I think Sonic resonance is lacking


Aett_Thorn

 

Posted

My own experience with Sonic.

It does a good job and really boosts teams. The problem is people start to play dumb once they realize they can just go nuts soloing whole spawns with the extra resistance. So you have a team where everyone is soloing and not teaming.

End cost on Disruption field is a bit excessive. Otherwise the problem isn't the set its the team.


H: Blaster 50, Defender 50, Tank 50, Scrapper 50, Controller 50, PB 50, WS 50
V: Brute 50, Corruptor 50, MM 50, Dominator 50, Stalker 50, AW 50, AS 50
Top 4: Controller, Brute, Scrapper, Corruptor
Bottom 4: (Peacebringer) way below everything else, Mastermind, Dominator, Blaster
CoH in WQHD

 

Posted

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Originally Posted by blueruckus View Post
I think this starts to stray more in to Defense vs Resistance overall. As being the top res-based set I should be able to provide the same amount of protection to my allies in my shields as well as FF does with their shields, but we all pretty much know that isn't the case due to the current state of the defense metagame on CoH. We all know defense is overpowered and that argument shouldn't be figured in to the usefulness/uselessness of Repulsion Field as a power.

Crap, i remember when Def sucked Vs Res......oh the old days.

This set really needs to mess with resistance (+ for your team, -res for the enemy) Its decent, and stacks well. 3 or 4 sonics are gonna be noticeable on a team (in a super team setting) vs 3 or 4 FF'ers. This is the sticking point Im almost positive that the devs have with Sonic and its prohibitive end costs....this set stacks too well, BUT its so bleh on its own that hardly anyone plays it.

Luckily/unluckily popularity doesnt mean nerf/buff....otherwise Empathy would be dirt right now.


 

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Originally Posted by Captain_Freak View Post
Crap, i remember when Def sucked Vs Res......oh the old days.

This set really needs to mess with resistance (+ for your team, -res for the enemy) Its decent, and stacks well. 3 or 4 sonics are gonna be noticeable on a team (in a super team setting) vs 3 or 4 FF'ers. This is the sticking point Im almost positive that the devs have with Sonic and its prohibitive end costs....this set stacks too well, BUT its so bleh on its own that hardly anyone plays it.

Luckily/unluckily popularity doesnt mean nerf/buff....otherwise Empathy would be dirt right now.
I'd say the problem is more in line with Disruption Field needing an ally to use, and the set lacking -Regen, for the reason people avoid the set.

Now, I'm not saying it needs the -Regen, but -Regen helps take things down fast.

Not only that, but for the Resist/-Resist set, other sets do better -resist, and dont need to team to get that advantage.

Now, I can't remember if Sonic Siphon stacks, but I do know, I don't want to spam it over and over again either, during my playing. Even more so, when solo.

Hmmm...maybe turn Disruption field into a Targeted AOE? That's END efficient enough to use on single targets? Maybe add a small -regen effect to it?

Keeps the power about the same, but useful solo.

I don't think it's that Sonic has a lot of team oriented powers that causes it's problem. It's that it could use a bit more solo friendliness.

Personally, I wouldn't change the cage powers. But a possible idea for them, is lower the duration, but increase the recharge/mag of it. So it still cages, but if you want to cage them longer, you have to focus on it more, versus the team waiting and waiting. Just a thought.

Personally, I love Sonics look and game play, except for DF's reliance on a teammember.


BrandX Future Staff Fighter
The BrandX Collection

 

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Originally Posted by docbuzzard View Post
If you claim to know didly about this game, you would know that damage mitigation gets much better as you get closer to the caps. Say I have a fire tanker on my team. He's running shields which have him at around 50% resistance. With a thermal on the team, that goes to around 70%. With a sonic on the team, we can get him to his caps of 90%. That means he will only be taking 1/3 the damage.
I'm not going to address all of the statements in your post, but I am going to respond to this one before it gains roots.

How much +Resistance affects you depends on your HP. I will use the best case scenario: a Tanker with capped (3212.7) HP. An increase of 20% Resistance is almost the same as having 3855 HP, or about 643 extra HP. Once these HP are gone they come back only if you are healed or regen the damage.

How can Thermal match that? Cast Cauterize one time. Unslotted. (It's BASE heal, transferred over to Defender numbers, is 25.8%, or about 828 HP).

But Sonic does better at AoE you say? Nope. We can also beat the numbers by slotting Warmth (two lvl 50 Heal IOs = 21.9% heal with Defender modifiers, or ~674 HP). One cast and you've already outperformed the extra resistance in the big bubble.

I won't bother doing the math for what happens when you actually slot Cauterize or cast Warmth more than one time. But I will point out that unlike +Resistance healing is untyped and also effectively provides resistance to mental attacks.


 

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Originally Posted by Fury Flechette View Post
The only thing I'd want as a buff to sonic resonance is a lower recharge for liquefy so it can be used as a reliable alpha strike power. Sonic resonance defenders are highly underrated.
This is my complaint about Sonic Resonance as well. Liquefy should be awesome, but it just doesn't measure up. Dark Miasma's Tar Patch is much more useful, even though it does a whole lot less.


 

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Quote:
Originally Posted by Oedipus_Tex View Post
How much +Resistance affects you depends on your HP. I will use the best case scenario: a Tanker with capped (3212.7) HP. An increase of 20% Resistance is almost the same as having 3855 HP, or about 643 extra HP. Once these HP are gone they come back only if you are healed or regen the damage.
Real Best case scenario:

Defender with other bubbles fully slotted + sonic dispersion for a total of 54% resistance buffing a brute or tank with 34% resistance, taking them from 66% incoming damage to 10%. They can now handle 6.6 times more enemy fire, and all the sonic has to do is keep them in range of sonic dispersion.

Or using your tanker example, tank with 3212 hp. Tank goes from 4866 virtual hp to 32120, for an increase of 27,254 virtual hp.

Even if said tank had no resistance, 54% resistance would take em from 3212 hp to 6982 virtual hp, for an increase of 3769 virtual hp.

Now, the real comparison I suppose would be between the extra resistance added by dispersion bubble over thermal's smash/lethal/energy/negative resistance (thermal lacks toxic completely, is significantly lighter vs cold and actually wins at fire, but smash/lethal/energy are much more common than those types). Don't feel like doing that right now.


Culex's resistance guide

 

Posted

Liquefy sucks. Disruption field should not be attached to an ALLY. It should be a location AoE or it should attached to a FOE like Enervating field. The knockback power should be removed. Force Field had its removed.

And the graphic just plain hurt. If you change the colors they dont fade after a while and are just painfu;. I quit a TF a few weeks back because I jut couldnt take it anymore. My eyes hurt and i got a bad headache.


The hard things I can do--- The impossible just take a little bit longer.

If numbers are so much more important than a teammate who is fun to play with, forget about the game altogether and go play with a calculator instead. -Claws and Effect-

 

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Originally Posted by Airhammer View Post
Liquefy sucks.
If you say so...

I use it to great effect. It has no Avoid component, so enemies are happy to stand in it, hitting nothing(-46% to Hit), while getting shredded because they no longer have Defense(-50% defense). Also a weak(mag 2) but long duration hold, sometimes lasting longer than Liquefy itself; -28.5% recharge debuff, -Fly, -Jump...

I suppose it sucks...


The plastic tips at the end of shoelaces are called aglets. Their true purpose is sinister.
--The Question, JLU

 

Posted

Quote:
Originally Posted by Airhammer View Post
Disruption field should not be attached to an ALLY. It should be a location AoE or it should attached to a FOE like Enervating field. The knockback power should be removed. Force Field had its removed.

And the graphic just plain hurt. If you change the colors they dont fade after a while and are just painfu;. I quit a TF a few weeks back because I jut couldnt take it anymore. My eyes hurt and i got a bad headache.
Disruption Field can be maintained unlike a patch on the ground, crazy end heavy, but any melee guy with it just destroys things.

Sonic Repulsion? mean to protect squishy from melee, but yeah, it bites. I don't ever take it.
(AFAIK Force field has three KB powers still)

The Graphics are indeed a bit harsh(and that's after they've been toned down!) I customize them to be as muted and transparent as possible. I know a number of player have trouble with it.


The plastic tips at the end of shoelaces are called aglets. Their true purpose is sinister.
--The Question, JLU

 

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Originally Posted by Seldom View Post
Sonic siphon: -30% res, 16 sec recharge, 30 second duration
+10% resistance to all but psychic damage. (to caster) Unstackable.
To make it an actual siphon? I like that, but I don't see it ever happening for a tier 1 power.

Quote:
sonic cage: foe capture, 30 sec. duration, 60 second recharge (unchanged)
I do wish they'd change this to a hold or something. I hate intangibility capture, in the heat of battle(on teams anyway) few can tell the guy they're fighting is "UNAFFECTED" or why.

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disruption field: -30% res, targeted ally
.26 end cost
Would be nifty, but It'd only lower if it effect self only. It's maintainability to crazy buff any other melee powerset make it the end hog that it is.

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sonic repulsion: kd, (able to be enhanced to KB) targeted ally. .52 end, NO charge per foe knocked back. 10' radius Max targets: 10.
Believe of not, Knockdown defeats the purpose of the power, to keep melee foes from wailing on a teammate. It's a "Repel on a teammate" power. It does need a lower end cost; it's just not as awesome as Disruption field. (Frankly, I think it bites. I never take it)

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clarity: mag 13 protection to all mez, +res to all mez. +15% res to psi damage. recharge, 4 sec. duration: 120 seconds. Unstackable.
If this set was to grant Psi Resist; this is the power that should do it.

Quote:
Liquefy:kd, hold, -rech, -speed, -fly, -tohit, -def,-jump: -30% tohit, -30% def. rech: 240 sec. duration: 30 sec.
Wait, you want to decrease the debuff? MADNESS! I like the shorter recharge.


The plastic tips at the end of shoelaces are called aglets. Their true purpose is sinister.
--The Question, JLU

 

Posted

No its not lacking. I have a lvl 50 sonic/sonic defender and i'm able to buff everyone on the team with 50+% resistance to everything except psi including my bubble. The bubble gives resistance + mezz protection. I can slap my friendly debuff AoE on my tanker and debuff everything in its path. on top of that i can drop liquefy in large mobs and its the equivilent to giving everyone on the team Elude combined with power buildup ancillary pool. with my sonic attacks and debuffs I am seriously doing some -res debuffs. Its not a highly desireable set i think because most people are ga ga over defense buffs and frankly with Io's and stuff defense buffs are highly desireable stacking up passed the soft cap. I think when teams start to realizing that having 1 cold and 1 sonic on a team is epic they will start being desireable. if you have 1 cold and 1 sonic you can pretty much give your team awesome def buffs awesome res buffs slows -def -res -kb's -tohit control combine that with a rad or emp or kin and you have a serious killing machine.


 

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Originally Posted by Ceasar View Post
No its not lacking. I have a lvl 50 sonic/sonic defender and i'm able to buff everyone on the team with 50+% resistance to everything except psi including my bubble. The bubble gives resistance + mezz protection. I can slap my friendly debuff AoE on my tanker and debuff everything in its path. on top of that i can drop liquefy in large mobs and its the equivilent to giving everyone on the team Elude combined with power buildup ancillary pool. with my sonic attacks and debuffs I am seriously doing some -res debuffs. Its not a highly desireable set i think because most people are ga ga over defense buffs and frankly with Io's and stuff defense buffs are highly desireable stacking up passed the soft cap. I think when teams start to realizing that having 1 cold and 1 sonic on a team is epic they will start being desireable. if you have 1 cold and 1 sonic you can pretty much give your team awesome def buffs awesome res buffs slows -def -res -kb's -tohit control combine that with a rad or emp or kin and you have a serious killing machine.
you can drop the sonic from that equation and still have an awesome team.

sonic doesnt do enough of what its supposed to do. It has the same sleep hole as ff, gets hit exactly as much with status and rider effects and has far too many skippable powers all for a huge end cost or long rech(liquefy). It also has annoying graphics that just arent clear enough to see through even with tinting.

Many of us want Sonic to be good, it doesnt have to be great but it needs to be far better than it is now, and I cant remember the last time the devs buffed a buff/debuff set besides TA.


 

Posted

The only thing I dislike about Sonic is that it doesn't have an AoE resistance debuff that doesn't require a teammate. They're pretty awesome on teams, but a little lackluster while solo.


[U][URL="http://boards.cityofheroes.com/showthread.php?t=251594"][/URL][/U]

 

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Quote:
Originally Posted by Captain_Freak View Post
you can drop the sonic from that equation and still have an awesome team.
Drop any 6 players and you'll still have an awesome team in this game.


http://www.fimfiction.net/story/36641/My-Little-Exalt

 

Posted

Subjective feedback: Liquefy -ToHit, and -Def don't seem to have any visual element to show you if it is working or not, which leads to the perception that the final tier power in the set is lackluster, and it is hard to tell how many enemies you have debuffed with it. With that said, the hold is too short, and the knockup seems to have a lower chance compared to other patch powers, which really disappointed me given most other patch powers out of the box are effective at deterring movement, while many of the enemies simply run right out of the Liquefy patch as if it was not even there. I was surprised at the damage component of Liquefy which is really nice as a bonus, and compliments an AoE centric primary or secondary well. As everyone knows already the recharge of the power is too long.

I think many people in this thread underestimate how good the -Def is from Liquefy. But I haven't observed a situation where the -ToHit has taken effect, and improved my survivability yet (Need to play around more with the set). It seems that enemies are still able to attack me at range with no problem landing their mark, where I end up face planting as a result. But when the knock up effect does work, my survivability shoots up dramatically. The problem is many people in this thread vastly exaggerate the hold, and knock up effect for liquefy, as both are lackluster compared to other patch powers which can be obtained at lower levels.

In summary for Liquefy:

Good: Damage, -Def, Knock up (when it works)

Bad: No visual elements for debuffs, -ToHit doesn't seem to work, hold too short, knock up very rare. enemies run out of the patch with ease, long recharge time for the power

I'll provide more feedback when I fully invest some slots in the liquefy power (six slots). But my initial impressions are mixed, which mirrors the extreme feelings expressed about this power throughout this thread.


 

Posted

My two (fairly minor) beefs with Sonic Dispersion:

Liquefy needs a shorter recharge. It is a fantastic power, as many have pointed out, but also lacks the constant utility of something like tar patch, lingering rad, earthquake, or freezing rain (as other have pointed out).


End costs are far too high. I was able to achieve a manageable endurance situation on my Spine/DA scrapper far more easily than my sonic defender. Which is to say it was difficult on the scrapper, nearly impossible on the defender. Now at level 41, and packed to the gills with end redux, the def still leans on blue inspirations and recovery serums.

I like the style, and I'm a sucker for -res, but the set could use a little love.


Open the pod bay doors, Hal.

 

Posted

the biggest problem with sonic is that it's extremely unfriendly to soloers. The shields and -res debuffs are nice. But they literally only work in a team. Sonic Resonance needs a buff. Not for groups, but for soloers.


Whining about everything since 2006.

Ammo switching for Dual Pistols was my idea:
http://boards.cityofheroes.com/showthread.php?t=135484

 

Posted

Liquefy is horrible and needs to recharge faster, but the rest of the set is fine I think. On my Grav/Sonic controller I found myself leaning very heavily on the secondary given how terrible Gravity is, and I was not disappointed.


Active (Freedom): Setna (Ice/Psi Dom), Arram (WP/KM Tank), Tesmiel (Elec/SS Tank), Astredax (Robot/Dark Mastermind), Operative Vidali (melee fortunata)

Retired (Virtue): Gaav (Inv/EM Tank), Baqra (Fire/SS Tank)

 

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Quote:
Originally Posted by Tsuji View Post
Liquefy is horrible and needs to recharge faster, but the rest of the set is fine I think.
Liquify is too awesome to have a faster recharge. Besides, 5 minutes isn't so bad. Three L35 IOs gets it down to 2m33s and means you have to use it strategically rather than just spamming. Nothing wrong with that. Pair it with a set that you're going for massive recharge on anyways (say, Illusion Control where you want at least 200% global recharge) and you'll get it down to under 1m20s.

Quote:
On my Grav/Sonic controller I found myself leaning very heavily on the secondary given how terrible Gravity is, and I was not disappointed.
The only terrible thing about Gravity Control is how slow Propel animates (cut the animation down to 2s and reduce its damage accordingly) and blocks your view.


 

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Originally Posted by JD_Gumby View Post
Liquify is too awesome to have a faster recharge. Besides, 5 minutes isn't so bad. Three L35 IOs gets it down to 2m33s and means you have to use it strategically rather than just spamming. Nothing wrong with that. Pair it with a set that you're going for massive recharge on anyways (say, Illusion Control where you want at least 200% global recharge) and you'll get it down to under 1m20s.



The only terrible thing about Gravity Control is how slow Propel animates (cut the animation down to 2s and reduce its damage accordingly) and blocks your view.
I think a weaker but more consistent version of liquefy would be much more useful; as it is it's essentially a defensive nuke. But for most play you don't really need a defensive nuke, you want something that's more consistent so that you can keep leveling. That's an opinion I'm aware not everyone shares though.

To say gravity is fine is definitely not true, it's just not on par with the other sets in terms of control and damage. I'm not going to derail the thread so after I say this I won't reply about gravity, but wormhole sacrifices too much for an effect that isn't so useful. It comes too late and its radius is too small, and in return you get an effect that makes aoes harder to use. With the AOE hold again, its radius is smaller than, for instance, paralyzing blast's. Dimension shift is another power with issues I have no idea how to address, particularly given how fast the game normally plays.

The set overall apparently is meant to sacrifice control for damage, but it does less damage than most of the sets with better control. Singularity is the main thing that lets the set come close to parity since you can pull all sorts of tricky things with corners, but really you end up doing more work for less control.

At least wormhole's aoe now and the level 32 power isn't a team teleport anymore.


Active (Freedom): Setna (Ice/Psi Dom), Arram (WP/KM Tank), Tesmiel (Elec/SS Tank), Astredax (Robot/Dark Mastermind), Operative Vidali (melee fortunata)

Retired (Virtue): Gaav (Inv/EM Tank), Baqra (Fire/SS Tank)

 

Posted

My take on Sonic (as a player who groups with Sonic users)

1) Liquefy is great, but the uptime is horrible. For a tier 9 Power you would (or at least I) think that (with major slotting and IOs) you could at least get this to 50% uptime.

2) Sonic repulsion targeting another player ??? As someone once said, maybe the devs just decided to be different. This should be moved to a self toggle just like Kinetics and FF.

3) My personal opinion only, which is not shared by most others, is that the +Res amounts for this set are a tad low. Now that we have protection from our toggles dropping, sleep is less of a problem, but a solo Sonic should be able to do better on Resistance before level 41. And that is because there is a huge difference between 15% defence and 30% resistance in-game. It doesnt matter to me how the numbers "pan-out", I have played both FF and Sonic on teams AND Solo. FF beats Sonic hands-down in every way solo, and IMO is also better for a team.


BIOSPARK :: DARKTHORN :: SKYGUARD :: WILDMAGE
HEATSINK :: FASTHAND :: POWERCELL :: RUNESTAFF

 

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Originally Posted by Pitho View Post
Real Best case scenario:

Defender with other bubbles fully slotted + sonic dispersion for a total of 54% resistance buffing a brute or tank with 34% resistance, taking them from 66% incoming damage to 10%. They can now handle 6.6 times more enemy fire, and all the sonic has to do is keep them in range of sonic dispersion.

Or using your tanker example, tank with 3212 hp. Tank goes from 4866 virtual hp to 32120, for an increase of 27,254 virtual hp.

Even if said tank had no resistance, 54% resistance would take em from 3212 hp to 6982 virtual hp, for an increase of 3769 virtual hp.

Now, the real comparison I suppose would be between the extra resistance added by dispersion bubble over thermal's smash/lethal/energy/negative resistance (thermal lacks toxic completely, is significantly lighter vs cold and actually wins at fire, but smash/lethal/energy are much more common than those types). Don't feel like doing that right now.

OK except that in these scenarios my point still stands. Cauterize and Warmth also benefit from allies that have their own native Resistance. And as I said previously, healing has no "type" so there are no worries about Psi damage or whatever else. +Resistance may have its place, but given the choice between an extra ~+55% Resistance or ~+30% Resistance + an AoE heal + a single target heal, the second option blows the first away in terms of effective HP, especially when your allies have some native Resistance to stack, which makes the reactive-ish nature of healing more viable. It's not popular on these boards to say healing is ever better, but in this case, it at least usually is. The only bar is perhaps taking alpha shots, but Sonic Res (and Resistance in general) can't turn a squishy into a tank even if you do max it out, and even an average Tanker should be able to survive long enough for healing with +30 Resistance versus +50.


 

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Originally Posted by Tsuji View Post
With the AOE hold again, its radius is smaller than, for instance, paralyzing blast's.

Quick note about this. I think the radius on Paralyzing Blast is bugged. The Controller version claims to have a 30ft radius, while the Dominator version claims to have a 20ft radius. The incorrect number is probably the Controller version, as all other ranged AoE holds have a 20ft radius, while all of the PBAoEs have 30ft.