Gravity Control: A Buff Thread for Mastering the Universe


DMystic

 

Posted

Gravity Control:
A Buff Thread for Mastering the Universe

Ah, Gravity Control. For some of its fun and unique quirks, it's marred by those same oddities that make it difficult to use to the same effectiveness as other control sets. I hereby offer a set of suggestions to buff the set without breaking the cottage rule. My views are colored by my own experiences so some things may seem different from other people's opinions. Also, I won't be going in order since I'll be explaining my reasoning for some of these.
  • Singularity: Singy is fine. Its controls generally compliment yours, it survives a beating, and it's able to draw aggro when you summon it amongst enemies due to the Repel field. After 31 long levels it is the light at the end of the tunnel.

  • Lift: On the other end of the leveling spectrum is oddly what might be your best control (which says things right there...). Knockup instead of knockback, strong magnitude, recharges relatively fast, and Dominators recently received a damage boost so it's nice as an attack on its own.
    • My sole suggestion is to give Controllers the same damage buff Dominators got recently

  • Wormhole: I should be calling this the best control of the set but despite excellent positives (AoE Teleport Foe with high magnitude, stun, does not require line of sight, stun magnitude is improved by Overpower/Domination) there are three key negatives that taint it. First and foremost is the animation time which is 3 seconds which gives enemies plenty of time to kill you if aggroed. That leads into the next problem, the enemies are aggroed before the point in the animation where the actual stun and teleport kick in. Finally, the high KB actually winds up interfering with the positioning benefits of the power. My suggestions are thus:
    • Shorten the animation time from 3 seconds to 1.83 seconds. This makes it the same amount of time as the hold already in the set.
    • Adjust the timing of the stun effect so that it is equal to or 0.25 seconds before aggro is initiated.
    • Lower PvE Knockback from 14.54 magnitude to 7.27 magnitude to reduce scatter but keep the most of the current effect.
    • Increase the radius from 15 feet to 20 feet. This allows more synergy with the AoE hold which is a 20 foot radius.

  • Gravity Distortion & Gravity Distortion Field: Considering Gravity Control is different from other sets, the knockback prevention is in the holds instead of the immobilities. Both are pretty standard other than this so my only suggestion is to increase the amount of -jump, -fly, and -speed it has to fit the thematic control of gravity. While not much, it would be a means to slow down enemies who resist the holds.
    • Increase -Fly from -1.6 magnitude to 4 magnitude
    • Replace JumpHeight -50% with JumpHeight -500
    • Increase RunSpeed, FlySpeed, and SpeedJumping from -0.5 to -0.8

  • Crush & Crushing Field: The reverse on which power offers the knockback prevention may offer an interesting way to buff the set. For a set about controlling gravity, it seems odd that the set lacks any form of locational AoE knockdown. I propose that the immobility controls have a chance of a single application of knockdown during the setup. Also, it should receive the stronger slows proposed for the hold.
    • Add 50% chance of 0.5 knockback on target
    • Update description to state: Creates a localized gravitational field strong enough to Immobilize a single foe. Crush can also bring down flying entities and may even knock some of them off their feet. This power deals Smashing damage over time and can Slow the movement of targets that escape its grasp. Damage: Moderate(DoT), Recharge: Fast
    • Increase -Fly from -1.6 magnitude to 4 magnitude
    • Replace JumpHeight -50% with JumpHeight -500
    • Increase RunSpeed, FlySpeed, and SpeedJumping from -0.5 to -0.8

  • Propel: Propel bugs me. With a 3.5 second animation, it's one of the longest animation times in the game for what's just a single target knockback attack as opposed to a summon, snipe, or nuke. It essentially suffers the same problem as Wormhole but perhaps is worse for the single target nature and that it requires line of sight. Lift has a much shorter activation time, longer range, and higher magnitude. While shortening the activation seems obvious, it still needs something else, especially since the set is not as synergistic as others. I propose adding a stun component so it can be combined with Wormhole for bosses with stun resistance. Stun also helps with Overpower, Domination, and Containment. The more daring suggestion is to help it synergize with Dimension Shift by allowing it to ignore phasing and for it to deactivate enemy phase states. Hamidon shows that you can have attacks that ignore phasing but it's a delicate situation to put such a power in the hands of players. Outside of PvP, phasing isn't common so it may not be an issude but there may be problems within PvP.
    • Reduce animation time from 3.5 seconds to 1.83 seconds
    • Add mag 3 stun for 6 seconds
    • Allow Propel to be slotted with Stun enhancements and IOs
    • Add IgnorePhase
    • Add Phase -100 for 15 seconds

  • Dimension Shift: It had to be brought up at some point. The AoE nature probably works to the detriment of it rather than as a benefit. I'm willing to deal with that and if Propel got the ability to remove enemies from phase since that alone would be a huge buff. However, Dimension Shift has rather specific problems past that which can still make it a headache even when you use it properly. The visual effect is currently connected to the immobility effect. This should fine except for those times when enemies are immune to the immobility so it's not obvious that they are phased so attacks are wasted on what you thought the attack missed. Also, the end of the phase is rather abrupt considering the mobs see you the entire time they are phased. I propose adding a sleep effect at the end of Dimension Shift that can be enhanced by Sleep enhancements and IOs. This gives the player a warning that the effect is ending and gives them a small window of opportunity after it ends.
    • Increase Immobility magnitude from 3 to 10
    • Add a 6 second Sleep effect of magnitude 3 after a 29 second delay. Sleep animation is the "holding head in pain" animation.
    • Allow it to slot Sleep enhancements and IOs

I think a special mention should be made for phasing/intangibility as a whole. Considering almost nothing resists intangibility, boosting magnitude doesn't seem like it has use. I propose that Intangibility enhancements be changed from boosting magnitude to boosting duration. Also, I suggest that Dimension Shift, Black Hole, Sonic Cage, Detention Field, and Phase Shift all be standardised to these rules and allow Intangibility slotting. I understand that it may not be feasible due to coding difficulties but I feel this would be a much better option.


 

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I've always wanted to play gravity but always got too frustrated with how bad it was. I'm on board for any and all positive changes to the set.


 

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Propel -

Yeah. It's bad enough I don't bother taking it. It's a great attack - except that most times, if I'm playing with anybody else, by the time it's done animating most targets are already dead. It's not worth taking at all on a dominator. And it all comes down to the amount of time it takes.

I don't think, actually, you can "add ignore phase" or essentially remove something from a phased state to an attack or control. Can't say definitely though.

I like DS, really - situational power, but it's been handy - but I agree it needs to be more *obvious.*


 

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Quote:
Originally Posted by Memphis_Bill View Post
I like DS, really - situational power, but it's been handy - but I agree it needs to be more *obvious.*
Yeah, I've gotten to test it a moderate bit on a semi-static team and even saved the day a time or two. It works well as an absolute defense style of AoE hold in that you trade the ability to attack your opponent for higher accuracy, longer duration, and the inability for the foe to resist it. It just needs the kinks worked out.

I actually consider Propel the worst part of the set, which is problematic considering when you get it. Other sets are getting sleeps, confuses, AoE knockdowns, or slow patches with strong debuffs while Gravity gets...Power Blast with twice the animation time. lolwut? How good Lift is spotlights the problems with Propel and Lift comes sooner. It's a shame since Propel has a cool animation.


 

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I agree DS would be nice to have increase Magnitude immob. Otherwise, if you use it on immob-resistant mobs, the Phased mobs mix with the unphased mobs and DS just causes grief.

Propel does much less damage than Hurl Boulder in PVP, despite its lesser range and much longer animation. Think one of the two needs to be adjusted, maybe?


 

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Quote:
Originally Posted by Memphis_Bill View Post
I don't think, actually, you can "add ignore phase" or essentially remove something from a phased state to an attack or control. Can't say definitely though.
Technically you could outright initiate a power dampening field to cancel powers but that would be incredibly broken, obviously. I don't think anyone tested self phasing while fighting the early versions of Lord Winter and I don't think there's anything in the game currently that detoggles (without stuns/sapping) to test this against.


 

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Quote:
Originally Posted by Zamuel View Post
Technically you could outright initiate a power dampening field to cancel powers but that would be incredibly broken, obviously. I don't think anyone tested self phasing while fighting the early versions of Lord Winter and I don't think there's anything in the game currently that detoggles (without stuns/sapping) to test this against.
Yeah, we'd basically need some dev input here.

We do have a few situations to consider, though -
- PVP, if I recall properly, decided to set it so phased players can attack each other - basically sacrificing theme for playability, because:
- PVE, the devs had said previously that just because you're phased doesn't mean you're "phased the same way" (technologically going to another dimension, putting yourself out of phase with this dimension, etc.) and they wanted to maintain that.
- Current Hami, IIRC, *can* attack through phase.

What to get from all that - some of which is solely from patch-note memory? I don't know. I don't know the mechanics behind any of it or if it'd be dev-acceptable in a PVE situation (I really, *REALLY* hoped we'd be attacking illusionaists....)


 

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I could live with everything else in gravity if they would only fix wormhole so it wasn't a low-radius, slow, dangerous power to use. Also, although I love knockback in general in the game, high magnitude AOE knockback in the bread-and-butter AOE control of a control set is more of a bother than a boon.

Zamuel's suggested fixes would make wormhole more fun and effective to use. It seems to me to be worth a shot.


 

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So far I've always loved Gravity in all its aspects except Dimension Shift, which honestly needs to be fixed because NOBODY uses it, it's just that bad, but as for your suggestions... now that you've proposed knockdown on Crush and Crushing Field, I want it. Because thematically, that is AWESOME.


 

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Quote:
Originally Posted by flashrains View Post
So far I've always loved Gravity in all its aspects except Dimension Shift, which honestly needs to be fixed because NOBODY uses it,
The problem with saying "Nobody" or "Everybody" does something is that... you're making an incorrect assumption, most times.

For instance, this:
Quote:
I like DS, really - situational power, but it's been handy - but I agree it needs to be more *obvious.*
... is not something I would say if I didn't, y'know, USE it.


 

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Quote:
Originally Posted by Memphis_Bill View Post
The problem with saying "Nobody" or "Everybody" does something is that... you're making an incorrect assumption, most times.
Nobody assumes that "nobody" is a literal absolute. Everybody realises it's obviously hyperbolic.


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Quote:
Lift: On the other end of the leveling spectrum is oddly what might be your best control (which says things right there...). Knockup instead of knockback, strong magnitude, recharges relatively fast, and Dominators recently received a damage boost so it's nice as an attack on its own.

* My sole suggestion is to give Controllers the same damage buff Dominators got recently
This. So very much, this. Only PM I've ever sent to a dev (that I remember) was when the dominator changes were on the test server to ask why the same logic that got it buffed for dominators didn't also get it buffed for controllers. Never got a reply to that PM either.


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Quote:
Originally Posted by Rebel_Scum View Post
This. So very much, this. Only PM I've ever sent to a dev (that I remember) was when the dominator changes were on the test server to ask why the same logic that got it buffed for dominators didn't also get it buffed for controllers. Never got a reply to that PM either.
Well, several things here:

1. Controllers have containment. Double damage on anything held, immob'd, etc. (not *all* controls but quite a bit will set up containment.) Land that first hold, you're doubling damage.

2. Dominators had a problem with - using the devs description, which was very fitting - of being "jeckyl and hyde." They had lousy damage, no containment, etc. until Domination was ready, then *bam* they were godly... until it dropped, which was a driving force behind people trying for perma-dom. Adjusting the damage lessened that *greatly.* You've now got formerly-Dom level damage at all times.

3. Dominators are control/damage ATs to begin with. Controllers are not. Dominators got a damage buff because they were not fitting their role as well as they could - and they are now.

So, yeah, an overall damage buff for controllers? I wouldn't expect to see it, frankly. Individual power adjustments like Propel? Sure. (Edit: And I'm saying that as someone who's gotten two decidedly non-high-damage combos to 50 - Ice/Emp and Earth/FF.)


 

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I think you're talkiing about the Dominator change to Lift damage (to make it equal to Levitate) rather than the overall Dom damage buff, right, Rebel_Scum?

I'd really like to see this change passed on to Controllers, so Lift does base 40 damage at level 50.

I've dug out my old Grav Controller recently and been quite apalled at how dysfunctional she feels. She was my first Controller, so the play through to 50 was full of "woo-hoo! my holds last forever! this set is awesome! take that -> Propel!" and so on.

Having levelled 4 other Controllers to 50 since them, I'm now less easily impressed. Lift is low damage. Propel is incredibly slow to animate. These two factors really detract from Gravity's potential niche as the ST damage Blastroller.


 

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/Signed

I love gravity, but it sometimes is a chore to play compared to all of the other control sets. Now, I think if Dimension Shift were changed to a PBAoE Knockup/stun version of Lift, the set would be golden, but of course Devs don't want to completely replace any powers... Oh well. That's just my personal opinion, I know some people find it useful. I just think the cons vastly outweigh the pros.

And then there's the issue with Propel... It just takes WAY too long to activate. I would decrease the animation time to 1.83 seconds (that alone would increase its usefulness to me tenfold), add a mag 2-3 stun component, and make it a very narrow cone attack (like Dual Pistols' Piercing Rounds) so that could potentially hit more than one foe. Then I would take it in a heartbeat.


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Quote:
Originally Posted by Memphis_Bill View Post
Yeah, we'd basically need some dev input here.

We do have a few situations to consider, though -
- PVP, if I recall properly, decided to set it so phased players can attack each other - basically sacrificing theme for playability, because:
- PVE, the devs had said previously that just because you're phased doesn't mean you're "phased the same way" (technologically going to another dimension, putting yourself out of phase with this dimension, etc.) and they wanted to maintain that.
- Current Hami, IIRC, *can* attack through phase.

What to get from all that - some of which is solely from patch-note memory? I don't know. I don't know the mechanics behind any of it or if it'd be dev-acceptable in a PVE situation (I really, *REALLY* hoped we'd be attacking illusionaists....)
Had a few PM discussions with Arcanaville about her understandings of phase mechanics. (wall of text warning ahoy!)

Quote:
Originally Posted by Arcanaville
Quote:
Originally Posted by Zamuel
I'm wondering, is there's any known way to remove the phase state from a player or NPC outside of a full power dampening?
Theoretically, you could hit them with a power that reduced the magnitude of the phased effect. When someone is held, they are hit with a power that increases the magnitude of their "Held" attribute. If that value increases above 0, they are basically held. Normally, its base value is -1. Hold protection values "buff" that number to be even lower. So when you have Practiced Brawler running, it might be something like -10. You'd then need to be hit by at least 10.0001 magnitude hold to be held. That's how mez effects work.

Being phased is basically being hit with a hold, only its your phased state that goes up not your hold state. Hitting someone with a power that reduced your phase state would snap you out of being phased, just like hitting someone with clear mind can snap them out of being held. Of course, how you're going to do that when they are phased is tricky: you would have to phase yourself, hit them with the "unphase" and then unphase yourself. Or have a power capable of affecting phased things specifically.


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What happens if two entities are phased and one hits the other with a caging power?
Not much. Its like holding something that is held. The get locked into a higher magnitude hold, but there's only two real states: Held and Not Held. You can't really be "More Held" although being hit with stacked holds can make it harder to get out of the hold with things like break frees.


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Also, what are the differences between Dimension Shift/Black Hole and Detention Field/Sonic Cage since the latter can not accept Intangibility enhancements.
Honestly, not much, at least as far as slotting goes. Intangibility enhancements only affect the intangibility part of the powers, not the "phased" parts or the "only affects self" parts (I believe).


Quote:
ParagonWiki mentions that slotting intangibility improves both magnitude and duration, is this true?
For a single power, its not true and is never true. All powers have one or more effects. These effects are things like damage, tohit debuff, heal, sleep, etc. Each effect is separate. For each effect, the effect has something called a Scale Value. Its the "size" of the effect. There's also a flag that says whether the Scale Value is the effect's Magnitude or Duration. So typically, damage effects are tagged "magnitude" because the scale value is the magnitude of the damage (not the duration of the damage, which would be nonsensical). On the other hand, mez effects are typically tagged as "duration" effects, which means the scale value represents how long the effect lasts. When an effect is tagged "magnitude" there is a separate field that says what its duration is, and conversely when an effect is tagged "duration" there is a separate field that says what its magnitude is.

Important: when you enhance a power, and boost effects in that power, the *only* thing you can change is its Scale Value. You can't boost anything else, period. So if the effect is tagged "magnitude" then slotting (and buffs and debuffs and all other effects - even the purple patch) affect the effect's magnitude. Damage effects are like that. If the effect is tagged "duration" then the only thing you can affect is the duration of the power. A single power can have different effects tagged differently. An attack that does damage and holds (say, Blind) will have the damage effect tagged magnitude and the mez effect tagged duration. Damage enhancements will boost the magnitude of the damage, and Hold enhancements will boost the duration of the hold, in the same power.

Its *impossible* for a power to have an effect in which enhancements increase both the magnitude and the duration of that one specific effect, because there's no way to do that. *Different* effects can be individually affected in different ways, like the Blind example above. But note that its not the *enhancement* that determines what happens, but actually the *power*. The enhancement just says "boost Hold." The power says "when you boost my hold, increase its duration please."

Unless the devs did something very special to intangible powers when I wasn't looking, this general principle applies to all powers and all effects. All enhancements have the ability to increase duration or magnitude, but no power can have an effect that has both an enhanceable magnitude and an enhanceable duration. Remember: its really just one number - Scale Value - and a flag which says which one the scale value is. Clearly, you can only boost one or the other for a given effect in a given power.
Quote:
Originally Posted by Arcanaville
Quote:
Originally Posted by Zamuel
To my understanding, Hamidon's attacks ignore phasing: How does he accomplish this?
Powers can be specifically flagged to shoot through untouchable flags - basically a power can be specially tagged to ignore phase shifting and hit you no matter what. I believe Police drone attacks are similarly tagged.


 

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Quote:
Originally Posted by Zamuel View Post
[*]Propel: Propel bugs me. With a 3.5 second animation, it's one of the longest animation times in the game for what's just a single target knockback attack as opposed to a summon, snipe, or nuke. It essentially suffers the same problem as Wormhole but perhaps is worse for the single target nature and that it requires line of sight. Lift has a much shorter activation time, longer range, and higher magnitude. While shortening the activation seems obvious, it still needs something else, especially since the set is not as synergistic as others. I propose adding a stun component so it can be combined with Wormhole for bosses with stun resistance. Stun also helps with Overpower, Domination, and Containment. The more daring suggestion is to help it synergize with Dimension Shift by allowing it to ignore phasing and for it to deactivate enemy phase states. Hamidon shows that you can have attacks that ignore phasing but it's a delicate situation to put such a power in the hands of players. Outside of PvP, phasing isn't common so it may not be an issude but there may be problems within PvP.
  • Reduce animation time from 3.5 seconds to 1.83 seconds
  • Add mag 3 stun for 6 seconds
  • Allow Propel to be slotted with Stun enhancements and IOs
  • Add IgnorePhase
  • Add Phase -100 for 15 seconds
While playing my Grav Controller yesterday, I had a realisation on what would really help Propel, both thematically and balance-wise: make it a narrow cone, like Penetrating Shot from Dual Pistols. You're launching a large, heavy object directly at someone. That it hits everyone in between and possibly those behind as well just makes sense.


 

Posted

Quote:
Originally Posted by Eiko-chan View Post
While playing my Grav Controller yesterday, I had a realisation on what would really help Propel, both thematically and balance-wise: make it a narrow cone, like Penetrating Shot from Dual Pistols. You're launching a large, heavy object directly at someone. That it hits everyone in between and possibly those behind as well just makes sense.
I wanted the same thing ever since I found out how Penetrating Shot was going to work.


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About an hour or so ago in Pocket D Testserver...

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Castle: Force-Fire: As a matter of fact....if things go as planned, there might be a few updates for Gravity in GR. Still waiting to see what Colin comes up with...
So I'm happy even if it's not a full guarantee. Once again, thanks for those who asked for me.


 

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Something Force_Fire pointed out to me in a private discussion is that Singularity actually has 3 second cast times on its attacks. Since Castle announced that they hope to reduce the cast times on /grav, it would probably good to also make note of those for the pet.


 

Posted

After a bit of discussion, Arcanaville has a logical idea for Dimension Shift.

Quote:
Originally Posted by Arcanaville
What I suggested to Castle a while ago was to apply a -regen -recovery to targets within Dimension shift for the duration of the effect so that they could not actually get *stronger* while within it, and then apply a random effect to the targets from a list: smashing Dot, fire DoT, cold DoT/-rech, confuse on expiration, stun on expiration. Get creative.

The power is called "Dimension shift." That means the targets are supposed to be shifted out of our dimension. Nothing in the description of the power says we're supposed to send them to an especially friendly dimension while they are gone.
If the animation times aren't sped up, I think making Propel a cone would be a good idea if the change wouldn't negatively affect the accuracy, end cost, or recharge.


 

Posted

Quote:
Originally Posted by Zamuel View Post
making Propel a cone would be a good idea
That might be even better than the AOE option, thematically, since Propelled objects travel in a straight line and really should flatten everything in their path as they get to their final target(s). The downside is that if you use it on the three guys that are really close to you it might not hit all of them, whereas if it were an AOE it definitely would.


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Posted

I've always wanted to see an AoE version of Lift.

Now obviously this presents all kinds of problems due to the cottage rule and power replacement but I would still love to see it.

A knockup field would also be nice to see if an AoE lift couldn't be done for some reason.

Call the power Reverse Gravity and it would be appropriate for either effect.


 

Posted

Quote:
Originally Posted by Memphis_Bill View Post
Well, several things here:

1. Controllers have containment. Double damage on anything held, immob'd, etc. (not *all* controls but quite a bit will set up containment.) Land that first hold, you're doubling damage.

2. Dominators had a problem with - using the devs description, which was very fitting - of being "jeckyl and hyde." They had lousy damage, no containment, etc. until Domination was ready, then *bam* they were godly... until it dropped, which was a driving force behind people trying for perma-dom. Adjusting the damage lessened that *greatly.* You've now got formerly-Dom level damage at all times.

3. Dominators are control/damage ATs to begin with. Controllers are not. Dominators got a damage buff because they were not fitting their role as well as they could - and they are now.

So, yeah, an overall damage buff for controllers? I wouldn't expect to see it, frankly. Individual power adjustments like Propel? Sure. (Edit: And I'm saying that as someone who's gotten two decidedly non-high-damage combos to 50 - Ice/Emp and Earth/FF.)

But Lift is identical to Mind Control's Levitate, which does do Tier 2 damage on Controllers. Lift's lowered damage on Controllers is baffling, really.


 

Posted

Propel needs damage buff. I mean seriously.