and that really shouldn't happen much. Where problems happen are when either party wants to play things "their way" with no regard to how the team is made up.


 

Posted

I have an Energy/EM blaster who would love to make this guys day miserable. As a long term lover of Ill/??? controllers, I think this guy didn't want anyone messing up the "easy" button. I have to agree that the Tank in question was 9 kinds of in the wrong. If my teammates help, excellent. It's when they stand around and do nothing... that's when I start getting irritated.

Come to think of it, the only way this guy could have been more of an idiot was to ask you to ignore your primary altogether and be a pocket defender.


 

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Quote:
Originally Posted by Suspicious_Pkg View Post
And possibly agro stealing. PA are great tanks, but if the leader was a tank and doesn't like to share, that could also be part of it.
I've run into that once or twice, and I completely don't understand it. "I am a Tanker, I *MUST* have perfect aggro. Anyone that manages to draw a critter away from me will be kicked." I sort of thought the whole point of a Tanker was that they keep everyone else busy while the Blasters and Scrappers tear apart their chosen targets, and the Controllers pick a group and patiently crush it to death. That said, that Tanker is in for a rude time if he joins a Task Force where A) he's not the leader and B) the team includes a Mind/Storm or Illusion/Storm.

*Edit* It just occurred to me, that when Going Rogue is live, his life will get even more interesting. Robot/Storm Masterminds and Energy/Storm Corruptors leap to mind here.


 

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Originally Posted by Sandolphan View Post
I probably would have just started stealing the group's experience by confusing all the bosses.

I'm surprised the leader didn't hit you with that old chestnut too!
I purposely didn't mention Deceive for that very reason. The more I play, the more I become impressed with the versatility of Deceive, and its ability to add to your rate of experience/minute.

But I've seen the view you mentioned: if you count experience not by your rate of acquiring it, but rather by the total experience available by defeating each mob on a mission map, then yes, Deceive will lower your total count.

Of course, by then, I'll be halfway through the next map with even more experience, but this particular occasion seemed ill-suited to that discussion.