Gravity woo!!


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Posted

Really hope that proliferating traps to controllers is on the lsit of fixes. I really want to use wormhole and trip mine together without relying on another teammate.

What... (/em shrug) I like big explosions.


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Posted

Quote:
Originally Posted by illicity View Post
I dont know what to type. This is too much in one night.

1st, the Canadiens beats the Capitals and go to 2nd round (go Habs!)
then i come home to read that gravity might get some fixes!?

Whoohoo?
Screw you and screw the Habs. Halak stole that series.
You'll get yours against the craptacular pens and that whiney snot sidney crosby.

Ya, I live in DC and am the no. 1 Caps fan there is!!!


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Originally Posted by Dispari View Post
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Posted

Faster animating Propel would be nice, if really, really overdue. Propel's DPA is currently dead last among all the Grav single target "attacks" (that includes Crush & Grav Dist.), not to mention you're stuck for almost 4 seconds during a fight while the animation goes off. I mean, ppl hate Flash because of how long it takes to cast and Propel's worse, and all for a ST attack. Bringing down its activation to Grav Dist levels would make Propel the best ST DPA power for controllers and on par w/a T1 or 2 blaster attack once Containment is figured in (no BU or Aim, of course). Would make Grav much more attractive as a solo set.

For teaming, things still need to be done for Dim Shift & Wormhole. Moving Wormhole up and upping the radius would be about perfect (leave Dim Shift as a sleep-like power that most ppl will just continue to skip). Dunno if even all that would make me try a Grav troller yet again. I'd have to see what the new Elec set is going to be like first.


An Offensive Guide to Ice Melee

 

Posted

I'd like a cosmetic change to Singularity. Specifically, I love the way he looks now, but I wish the animation he uses when attacking were more obvious. Maybe a drastic color change in the interior? Or an overall color change during the attack that is obvious.

Lewis


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Posted

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Originally Posted by dave_p View Post
Faster animating Propel would be nice, if really, really overdue. Propel's DPA is currently dead last among all the Grav single target "attacks" (that includes Crush & Grav Dist.), not to mention you're stuck for almost 4 seconds during a fight while the animation goes off. I mean, ppl hate Flash because of how long it takes to cast and Propel's worse, and all for a ST attack. Bringing down its activation to Grav Dist levels would make Propel the best ST DPA power for controllers and on par w/a T1 or 2 blaster attack once Containment is figured in (no BU or Aim, of course). Would make Grav much more attractive as a solo set.

For teaming, things still need to be done for Dim Shift & Wormhole. Moving Wormhole up and upping the radius would be about perfect (leave Dim Shift as a sleep-like power that most ppl will just continue to skip). Dunno if even all that would make me try a Grav troller yet again. I'd have to see what the new Elec set is going to be like first.
I would be concerned that if the animation time were reduced too much, that they would have to bring down the damage to compensate. Having that one, heavy hitting attack is one of the things that makes the Gravity set unique.

Lift should get a boost -- I see no reason why Lift shouldn't be the same as Mind's Levitate. Or here's an odd idea -- If Lift has to have lower damage than Levitate for whatever reason, it should do something different. How about use a short version of the Soul Storm animation? For an extra second or so, let the foe twist in the air before he falls down to get his damage -- not as anything more than a kind of extended knockup. Don't lock the character in while it animates . . . so the character can begin Propel or something else during the end of the "twisting-in-air" animation.

As for trying a Grav controller again, have you tried it as a Grav/Storm? The Storm secondary helps this combo become a very good solo player -- not real fast, but fun. There are so many ways that I found I could use strategy to make best use of the powers. Crushing Field + Freezing Rain makes FR into a pretty reliable knockdown field. That really helps get through those lower levels.

I found that Hurricane makes a huge difference in the character, in that I can immobilize them and then drop their ToHit chance, almost as good as an AoE hold up ALL THE TIME, so the foes can't do much of anything while I take my time to pound on them one by one with GD-Crush-Propel. Then when I got Wormhole . . . while Hurricane is on, I can WH them into a corner and hold them there while I pound on them one by one. Plus, Wormhole+Thunderclap lets you stack stun mag to 5. Then Singy became my tank because I stayed invisible with Steamy Mist +Super Speed. He draws the aggro while I take out the foes.

I don't think I ever could have gotten a Grav controller up into the 40's if I hadn't paired it with Storm. The chaos is a lot of fun solo. On teams, I am far less effective, relying upon the Crushing Field+Freezing Rain combo a lot and having to limit my chaos causing powers . . . and Propel is often worthless on teams that kill stuff fast.


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Guide Links: Earth/Rad Guide, Illusion/Rad Guide, Electric Control

 

Posted

Gravity was the last control set I ran to 50. My experience was very similar to Local's, particularly on teams. Though I'd add that not only did Propel's animation bother me, but Wormhole's did as well. Often times I'd see a cozy nook ideal for placing a spawn, but the team had already engaged them making the placement more of a nuisance than a benefit.


 

Posted

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Originally Posted by Local_Man View Post
I would be concerned that if the animation time were reduced too much, that they would have to bring down the damage to compensate. Having that one, heavy hitting attack is one of the things that makes the Gravity set unique.
Right, currently Grav's "thing" is its annoying powers--Dim Shift & WH. Now WH used properly is very good, but it still comes late and has a small-ish radius, and used poorly is just awful. Grav is sometimes mistaken as another "damage" set to compete w/Fire or Plant, and it's just laughably not. Reducing Propel's animation to a 1.5-2.0 sec range would still not get it in Fire or Plant's range (cuz AoE still wins, and by a lot), but at least you could carve out a niche.

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Lift should get a boost -- I see no reason why Lift shouldn't be the same as Mind's Levitate. Or here's an odd idea -- If Lift has to have lower damage than Levitate for whatever reason, it should do something different.
Actually, Lift has a comparable DPA w/Levitate which has a longer animation, so I have no problems w/its damage. I always did think that it should have a low mag (2), short stun effect attached to it. I mean, you just dropped a guy on his head, right? Wouldn't be horribly powerful (ST, minions only), but it'd add some more unique, fun features to Grav.

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As for trying a Grav controller again, have you tried it as a Grav/Storm?
My first controller ever was Grav/FF, I think. Way back at launch. Deleted him around 20-ish. I tried something else to the 30s, might've been Grav/Storm, tho I doubt it, cuz one of my surviving controllers from launch is my Ice/Storm, and I'm pretty sure I didn't like dup'ing powersets even back then. Anyway, because of my Ice/Storm, Grav/Storm's out of the question, but yeah, there are a lot of nifty tricks that combo can pull off. WH & Hurricane for positioning is a good one. The soft immob w/FR's nice too (Sleet + Tentacles on my Cold/Dark is very nice). Of course, the flip side is the soft immob w/Tornado.

But I may try a Grav/Therm or FF if they fix Grav enough. I've always wanted a Grav/FF for concept (I wanted a TK mutant at launch, but non-telepath, so Mind wouldn't work), but I just couldn't get the combo to feel powerful enough. Also, I wanna roll a new troller (again, unique powersets, only), but the new Elec set is doing nothing for me atm, and I just don't like Mind.


An Offensive Guide to Ice Melee

 

Posted

Quote:
Originally Posted by Local_Man View Post
I would be concerned that if the animation time were reduced too much, that they would have to bring down the damage to compensate. Having that one, heavy hitting attack is one of the things that makes the Gravity set unique.
Yep yep, and personally, I don't mind the animation.

What always gets me killed (when I'm sloppy and just switched over from a Scrapper, etc) is activating Wormhole when I'm standing where the unaggro'd critters can see me. Then they all get a free shot before they get wormholed and stunned.


 

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Originally Posted by Energizing_Ion View Post
Hooray! I'd love to see some animation speed increases for Gravity Control.


I'd also like to see Dimension Shift replaced with an AoE Lift power but I digress...
AoE Lift would be the coolest power since [Sliced Bread].


 

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Originally Posted by Monkey_King View Post
Yeah, this. The other problem with Gravity besides the animations is that it has to wait so long for the "soft" control that every other set relies on so heavily. Illusion waits until level 18 to get Phantom Army, but everyone else has Ice Slick, or Stalagmites, or Seeds of Confusion. Gravity doesn't even get an AoE sleep.
Why didn't we get a cool power for that, something like "Gravity Well" that would suck all mobs into a pile against a stationary sphere of gravity that you created somewhere.... that'd be cool.

EDIT: seeing as statesman weakened the singularity a great deal, almost 50% some years ago, can we please get 2 singularities as pets? You still can't heal them last time I checked, unlike other controller pets. 2 Pets would go a long way in helping underpowered gravity compared to the other controller sets.

I see alot of people saying "grav is great when paired with...." well so is every other set when paired with whatever. Gravity Control needs to stand on its own as strong as the other sets and currently it fails in that regard spectacularly.


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Posted

Quote:
Originally Posted by Djeannie View Post
Why didn't we get a cool power for that, something like "Gravity Well" that would suck all mobs into a pile against a stationary sphere of gravity that you created somewhere.... that'd be cool.
In the past, there have been long discussions about a "gravity well" or "black hole" type power that sucks in foes. The general belief is that it would be difficult or impossible to do with the current game engine. A few folks came up with some creative ways to try to make it work, but they were pretty complicated and would probably take a huge amount of time for the Devs to implement, even if possible. It probably would not be the best use of Dev time. But it would be cool.

Besides, the Devs seem to generally resist making significant changes to powersets. Adding the heal power to Electric Armor is one of the very few.

But almost everyone hates (and skips) Dimension Shift.

While an improvement to the animations would be a nice improvement to Gravity, the one thing that would result in a huge upswing in the number of Gravity Controllers would be if Traps were ported over to be a Controller secondary. The ability to lay out a bunch of Trip Mines (and other traps) and then Wormhole foes on top of them would be a heck of a lot of fun -- not fast, but fun. Just imagine what would go through somebody's mind if he were wormholed onto trip mines . . . "Huh? Wha? WAIT . . . <BOOM>"


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

 

Posted

Quote:
Originally Posted by Local_Man View Post
In the past, there have been long discussions about a "gravity well" or "black hole" type power that sucks in foes. The general belief is that it would be difficult or impossible to do with the current game engine. A few folks came up with some creative ways to try to make it work, but they were pretty complicated and would probably take a huge amount of time for the Devs to implement, even if possible. It probably would not be the best use of Dev time. But it would be cool.

Besides, the Devs seem to generally resist making significant changes to powersets. Adding the heal power to Electric Armor is one of the very few.

But almost everyone hates (and skips) Dimension Shift.

While an improvement to the animations would be a nice improvement to Gravity, the one thing that would result in a huge upswing in the number of Gravity Controllers would be if Traps were ported over to be a Controller secondary. The ability to lay out a bunch of Trip Mines (and other traps) and then Wormhole foes on top of them would be a heck of a lot of fun -- not fast, but fun. Just imagine what would go through somebody's mind if he were wormholed onto trip mines . . . "Huh? Wha? WAIT . . . <BOOM>"
Yeah I hear you on how it could be difficult. The way I'd handle it would be that the "well" would be a pet that would "hit" nearby foes (whatever raidus - make attacks against them - with or without to hit rolls) and then just does like a reverse telekenesis and instead of pushing the foes directly away just pulls them in.

Sadly we are probably stuck with dimension hole crappy power that it is. Man I remember when everyone hated wormhole too I seriously doubt that shaving a second off propel is going to be enough to "fix" gravity. The singularity is nowhere near as tough as it used to be. Statesman changed its resistances from 90% to 50% and left it unhealable that combined with only ever having one out at a time severly weakened the Singularity. After the changes I watched tougher mobs wipe mine out pretty fast.

At least if this animation change ever makes it in that'll be a good start. GR has been out for a few months now and we're 2 issues past it with no word yet


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