Devices: Behind the times?


Adeon Hawkwood

 

Posted

Quote:
Originally Posted by SpittingTrashcan View Post
I can just about see a way to do it. The power would have to create a bomb pet on first activation, that constantly tries to use an interruptible self-destruct power. The toggle then creates an aura whose sole purpose is to apply a minor effect periodically to the bomb pet. This interrupts the self-destruct, whereupon the pet tries to activate it again. When the toggle is turned off, the bomb is no longer interrupted and detonates. The bomb would then also go off if you walk too far away from it, similar to a radio deadman switch.
The issue I can see with that (besides it probably becoming another Oil Slick Arrow in terms of bugginess) is that you have a toggle power that has to apply one effect when originally activated (place a bomb) and then perform a different action while it's active. I have no clue if that's possible or not, but I can't think of any other toggle powers with a similar effect. The other issue is that this toggle has to only affect bomb pets (I think that's doable, but I'm not certain) and would probably affect the bomb pets of all of the players on the team.

Personally my inclination is to just change it to a click power where you throw a bomb that explodes almost immediately. This is simple, robust and still keeps the basic concept of "big boom".

Failing that I say change it to a two power power. Powers like Swap Ammo and the Kheld Forms give you extra powers when you select them so why not change Time Bomb to Remote Bomb. You get a (slottable) Remote Bomb power that places a bomb and then a (unslottable) Remote Detonator power that detonates it. Admittedly that has it's own set of problems but I think it's doable (maybe?) although I suspect that like the above it would allow you to detonate bombs belonging to other friendly players.


 

Posted

I guess I should weigh in, because I'm sure everyone wants to hear another guy's feelings on the subject.

Web Grenade is fine. A lot of people underestimate 50% recharge debuff, but I like Webnade better than other blaster tier-1 immobs. I guess I've just never felt that as a blaster I had a shortage of single-target ranged attacks or that I wanted one that did extremely slow DOT.

Taser is fine. It has the same numbers as Energy Manipulation's Stun with a longer range and a faster animation. It's not an exciting power, but it's fine at what it does, and what it does is useful.

Smoke Grenade is mostly fine. The issue with Smoke Grenade is that it's a perfectly good power for what it is, but what it does is something specialized that most people don't care about. Targeting Drone and Cloaking Device both have the problem of being essentially marginal improvements on pool powers with little to distinguish them. Any one of them, in a more attractive set, would be considered "not bad, but skippable", but three such powers in one set is too many. TD and CD both need to be given an interesting and useful distinguishing feature. I don't think a damage boost from hiding on CD would be out of line; someone said it steps on stalkers' toes, but I don't feel it sufficiently intrudes on the stalker's niche to be a concern.

Trip Mine is fine. It is somewhat specialized, but can be worked with and usefully applied (and no, I don't mean "spend four minutes laying down a minefield before every fight" - one in the right spot can be a tremendous advantage.) It's not everyone's bag, but not every power has to be.

Time Bomb is bad. I love Devices, I want to like Time Bomb, but as stands it is essentially useless and not worth taking on any character. I hate saying that about any power, but as much as I've tried to justify Time Bomb, I have encountered one situation in the entire game where it has a practical function that Trip Mine does not duplicate and supercede, and even in that one situation it does not do very well. The "remote detonator" idea to trigger it early is a good one if it's technically feasible. "Stick the bomb to an enemy" is not a good one.

Gun Drone is a decent power but having an automatically-attacking pet is contrary to the playstyle encouraged by Cloaking Device, Smoke Grenade, and Trip Mine. It's not a bad power, I just don't like it.

Caltrops are great. Nobody has any complaints about Caltrops, or if they do they don't know what they're talking about.

tl,dr: CD and TD need to have something to distinguish them from glorified pool powers, Time Bomb needs serious work. With this done, the set will be fine, although leaning towards a play style not all blasters enjoy.

Edit: More thoughts about CD and Smoke Grenade. One thing that would make CD more appealing is simply to make it stealth radius 55 or greater and hence a proper invisibility power. Cloaking Device is presently the only non-pool non-temp stealth power that does not grant either proper invisibility, crits from concealment, or an AoE buff. An AoE buff is inappropriate to the power's theme, while crits from concealment are apparently a coding nightmare to add after the fact.
It could be said that if this is done, nobody will take Smoke Grenade. However, the fact is that people already don't take Smoke Grenade if they just want to sneak around with their Cloaking Device, since super-speed or a stealth IO does the job with much less hassle. Smoke Grenade is taken by people who want the to-hit debuff or want the unique niche benefits of -perception (sneaking past Rikti drones, clicking glowies without aggroing enemies, making room to Recall Allies in crowded areas on task forces). I wouldn't complain about a small boost to the to-hit debuff, but in general I don't think making Cloaking Device proper invisibility would have a major impact on the utility of Smoke Grenade.


 

Posted

Quote:
Originally Posted by Adeon Hawkwood View Post
It's an interesting idea, but I don't think it would actually be possible within the mechanics of the game.
Oh really? Why not?


He will honor his words; he will definitely carry out his actions. What he promises he will fulfill. He does not care about his bodily self, putting his life and death aside to come forward for another's troubled besiegement. He does not boast about his ability, or shamelessly extol his own virtues. - Sima Qian.

 

Posted

Quote:
Originally Posted by Ben_Arizona View Post
Edit: More thoughts about CD and Smoke Grenade. One thing that would make CD more appealing is simply to make it stealth radius 55 or greater and hence a proper invisibility power. Cloaking Device is presently the only non-pool non-temp stealth power that does not grant either proper invisibility, crits from concealment, or an AoE buff. An AoE buff is inappropriate to the power's theme, while crits from concealment are apparently a coding nightmare to add after the fact.
I recall that at one point, ages ago, I logged on to test and saw that the help text for Cloaking Device indicated extra damage was dealt when coming out of concealment. There was some excitement on the boards until one of the devs (and I believe it was Castle, though I could quite easily be wrong, it was quite a while back) told us not to get excited because it proved to be out of balance in their internal testing and the note had just not been removed and they'd continue to look at how to help out devices get up to par.

I think that was before the new defiance, so I could easily be misremembering that dev comment.


MA Arcs: Yarmouth 1509 and 58812

 

Posted

Quote:
Originally Posted by Adeon Hawkwood View Post
The issue I can see with that (besides it probably becoming another Oil Slick Arrow in terms of bugginess) is that you have a toggle power that has to apply one effect when originally activated (place a bomb) and then perform a different action while it's active. I have no clue if that's possible or not, but I can't think of any other toggle powers with a similar effect.
True. I can see a way to do it, where the toggle actually has a chance to drop a bomb on every tick, but uses the Pistols code to change that chance from 100% to 0% when it is active, but that would be a hell of a hack.

Quote:
The other issue is that this toggle has to only affect bomb pets (I think that's doable, but I'm not certain) and would probably affect the bomb pets of all of the players on the team.
This is actually not as much of an issue. I know for a fact that it is possible to have an AoE power that only affects your own pets: see the Mastermind minion upgrade powers. The toggle might end up affecting the caster's other pets, but since its effect is basically only to interrupt interruptable powers and most pets don't have any of those, I don't see a problem there.


@SPTrashcan
Avatar by Toxic_Shia
Why MA ratings should be changed from stars to "like" or "dislike"
A better algorithm for ordering MA arcs

 

Posted

Quote:
Originally Posted by New Dawn View Post
Oh really? Why not?
Pretty much for the reasons SpittingTrashcan and I were discussing. You've got to have a toggle power that does one thing when first activated (make a bomb) and another thing when running (stop bomb from exploding). There are currently no powers in the game that work like that (at least as far as I know) which makes me suspect ti wouldn't work at all. Of course, this is solely guesswork.

Quote:
Originally Posted by SpittingTrashcan View Post
True. I can see a way to do it, where the toggle actually has a chance to drop a bomb on every tick, but uses the Pistols code to change that chance from 100% to 0% when it is active, but that would be a hell of a hack.
The problem there is that the pistols code is keying off the character having another power active. You'd need to key off of something to determine the percentage and I don't think the placed bomb would work for that. You could use the grant temporary power function maybe but that probably has it's own set of problems.

Quote:
This is actually not as much of an issue. I know for a fact that it is possible to have an AoE power that only affects your own pets: see the Mastermind minion upgrade powers. The toggle might end up affecting the caster's other pets, but since its effect is basically only to interrupt interruptable powers and most pets don't have any of those, I don't see a problem there.
Good point, I forgot about that.


 

Posted

I am a long-time AR/Dev blaster. I have respeced this character about three or four times as powers have changed over the years. Feride was originally an I4 creation, so there's been a lot of stuff to work around in that time. I took Munitions Mastery as my Epic Pool, and with the revamp of that pool a couple issues ago, it has really increased the synergy with Devices. I am using Munitions and Dev in conjunction as control powers, and it's a new aspect to the character I never had before. I love it.

Web Grenade--Required, but something I have only recently begun using regularly(-ish). Was able to get it to stick on Ghost Widow on the STF, if I remember right, so I was pretty thrilled about that. Been using it on AVs and big bosses since. Not slotted that great, but I still have a couple in there, so it does stick on occasion.

Caltrops--Got this one or two slotted for slow, which is fun when I need to run. Wish I didn't have to click on the location, because that stops me using it so often (I'm bad with the mouse in this game), but kinda can't get around that. Otherwise, I like this power. Fun to turn around and use it on the Knives of Artemis.

Taser--The only Dev power I've never had. No comment.

Targeting Drone--Had this as long as I've been able. A bonus to my IO sets, in my opinion. Slotted it for both end reduction and to hit bonus. For those who don't use IOs, it is a nice way to toggle-boost accuracy without having to resort to a second-tier pool power. I only have IOs on my AR/Dev, and I do miss the long-term benefits of this power (including both accuracy and +perception) on my other toons.

Smoke Grenade--Just picked this up in my last respec. Not slotted real well, but still love it. Part of the control powers I pull out, and this is a quick thing, so I use it often. Especially if a group or an AV is beating up on the melee folks. Every little bit helps, in the end.

Cloaking Device--Had this for ages too. I've got it slotted for defense, which helps me with survivability. I saw a difference from the first moment I had this power, even before I slotted it. I love watching shots go right past my character. It's fun. Not good enough to stealth a mission, though. I've never been able to do that with this power.

Trip Mine--I team a lot, so I don't often get to set up a field of these. Plus, when I'm soloing, I don't have the patience to do that very much. But if there's a pause before heading into a group, it's nice to drop one of these at my feet as a defense if someone starts coming after me. "Oh, you're going to attack me. Here, take this mine to the face first." It's especially nice if I can set up near a corner or something, so I can ensure the enemy will set it off.

Time Bomb--I had this for ages, and I don't know why, because I never, ever used it. It takes forever to get down, uninterruptible. And once it counts down, either the mob isn't where it needs to be, or they're all dead already. I set this off more by accident in WW than on purpose in a mission. Gone a respec or two ago. (An option to "Click to Detonate" would make this power much better.)

Gun Drone--This used to be an awesome power. I loved this when I first got it, somewhere I8 or I9. It didn't move like it does now, but it did pretty decent damage and was often a decent distraction. Now, it takes much much longer to set up (again, uninterruptible), and it only lasts 30 seconds - unlike the Malta ones that last for-EVAR.

I use Smoke Grenade, Web Grenade, Caltrops, and Trip Mine in conjunction with Cryo Freeze Ray and Surveillance from Munitions Mastery. I discovered a few months ago the debuff abilities in all this, and they are used often against AVs and EBs, but also on hard to kill mobs. I run a lot of TFs, so I get to do this a lot. I still pour out a lot of damage and chain attacks, but I can break up the damage to help my teammates. Maybe a different use for this power set, but I saw some synergy with Munitions that I couldn't ignore. It may not work for everyone, but I have a lot of fun with it.

Quote:
Actually I'd love for it to be called Petard and apply a high magnitude knockback effect and some damage to you as well as dealing damage but I doubt that would be popular.
I would totally pick this power back up under these circumstances, just to be "hoist on my own petard." Yeah, I'm a Shakespeare geek.


Champion: Feride Edain, Level 50 Vigilante Blaster; Quicksilver Cure, Level 33 Controller; Silent Gemini, Level 44 Tanker; Aisa Moirai, Level 19 Villain Dominator
Virtue: Aurora's Blaze, Level 50 Peacebringer; Atrytone, Level 50 Tanker

 

Posted

Quote:
Originally Posted by FerideEdain View Post
I would totally pick this power back up under these circumstances, just to be "hoist on my own petard." Yeah, I'm a Shakespeare geek.
For 'tis the sport to have the blaster, hoist with his own petard


 

Posted

Suggestions for Devices, hrm...

Web Grenade - this one is fine as it is. About the most it might need is a range increase from 50ft, but some other sets have a short range immobolise too.

Caltrops - this one is probably fine as it is. You can't really improve this one too much without changing it a lot (maybe have Knives of Artemis-style recharge? I dunno)

Taser - this one was actually already buffed a number of issues back (melee ranged changed into 20ft range). Maybe bump the range up a bit more to 40ft or change it into a hold instead? Taser Dart from tech origin power has a chance to hold, Taser could be a full powered version of that in concept.

Targeting Drone - Fine as it is.

Smoke Grenade - copy the Night Widow's Smoke Grenade to remove the need for accuracy when hurling.

Cloaking Device - How about copying the stealth attacks from the PPD Ghosts? First hit would be a critical attack (barring AoEs maybe). This would be an interesting alternative to Build Up.

Trip Mine - decrease the animation time to 4 seconds (interrupt 3 seconds).

Time Bomb - UGH. I don't know how to fix this without changing it completely. Maybe just replace it entirely with something useful from Traps powerset, or a battle version of Trip Mine which you can use in combat with no interrupt time? How about something called Mine Field - you lob a bunch of small bombs around yourself which do a twin 50% chance for mag3 stun/50% chance for knockback along with moderate damage?

Gun Drone - this was already buffed so that it could fly. How about copying the Malta one a bit more? Shorten animation time to 3 seconds, remove interrupt time, allow Gun Drone to remain alive if Blaster is defeated before self destruct (after 90 seconds) kicks in. Having it remain alive can mean Blaster is able to get back up with awaken while Gun Drone is distracting whatever killed him.


Ideon's Paragonwiki page
Member of Paragon/Rogue Knights
Arc: 60092 - Supa Rumble in the Park
"Keep living the dream, and never let any jerk tell you what to do."
-- High-Roller

 

Posted

I pretty much agree with many of the things said here, as I pretty much made a similar post several months back.

Devices is a set that used to be powerful, maybe too powerful. And then it was neutered. Sadly they went to such extremes that the use / popularity of the set went down. So no one was complaining or not that many anymore compared to some other sets. People just jumped onto other toons because the game was still new and fresh. It is similar to why you do not see many earth trollers. Many would complain that the effects would mess up their graphic cards or grouping with one would. So why run an AT that no one will pick up because you cause them to crash or lag out. Sadly this set has sat like this for almost 6 years with minimal improvements. Even going from Gun Turret to Gun Drone hurt the ability to Toe bomb. At least back then you would toe bomb and then jump back to where your Turret was.

Cloaking Device at one time was going to have a damage component to it. But they couldn't get it working to their satisfaction before going live so the canned it but left the language in the description. I think it took them almost a year to remove the wording from the description because people who where new kept complaining that they did not see this added damage mentioned.

Traps is what Device should have been. They simply removed the weak components from Devices and replaced it with better powers to make traps.

Unfortunately squeaky wheel gets the grease and the squeak coming from Device isn't loud enough to hear for the devs.

I am not going to waste anyone's time posting up my idea's as they have been mentioned already by someone here or in the dozens of other threads on these forums in the past regarding this issue.

Again I would take any updates to this aging set.


1. Why Soft Cap is Important : http://dechskaison.blogspot.com/2011...important.html
2. Limits: http://paragonwiki.com/wiki/Limits
3. Attack Mechanics: http://wiki.cohtitan.com/wiki/Attack_Mechanics
4. Rule of Five: http://wiki.cohtitan.com/wiki/Rule_o...e_Law_of_Fives

 

Posted

@Fer:

I read your whole post...but there are only two real things that bugged me about it:

1) you said TD was fine if you didnt want to use IO's. Sure, thats all well and good..but almost everyone does nowadays, and TD is rendered obsolete by both them, and by tactics which is a superior POOL POWER.

2) how on earth did you notice a diff insurvival with Clocking Device un-slotted when it comes to defence? It gives you like 3% tops, which would lower your "get hit" rate from 50 -> 47%....which is of course an epic difference considering you state you use no IO's >.>

not to come off as mean, but nowadays we need to look at these things with IOs in mind, even if they were "balanced" around SO's, the prevalence of them really affects this set in a bad way.


 

Posted

Quote:
Originally Posted by plainguy View Post
Devices is a set that used to be powerful, maybe too powerful. And then it was neutered.
I didn't play CoX back then so this is coming from what I've heard not personal experience. However my understanding is that it's not that Devices was to good but that Targeting Drone was to good (primarily pre-ED). Even back in it's hayday the rest of the set wasn't considered stellar. It was mostly that pre-ED TD allowed you to 6-slot attacks for damage and still hit reliably.

Quote:
Traps is what Device should have been. They simply removed the weak components from Devices and replaced it with better powers to make traps.
Well they left Trip Mine and Time Bomb in Traps . But other than that I agree, Traps is an example of how a "Gadgeteer" set should have been designed. Obviously most of the Traps specific powers aren't really suitable for Blasters but the general design philosophy of powers that are themselves stationary but can still be used effectively in combat is a lot better.


 

Posted

Quote:
Originally Posted by Player99 View Post
1) you said TD was fine if you didnt want to use IO's. Sure, thats all well and good..but almost everyone does nowadays, and TD is rendered obsolete by both them, and by tactics which is a superior POOL POWER.
I disagree with the IO assessment. I think the majority of people DON'T use IOs (or at least don't slot for set bonuses. Additionally since TD give To Hit and not Accuracy it's useful even with IOs.

I do agree with the assessment compared to Tactics however. You do need to spend slightly more slots with Tactics (due to the slightly higher end cost and the fact that you'll probably want a Kismet IO to help make up the difference in To Hit bonus). So assuming you're ED capped for to hit in both (and have a Kismet IO with tactics but not TD) you're trading about 5% to hit and 0.08 EPS for yourself to give 11% to hit to your team, which seems like a very good trade to me. In fact IMHO the only large advantage TD has over Tactics is the To Hit debuff resistance.


 

Posted

I think if the +damage ideas for the "stealth strike" and the +dmg of targeting drone were added i'd be 100% into this set..
I just can't justify making a /dev when I don't have that build up feature..
So a sustained buildup would be awesome


50s:
White Valkyrie - BS/Regen Scrap
Fear of Silence - Ninja/Dark MM
Corporate Zombie - Necro/Poison MM
Ardent Cataclysm - Stone/Fire Tank
Angelic Heart - Peacebringer
Maelstrom - Elec/Elec Brute
Novastar - Energy/Fire Blaster

 

Posted

a couple of ideas for time bomb, garnered from a round of Modern Warfare 2 before bed:


1: make it a sticky semtex grenade. You chuck it at an enemy, if it hits it sticks to them and starts a timer, at the end of the timer it delivers its aoe payload.

2: C4. Plant it like a time bomb, but make the detonation player controlled.


I'd prefer it just get junked for something else since it's largely redundant with trip mine, but these ideas would at least make it more fun to use.


The Nethergoat Archive: all my memories, all my characters, all my thoughts on CoH...eventually.

My City Was Gone

 

Posted

Quote:
Originally Posted by Nethergoat View Post
a couple of ideas for time bomb, garnered from a round of Modern Warfare 2 before bed:


1: make it a sticky semtex grenade. You chuck it at an enemy, if it hits it sticks to them and starts a timer, at the end of the timer it delivers its aoe payload.

2: C4. Plant it like a time bomb, but make the detonation player controlled.


I'd prefer it just get junked for something else since it's largely redundant with trip mine, but these ideas would at least make it more fun to use.
You know.. If you did option one.. It'd make it pretty similar to the mm detonator power... That's pretty cool..


50s:
White Valkyrie - BS/Regen Scrap
Fear of Silence - Ninja/Dark MM
Corporate Zombie - Necro/Poison MM
Ardent Cataclysm - Stone/Fire Tank
Angelic Heart - Peacebringer
Maelstrom - Elec/Elec Brute
Novastar - Energy/Fire Blaster

 

Posted

Quote:
Originally Posted by Adeon Hawkwood View Post
I disagree with the IO assessment. I think the majority of people DON'T use IOs (or at least don't slot for set bonuses. Additionally since TD give To Hit and not Accuracy it's useful even with IOs.
A lot of people don't use IOs. I always look at the info windows when I team, and there are a lot of characters (especially on PuGs, but other places too) that have few set benefits--or none. That's the reason I brought up the IO-free scenario, because I have seen it so often.

Quote:
For 'tis the sport to have the blaster, hoist with his own petard
I will delve one yard 'low my enemies' mines and blow them at the moon.


Champion: Feride Edain, Level 50 Vigilante Blaster; Quicksilver Cure, Level 33 Controller; Silent Gemini, Level 44 Tanker; Aisa Moirai, Level 19 Villain Dominator
Virtue: Aurora's Blaze, Level 50 Peacebringer; Atrytone, Level 50 Tanker

 

Posted

Quote:
Originally Posted by FerideEdain View Post
A lot of people don't use IOs. I always look at the info windows when I team, and there are a lot of characters (especially on PuGs, but other places too) that have few set benefits--or none. That's the reason I brought up the IO-free scenario, because I have seen it so often.
That pretty much matches my experiences. The view we get from the forums is skewed towards IO'd builds (since most people looking for build advice are IO'ing the build) but those people are not the majority.


 

Posted

odd, I almost allways see *some* IOing at the least on everyone I play with (past lvl 30ish.... <.>
and with that it almost allways includes +acc seeing as that is so common in sets


 

Posted

I habitually check the info displays of people I team with. First, because I like reading bios if they have them, and two to see what their builds look like. It helps me get a handle on how the team is likely to play if I can see what powerset combo they are, whether they've skipped critical powers, etc.

Doing this, my personal experience is that at least 50% (and probably more like 70%) of the people I play with have no set bonuses whatsoever. From that, I conclude that they're using SOs/commons, since even if you frankenslot and don't intentionally go for a single bonus, you're likely to end up with one or two anyway simply by accident.

Of the rest, they're about evenly split between people with extremely minimal bonuses (a single -kb or other unique, a couple of incidental frankenslotting bonuses, a few recovery bonuses, etc) and people with larger amounts of bonuses (ranging from moderate frankenslotting/cheap set bonus grabbing builds like I make all the way though to purpled out).


@MuonNeutrino
Student, Gamer, Altaholic, and future Astronomer.

This is what it means to be a tank!

 

Posted

I think it's the best not to discuss TD from the perspective of IO. Because if you say that IO bonus can over-shadow TD, then you get people saying that they don't use IO. While this does not void the argument that IO bonus can do partly what TD can do, this triggers discussion that doesn't relate to TD at all.

Devices doesn't have build up. In the past without ED, people regarded TD vs build up as a difference between stable DPS vs burst damage. This is because people could 6-slot an attack with only damage if they had TD. With ED, such advantage of having TD is lost. I think this is a better point of view because we can compare the design of power sets instead of comparing TD with IO.


 

Posted

ok, lets look at it from a design view then?

what is attractive to a player for picking Devces over any other secondary?


-does it have control?

kinda, it has caltrops and taser..but thats about it as smoke 'nade isnt realy control

-does it have + dam or other buffs?

do mines count for damage? >.> And it has crap defenses and some +tohit

-does it offer more attacks?

yes, but you have to wait for them when any othe rblaster can hop in and do more damage in 1/9001th the time


:S


 

Posted

I would say that Devices has three powers that are useful and make the set stand out:
1. Web Grenade - This trades the minor damage of other T1 immobs for a very nice debuff (and at level 50 is pretty much the most useful one)
2. Caltrops - A very nice area denial power
3. Targeting Drone - Offiers a very good to hit bonus (although as discussed above a Blaster with the leadership pool can take tactics ror a similar bonus)

As for the others:
Taser is a solid power but Energy and Ice both have equivilent powers so it doesn't really make the set stand out
Smoke Grenade is a unique power for Blasters but it's not the sort of power that makes you excited
Cloaking Device is a glorified pool power
Trip Mine, Time Bomb and Gun Drone are all damage powers but the long, interruptable, cast times and the issues with controlling them mean that they are a lot less convienient to use than the regular melee attacks in other sets and don't really offer enough extra damage to compensate.


 

Posted

Quote:
Originally Posted by Seldom View Post
I always wondered why they didn't give targeting drone a +critical shot chance...it just makes sense. You're aiming better, so wouldn't it make sense if you're able to hit a target at it's weak point, dealing critical damage?

The cloaking device stealth strike makes sense as well. Something along the lines of the widow/bane stealths would give devices a distinct flair.
You might be on to something there. A nice synergy between Cloaking device and Targeting Drone could be that when both powers are active you have a "+ chance" to land a stealth shot. I think something like that would add a distinct flavor to devices, while preserving it's uniqueness.


My level 50 Dominators:
Madame Mindbender 50 Mind/Energy
Fly Agaric 50 Plant/Thorn
Nate Nitro 50 Fire/Psi

 

Posted

Quote:
Originally Posted by Adeon Hawkwood View Post
1. Web Grenade - This trades the minor damage of other T1 immobs for a very nice debuff (and at level 50 is pretty much the most useful one)
-Rech and -run are actually useful? Especially at high levels? What?

-Rech is largely unneeded at high levels because enemies have enough attacks that recharge sufficiently fast that the overally effect of any -rech debuff is largely irrelevant. -Run might be relatively useful, but the effect is attached to an immobilization debuff, so it's kinda pointless.

The only times that those effects actually are substantially useful is in PvP (which Web Grenade is actually a very nice power for). In PvE, the effects of Web Grenade are relatively minor. I'd rather see Web Grenade get something that directly equates to the damage that the power loses (like a toxic damage DoT or -res) because the effects that it gets really just don't make up for it.