Did they NERF the damage on controllers?


Aquila_NA

 

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I haven't played my 43 Fire/Kin in years (after ED and slotted with standard IO's) and thought I would use him to farm some. I remember being able to blow through big groups very fast. Now it's hard to stay awake waiting. What happened?


 

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Quote:
Originally Posted by Firewasp View Post
I haven't played my 43 Fire/Kin in years (after ED and slotted with standard IO's) and thought I would use him to farm some. I remember being able to blow through big groups very fast. Now it's hard to stay awake waiting. What happened?
Post your build, that might give us some idea...

if you still have it 6 slotted for damage, that might be an issue.


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Quote:
Originally Posted by Firewasp View Post
I haven't played my 43 Fire/Kin in years (after ED and slotted with standard IO's) and thought I would use him to farm some. I remember being able to blow through big groups very fast. Now it's hard to stay awake waiting. What happened?
First, welcome back to the game :-)

Second, there hasn't been any major changes to either Fire Control or Kinetics since you last played Firewasp. Your character should be as powerful as he was then. If you are finding a difference in your peformance it must be due to other factors. Maybe you are fighting some new villain groups or perhaps you just haven't quite settled back into the character yet.

I'm sure some fire/kin experts will take a look at how to spruce up your build, which will definitly make your character more powerful.


 

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Yea, but what gets me is that if my level 30 demon/therm mm out damages groups, why do players use a controller to farm?


 

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Well don't forget MM's are only recent addition to blueside. Plus I guess that Controllers ability to lockdown makes things safer, and they can take out harder spawns because of it.

Hotfeet isn't too bad at AoE damage either, certainly gets more powerful the more enemies you fight.


 

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Fire/Kins are finding it slower to demolish maps now because of the "newish" mob-wander phenomenon. When the spawns spread out we get lower FS and our AoEs have a harder time hitting everyone. Additionally, Imps seem to love the outlying Lts a bit overmuch making them vulnerable on the periphery. The new difficulty system is now also adding bosses that we used to be able to avoid by padding to 6 on Invincible. Bosses=Slower. Mapping the instance is also rendered all but useless by the aforementioned spawn-spread. As soon as you come near enough to a spawn point the mob spawns (purpose of mapping) but now as soon as they're spawned they start spreading out, making it a real pain.


 

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Quote:
Originally Posted by Aquila_NA View Post
Fire/Kins are finding it slower to demolish maps now because of the "newish" mob-wander phenomenon. When the spawns spread out we get lower FS and our AoEs have a harder time hitting everyone. Additionally, Imps seem to love the outlying Lts a bit overmuch making them vulnerable on the periphery. The new difficulty system is now also adding bosses that we used to be able to avoid by padding to 6 on Invincible. Bosses=Slower. Mapping the instance is also rendered all but useless by the aforementioned spawn-spread. As soon as you come near enough to a spawn point the mob spawns (purpose of mapping) but now as soon as they're spawned they start spreading out, making it a real pain.
Can't you turn off bosses?


 

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Quote:
Originally Posted by Max_zero View Post
Can't you turn off bosses?
Yes. But as soon as I invite someone else to the team, any subsequent spawns can contain bosses again. Which is why I WOULD pre-map, except for the spreading issue. :/


 

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Quote:
Originally Posted by Aquila_NA View Post
Yes. But as soon as I invite someone else to the team, any subsequent spawns can contain bosses again. Which is why I WOULD pre-map, except for the spreading issue. :/
I've been there....

If I invite a friend, I got to go from +1/8 to 0/4 to keep the boss problem under control for my fire/storm. That doesn't even take into account the less inspirations drops I need to keep my endurance problems to a manageable level.

So anymore, I farm solo.


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I'm glad I'm not the only one who plays without bosses. Though if you have an extra person on the team surely bosses are easy anyway? My Mind/Storm handles +1 x8 easily, but I find bosses inefficient because they take too long to whittle down. My speciality is definitly at mass AoE.


 

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To the OP: did you use fireball? Its damage was reduced a bit ago to compensate for containment.


 

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Quote:
Originally Posted by Peacemoon View Post
I find bosses inefficient because they take too long to whittle down.
Yes


 

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speed boost no longer effects the recharge of pets, so the imps don't attack as fast as they once did for a fire/kin that boosted their pets. They still get the movement and end recovery just not the recharge boost anymore.


 

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Quote:
Originally Posted by Montaugh View Post
speed boost no longer effects the recharge of pets, so the imps don't attack as fast as they once did for a fire/kin that boosted their pets. They still get the movement and end recovery just not the recharge boost anymore.
BINGO! Good pick-up. This is probably the effect that the OP is seeing. The Recharge nerf on pets had a significant impact at reducing the number of attacks from the Imps. The Devs said that it was done because some pets weren't cycling their attacks, but the effect was to reduce the damage done by some pets. Others, like Animate Stone and Venus Fly Trap, got a damage boost.


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Now, I could be wrong but has it not been the assessment of most F/K farmers that imps only accounted for a small percentage of overall damage? In which case I believe that most farmers found boosting their imps to be a bit of a waste of time. (one could already be in the next spawn killing before the imps were even buffed)


 

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Quote:
Originally Posted by Montaugh View Post
speed boost no longer effects the recharge of pets, so the imps don't attack as fast as they once did for a fire/kin that boosted their pets. They still get the movement and end recovery just not the recharge boost anymore.
Wow thanks, that explains why my Jack Frost is slow as molassey again. Ugh.


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I would imagine the likely culprit is the damage nerf on fireball where it used to do blaster level damage that could be effectively doubled at the damage cap with containment.

A minor change was controller kinetics getting its AT modifiers applied meaning that one FS isn't likely to cap the damage of a power that isn't slotted for damage. I.E. Fire Cages with an Immob set. Its a small change given how easy you can double stack FS, but a change none the less.

My money is on the APP AoE blast nerf though.


 

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Quote:
Originally Posted by Montaugh View Post
speed boost no longer effects the recharge of pets, so the imps don't attack as fast as they once did for a fire/kin that boosted their pets. They still get the movement and end recovery just not the recharge boost anymore.
This. At the time many people said it hardly affected the damage of Fire/Kins. It was enough for me to notice and I really don't play that character anymore. The combo is still plenty good though.

If I remember correctly, it was done because pets like Jack Frost were not cycling through ALL of their powers when speed boosted. The fix was too complicated so now the +rech from SB is only good on players.


 

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The other part was that the speed of a pet's attacks was actually affected by your global recharge bonus and whatever you had slotted into the power. Back in the day Lightning Storm (a power you can't Speed Boost) used to be amazing. Now it's kind of meh, because it fires bolts about 1/2 to 1/3rd as often as it used to.