Buff Stuns


Adeon Hawkwood

 

Posted

I've noticed for some time now that the vast majorty of stun powers in game are shockingly lackluster. I mean, what's so fantastic about, say;

Dark Pit

Targeted AoE
End: 13
Acc: 60%
Recharge: 60 secs
Duration: 8.94
Mag: 2


I mean...mag 2? Thats pathetic. That only works on Minions, doesn't it? Possibly Lts. Ok, so in a Dark/Dark you can stack it with Howling Twilight.
But the majority of AoE Stuns seem incredibly...meh.

Maybe I'm wrong. Does anyone have any better numbers or experiences with them?


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Originally Posted by Zwillinger View Post
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NOTE: The Incarnate System is basically farming for IOs on a larger scale, and with more obtrusive lore.

 

Posted

Quote:
Originally Posted by Techbot Alpha View Post
I've noticed for some time now that the vast majorty of stun powers in game are shockingly lackluster. I mean, what's so fantastic about, say;

Dark Pit

Targeted AoE
End: 13
Acc: 60%
Recharge: 60 secs
Duration: 8.94
Mag: 2


I mean...mag 2? Thats pathetic. That only works on Minions, doesn't it? Possibly Lts. Ok, so in a Dark/Dark you can stack it with Howling Twilight.
But the majority of AoE Stuns seem incredibly...meh.

Maybe I'm wrong. Does anyone have any better numbers or experiences with them?
I'd say the problem is more the duration of the power. Targeted AOE that can keep all the minions out of the picture would be good.

Now admittedly if you can take out all the minions with AOEs in that time, all is good, but also not always the case. :/


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The BrandX Collection

 

Posted

Are you *just* looking at those, or at all powers with stun components?

I *think* the concern might be stackability (though longer duration would be nice.) Throw an Energy melee tank/brute in there and everything's getting stunned on almost every hit if it's not staggering already.

*shrug* I don't know. I almost never take Dark Pit as it is - and I'm the guy who *likes* taking oddball powers like Black Hole.


 

Posted

Well, I'll do a quick run-down of Powers that look fine, some that could use a little duration tweak, and those that make me go "Wait, what?"

Good Camp;

Stunning Shot - Archery
Beanbag - Assault Rifle
Scramble Thoughts - Psi Blast
Cosmic Burst - Rad Blast
Screech - Sonic Blast
Stun - Energy Melee/Manipulation
Energy Melee/Manipulation as a whole
Taser - Devices


So-So Camp;

Suppresive Fire - Dual Pistols - Duration isn't on par with other blaster stuns
Stalagmites - Earth Control - Why such low accuracy?
Flashfire - Fire Control - See above
Whirling Hands - Energy Melee - Only mag 2. Any good reason for that?


Lol-whut? Camp;
Fault - Stone Melee - Low acc AND low mag? Ever wonder why you rarely see this power?
Handclap - Super Strength - Oh, snap, same again.
Dark Pit - Dark Blast - Low acc, low mag, high end cost. Just...why?
Pulsar - Luminous Blast - Another one. Someone point out the upsides to me, please?
Photon Grenade - Robotics - It costs HOW much? And does WHAT damage? And you call THAT a stun? Please, if I laugh any harder I'll crack a rib...


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Originally Posted by Zwillinger View Post
GG, I would tell you that "I am killing you with my mind", but I couldn't find an emoticon to properly express my sentiment.
Quote:
Originally Posted by Captain_Photon View Post
NOTE: The Incarnate System is basically farming for IOs on a larger scale, and with more obtrusive lore.

 

Posted

I don't necessarily agree with a lot of your choices here, though I would not be upset if they were buffed (unless they made other aspects of the power noticeably worse). A lot of your concern is mostly for AoE stuns, AoE controls are almost never as effective as single target controls, especially those with a noticeable damage component. Siren's Song, Tenebrous Tentacles, and certain APP/PPP choices are an anomaly in this regard.

Quote:
Suppresive Fire - Dual Pistols - Duration isn't on par with other blaster stuns
The main draw here is that this power is a choice between stun or hold, versatility means sacrifice, and in this case duration suffers.

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Stalagmites - Earth Control - Why such low accuracy?
Flashfire - Fire Control - See above
Don't all AoE controls suffer from this? Besides, stacking stuns and immobilize is effectively a hold. I like the low accuracy, it forces the user to invest in it.

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Whirling Hands - Energy Melee - Only mag 2. Any good reason for that?
It's a PBAoE damage attack. What other non-nuke/rez damage power has a mag 3 stun on it? The perk is that you're doing moderate damage to everything around you.

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Lol-whut? Camp;
Fault - Stone Melee - Low acc AND low mag? Ever wonder why you rarely see this power?
I love this power, not because of the stun but because of its knockdown, which even temporarily disables most bosses. Here the stun is like a neat extra effect, and there's a 50% chance to bag an Lt as well.

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Handclap - Super Strength - Oh, snap, same again.
Pulsar - Luminous Blast - Another one. Someone point out the upsides to me, please?
Here it's not knockdown, but knockback, which is harder to use effectively. Used as a short-range cone rather than a PBAoE, you can get enemies neatly packed into a corner. The stun here is a bonus.

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Dark Pit - Dark Blast - Low acc, low mag, high end cost. Just...why?
I agree here, but for the devil's advocate's sake I'll point out that it's an AoE control power in a non-control set. Dark Pit combined with Tenebrous Tentacles is basically a hold (stun + immob), I can see why it's a mag 2 stun.

But the fact that, like Petrifying Gaze, it has absolutely ZERO secondary effects makes it of questionable use. At least Fault/Hand Clap/Pulsar/Lightning Clap have a knockdown/back component! I would love to see Dark Pit (and Petrifying Gaze for that matter) get a to-hit debuff or something.

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Photon Grenade - Robotics - It costs HOW much? And does WHAT damage? And you call THAT a stun? Please, if I laugh any harder I'll crack a rib...
Worst power in the game?

Worst power in the game.

That is one of the major reasons I refuse to roll a Robotics MM. And I LOVE the idea of a Pulse Rifle. Until they do something cool like raise its damage or add a -regen component to the personal attacks I will never roll one.
And it's such a cool power idea, too! Why not at least have knockdown? It's such a piddly power I can't believe nobody caught that during testing and said "this is the worst power in the game, why would anyone use it after using it once and realizing that it is the worst power in the game?"


 

Posted

Quote:
Originally Posted by Lurker Hunter View Post
I don't necessarily agree with a lot of your choices here, though I would not be upset if they were buffed (unless they made other aspects of the power noticeably worse). A lot of your concern is mostly for AoE stuns, AoE controls are almost never as effective as single target controls, especially those with a noticeable damage component. Siren's Song, Tenebrous Tentacles, and certain APP/PPP choices are an anomaly in this regard.


The main draw here is that this power is a choice between stun or hold, versatility means sacrifice, and in this case duration suffers.
Even so, it can only be one or the other, and you can only have maximum of six slots in it, same as any other power. What does knocking 2 secs off the duration achieve, other than mild annoyance?

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Don't all AoE controls suffer from this? Besides, stacking stuns and immobilize is effectively a hold. I like the low accuracy, it forces the user to invest in it.
The AoE Immobs sure as hell don't. The AoE Holds are all without fail Mag 3 and not Mag 2. I also don't agree with the holds having such ludicrously long recharges for such piddly durations, but, eh, thats a whole other kettle of fish.


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It's a PBAoE damage attack. What other non-nuke/rez damage power has a mag 3 stun on it? The perk is that you're doing moderate damage to everything around you.
Well, let's see;

-Smashing Blow - Kinetic Melee tier 2 power, mag 3 stun chance
-Cobra Strike - Martial Arts, again tier 2 power, mag 3 stun
-Bone Smasher, Energy Transfer and Total Focus, tier 3, 8 and 9 in EM respectively. All mag 3, decent duration.

Whirling hands has long been lauded as one of the bigger fail components in the EM set, especially since the ET nerf (Not going into that, but I know I agree with those who see it as such).

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I love this power, not because of the stun but because of its knockdown, which even temporarily disables most bosses. Here the stun is like a neat extra effect, and there's a 50% chance to bag an Lt as well.
Hmm, see the chance for extra Mag 1 now. Even so, given thats not a given it could at least have higher accuracy for what it does.

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Here it's not knockdown, but knockback, which is harder to use effectively. Used as a short-range cone rather than a PBAoE, you can get enemies neatly packed into a corner. The stun here is a bonus.
I for one would happily trade it for what Imperious has, which does damage. I'm sure I'm not the only one, either.

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I agree here, but for the devil's advocate's sake I'll point out that it's an AoE control power in a non-control set. Dark Pit combined with Tenebrous Tentacles is basically a hold (stun + immob), I can see why it's a mag 2 stun.

But the fact that, like Petrifying Gaze, it has absolutely ZERO secondary effects makes it of questionable use. At least Fault/Hand Clap/Pulsar/Lightning Clap have a knockdown/back component! I would love to see Dark Pit (and Petrifying Gaze for that matter) get a to-hit debuff or something.
I don't agree with the Immob+Stun thing. Honestly, beside some staggering (which, admittedly, is sometimes sidestepped by glitchy A.I. speed-stumbling away) Stuns are the exact same as Holds.
The thing has a high end cost (13), low mag (2), terrible acc (60%) and rediculous times (60 sec base recharge, 8.94 secs duration). Oh, and it does no damage. Sorry, how many penalties is that worth again? Petrifying gaze may be ST and have no -ToHit, but at least it has mag 3, decent times and standard accuracy.

Quote:
Worst power in the game?

Worst power in the game.

That is one of the major reasons I refuse to roll a Robotics MM. And I LOVE the idea of a Pulse Rifle. Until they do something cool like raise its damage or add a -regen component to the personal attacks I will never roll one.
And it's such a cool power idea, too! Why not at least have knockdown? It's such a piddly power I can't believe nobody caught that during testing and said "this is the worst power in the game, why would anyone use it after using it once and realizing that it is the worst power in the game?"
I have the two normal attacks on my namesake, Alpha, and love them. I hate the endurance costs on all MM attacks given the damage they (don't) do, but thats a whole other thread.
And yes, the AoEs suck in MM sets (maye not Demons so much, at least they have -res)

But Group Fly still sucks worse. Or anything with intangibility


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Originally Posted by Zwillinger View Post
GG, I would tell you that "I am killing you with my mind", but I couldn't find an emoticon to properly express my sentiment.
Quote:
Originally Posted by Captain_Photon View Post
NOTE: The Incarnate System is basically farming for IOs on a larger scale, and with more obtrusive lore.

 

Posted

Quote:
Originally Posted by Techbot Alpha View Post
Suppresive Fire - Dual Pistols - Duration isn't on par with other blaster stuns
In theory all DP powers get worse debuff effects compared to other blast sets to make up for the increased flexibility. However I agree that this shouldn't really have been applied to mez durations.

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Stalagmites - Earth Control - Why such low accuracy?
Flashfire - Fire Control - See above
Because they are AoE control powers that can (with a bit of effort) recharge enough to be up every spawn. Most of the AoE controls in the game (not just stuns) have a lower than average accuracy, that is presumably a part of the mertic the devs use when balancing them. Considering how powerful controls are in this game I don't think it's unjustified.

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Whirling Hands - Energy Melee - Only mag 2. Any good reason for that?
Yes, it's not a control power it's an attack power that happens to do a bit of control. Realistically increasing it to be mag 3 would mean for balance reasons it needs to either have the proc chance reduced or the recharge/endurance costs increased.

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Fault - Stone Melee - Low acc AND low mag? Ever wonder why you rarely see this power?
It probably could use 1x accuracy but the mag seems ok. It stuns minions and has a 50% chance of stunning LTs along with knocking everyone down. Personally that sounds useful to me but I don't play melee much.

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Handclap - Super Strength - Oh, snap, same again.
I would say the knockback is more of a problem than anything else. If that were changed to knockdown it would be a nice power for a SS character to taunt an entire spawn.

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Dark Pit - Dark Blast - Low acc, low mag, high end cost. Just...why?
It's a tradeoff. Most blast sets give the user the ability to mez one LT (or possibly stack it and mez a boss). Dark Blast gives them the ability to mez a group of minions. Overall I would consider that a fair tradeoff and actually one of the defining features of Dark Blast.

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Pulsar - Luminous Blast - Another one. Someone point out the upsides to me, please?
This one I agree with. Warshades get Gravitic Emanation which is significantly more powerful and I'm not sure why. I think the problem is that the devs still have a bit of ranged = good mentality in their balance methods so Pulsar being a Targeted AoE is considered "better" than Gravitic Emanation's large cone.

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Photon Grenade - Robotics - It costs HOW much? And does WHAT damage? And you call THAT a stun? Please, if I laugh any harder I'll crack a rib...
Well the cost and damage are a factor of it being an MM attack, rather than anything power specific. The stun itself is a secondary effect rather than the main power and is actually inline with the stun on other similar powers (such as Whirling Hands). Robotics as a whole was left out in the cold when secondary effects were handed out for the personal attacks but the same is true of several other MM sets and at least Robotics has what are generally considered the best pets.


Overall I don't think stuns have a problem. The issue is that most of them turn up either in sets which do not have a control focus (i.e. various attack based sets) or as secondary effects on attack powers and as such they are not going to be as strong as a Controller's Hold powers.


 

Posted

Quote:
Originally Posted by Adeon Hawkwood View Post

This one I agree with. Warshades get Gravitic Emanation which is significantly more powerful and I'm not sure why. I think the problem is that the devs still have a bit of ranged = good mentality in their balance methods so Pulsar being a Targeted AoE is considered "better" than Gravitic Emanation's large cone.
Except that Pulsar is a PBAoE, a particularly lame one as pointed out. Therefore the logic there doubly fails on the balance part.

Gravitic; Huge, long ranged cone, Mag 3 Stun
Pulsar; Mediocre PBAoE with a Mag 2 Stun

Yeah, balanced....riiight.


Quote:
Originally Posted by Zwillinger View Post
GG, I would tell you that "I am killing you with my mind", but I couldn't find an emoticon to properly express my sentiment.
Quote:
Originally Posted by Captain_Photon View Post
NOTE: The Incarnate System is basically farming for IOs on a larger scale, and with more obtrusive lore.

 

Posted

When it comes to awkward stun powers, I believe Hand Clap is up there in "What were they thinking?" land. PBAoE knockback in general is about the worst application of knockback in the entire game, twice so on a melee AT that's usually surrounded by enemies and often draws buffs from enemies around. And the tradeoff for that is very poor. Knockback, which is decent but not all that, especially given the power's recharge, and short, unreliable stun.

People often suggest using this as a cone. Well, if we're going to be using it as a cone, why couldn't it have been, you know, a cone. Maybe then its stats could suck a little less if that's what we use it for anyway.

The most use I've had of Hand Clap was on a Sewer Trial today, where I used it to knock bosses off the catwalks so team-mates can snag Thermite and Particle cannons, and then later to knock respawning Rikti out of the generators they spawned inside, in both cases using the power as a directed cone and disregarding its stun component entirely.

Normally, I almost never touch it because it instantly shuts down all benefit I get from Invincibility.


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Originally Posted by Arcanaville View Post
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Posted

one wonders why wormhole isn't in this list

Wormhole: heaviest stun in the game, place the baddies where you want them, and my brother found that if you mass-immob or hold them first, that they don't bounce.


Even as the heaviest stun in the game, the main aspect here though is "I choose where the battle happens."


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Posted

Just guesses on a couple:

Quote:
Originally Posted by Techbot Alpha View Post
Stalagmites - Earth Control - Why such low accuracy?
Flashfire - Fire Control - See above
These are *probably* because (a) they got hit with the Control AOE hammer some years back and (b) we have so many OTHER controls on those sets.

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Whirling Hands - Energy Melee - Only mag 2. Any good reason for that?
Assuming, here, because most everything else in the set also stuns. (My EM/EA Brute used to (pre-I13) be thoroughly yelled at in the zones for those stuns... yes, slotted.)

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Lol-whut? Camp;
Fault - Stone Melee - Low acc AND low mag? Ever wonder why you rarely see this power?
Knockdown. People forget the knockdown.


 

Posted

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Originally Posted by Techbot Alpha View Post
Except that Pulsar is a PBAoE, a particularly lame one as pointed out. Therefore the logic there doubly fails on the balance part.
Good point, Pulsar is a Thunderclap clone isn't it? Misremembered there.


 

Posted

Quote:
Originally Posted by Techbot Alpha View Post
Even so, it can only be one or the other, and you can only have maximum of six slots in it, same as any other power. What does knocking 2 secs off the duration achieve, other than mild annoyance?
It's great to have a single power be a stun or a hold, you can apply the proper ammo type to stack holds depending on your teammates' powersets/your secondary powerset, that kind of versatility doesn't exist with the other blast stuns.

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The AoE Immobs sure as hell don't. The AoE Holds are all without fail Mag 3 and not Mag 2. I also don't agree with the holds having such ludicrously long recharges for such piddly durations, but, eh, thats a whole other kettle of fish.
By "this" I was referring to the low accuracy you mentioned, which to at least some extent do. And the AoE stuns in controls sets DO have Mag 3 stuns.

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Well, let's see;

-Smashing Blow - Kinetic Melee tier 2 power, mag 3 stun chance
-Cobra Strike - Martial Arts, again tier 2 power, mag 3 stun
-Bone Smasher, Energy Transfer and Total Focus, tier 3, 8 and 9 in EM respectively. All mag 3, decent duration.

Whirling hands has long been lauded as one of the bigger fail components in the EM set, especially since the ET nerf (Not going into that, but I know I agree with those who see it as such).
I typed that wrong, I meant to say "AoE damage power." I'm not necessarily saying it's right for PBAoE's to have a low magnitude control aspect, there is just no precedent for it otherwise.

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Hmm, see the chance for extra Mag 1 now. Even so, given thats not a given it could at least have higher accuracy for what it does.
I can agree to disagree there, I'm fine with the accuracy but I wont be sad if it gets buffed.

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I for one would happily trade it for what Imperious has, which does damage. I'm sure I'm not the only one, either.
Same for this one.

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I don't agree with the Immob+Stun thing. Honestly, beside some staggering (which, admittedly, is sometimes sidestepped by glitchy A.I. speed-stumbling away) Stuns are the exact same as Holds.
The thing has a high end cost (13), low mag (2), terrible acc (60%) and rediculous times (60 sec base recharge, 8.94 secs duration). Oh, and it does no damage. Sorry, how many penalties is that worth again? Petrifying gaze may be ST and have no -ToHit, but at least it has mag 3, decent times and standard accuracy.
You're definitely right about Dark Pit, it's rubbish. I can just see some justification for why it is rubbish, not that I think it should remain so.

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I have the two normal attacks on my namesake, Alpha, and love them. I hate the endurance costs on all MM attacks given the damage they (don't) do, but thats a whole other thread.
And yes, the AoEs suck in MM sets (maye not Demons so much, at least they have -res)
I can't imagine liking the normal attacks on Robotics, being that the first has no secondary effect and the second has a chance for knockback. Even Mercenaries' AR gets a -def component, and Demons get it good with -res.

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But Group Fly still sucks worse. Or anything with intangibility
At least intangibility is better at getting you out of a bad situation than Dark Pit. Group Fly is definitely worse... though not as disappointing than Photon Grenade.


 

Posted

Quote:
Originally Posted by Lurker Hunter View Post
You're definitely right about Dark Pit, it's rubbish. I can just see some justification for why it is rubbish, not that I think it should remain so.
I really do not see why people think Dark Pit is rubbish. It gives you the ability to stun most or all of the minions in a spawn (spending on how they are clustered) at range and it's in a Blast set.

Now I agree it's going to be less useful when paired with a Buff/Debuff set that already provides decent control (such as Dark Maisma) but for some of the other Buff/Debuff sets it's a very useful tool. For example on an Empathy/Dark Defender Dark Pit can provide a very nice reduction in incoming damage. Plus if Blasters ever get Dark Blast (please devs?) I'm sure the ability to mez a spawn's worth of minions would be useful.

I can see saying that the power needs to be rebalanced with a different duration/recharge/accuracy/endurance equation but I just can't understand why people think it's useless.


 

Posted

Quote:
Originally Posted by Techbot Alpha View Post
Suppresive Fire - Dual Pistols - Duration isn't on par with other blaster stuns
That's the price of versatility.
Quote:
Originally Posted by Techbot Alpha View Post
Stalagmites - Earth Control - Why such low accuracy?
Flashfire - Fire Control - See above
AoE controls in Control sets all have lower accuracy, except Mass Confusion because it's awesome.
Quote:
Originally Posted by Techbot Alpha View Post
Whirling Hands - Energy Melee - Only mag 2. Any good reason for that?
It's supposed to be a melee attack, not a control power. Barrage and Energy Punch are also only mag 2 if you'll notice.

Quote:
Originally Posted by Techbot Alpha View Post
Fault - Stone Melee - Low acc AND low mag? Ever wonder why you rarely see this power?
Handclap - Super Strength - Oh, snap, same again.
They're AoE stuns with a guaranteed stun against minions and a good chance to stun lts. Slot them up for stun and recharge and they're perma, or nearly so. This is in melee damage sets, mind you.
Quote:
Originally Posted by Techbot Alpha View Post
Dark Pit - Dark Blast - Low acc, low mag, high end cost. Just...why?
Again, AoE stun in a damage set is gonna have some drawbacks. Devote the slots and you may find it worthwhile.
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Originally Posted by Techbot Alpha View Post
Pulsar - Luminous Blast - Another one. Someone point out the upsides to me, please?
Considering this is not a power from a Control set, this power is GOOD. It recharges in half the time of Flashfire or Stalagmites, and they only last 1-1.5 seconds longer at base. I think that makes up for only stunning Lts. half the time.
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Originally Posted by Techbot Alpha View Post
Photon Grenade - Robotics - It costs HOW much? And does WHAT damage? And you call THAT a stun? Please, if I laugh any harder I'll crack a rib...
It's a secondary effect, of course it's going to be weak. You might as well ask why Smite doesn't floor enemy acc. As for damage and end cost, it's only weak because it's Masterminds using it. The damage is pretty much spot-on standard for a targeted AoE blast, and MMs use more end on all their powers than other ATs.

So no, I don't think Stuns need help.


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Posted

Quote:
Originally Posted by Lycanus View Post
one wonders why wormhole isn't in this list

Wormhole: heaviest stun in the game, place the baddies where you want them, and my brother found that if you mass-immob or hold them first, that they don't bounce.


Even as the heaviest stun in the game, the main aspect here though is "I choose where the battle happens."
Well, Gravity control has a phase power, a ranged damage attack with a long animation, and a ST knock up power.
Then there's the fact that immobilize is pretty much the weakest type of mez in the game (because everything has ranged attacks). all in all, Wormhole seems like it's there to help make up for how, otherwise, weak gravity is compared to other control sets.


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Posted

Quote:
Originally Posted by Vanden View Post
That's the price of versatility.
The price of versatility is far too high, when there's almost no place in the entire game where a stun is better than a hold. Dual Pistols pays far, far, FAR too much for supposed versatility that doesn't come into play nearly as often as people seem to think it should, ESPECIALLY in Suppressive Fire. Make it just a hold and give it a decent duration. Right now it's just a particularly crappy control power with no real upside.


Quote:
Originally Posted by Arcanaville View Post
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Posted

Quote:
Originally Posted by Lycanus View Post
one wonders why wormhole isn't in this list

Wormhole: heaviest stun in the game, place the baddies where you want them, and my brother found that if you mass-immob or hold them first, that they don't bounce.


Even as the heaviest stun in the game, the main aspect here though is "I choose where the battle happens."
I....
*checks*
Damn. I totally missed that one. Yeah, that goes in the 'Good Stuff' camp for sure.


Quote:
Originally Posted by Zwillinger View Post
GG, I would tell you that "I am killing you with my mind", but I couldn't find an emoticon to properly express my sentiment.
Quote:
Originally Posted by Captain_Photon View Post
NOTE: The Incarnate System is basically farming for IOs on a larger scale, and with more obtrusive lore.

 

Posted

Quote:
Originally Posted by Vanden View Post
As for damage and end cost, it's only weak because it's Masterminds using it. The damage is pretty much spot-on standard for a targeted AoE blast, and MMs use more end on all their powers than other ATs.
Which I still think is absolute bloody cobblers, but thats a whole other thread...


Quote:
Originally Posted by Zwillinger View Post
GG, I would tell you that "I am killing you with my mind", but I couldn't find an emoticon to properly express my sentiment.
Quote:
Originally Posted by Captain_Photon View Post
NOTE: The Incarnate System is basically farming for IOs on a larger scale, and with more obtrusive lore.

 

Posted

Quote:
Originally Posted by Techbot Alpha View Post
Which I still think is absolute bloody cobblers, but thats a whole other thread...
You need to say things like this more often, Tech! I enjoy reading them so very much


Quote:
Originally Posted by Arcanaville View Post
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.

 

Posted

Quote:
Originally Posted by AzureSkyCiel View Post
Well, Gravity control has a phase power, a ranged damage attack with a long animation, and a ST knock up power.
Then there's the fact that immobilize is pretty much the weakest type of mez in the game (because everything has ranged attacks). all in all, Wormhole seems like it's there to help make up for how, otherwise, weak gravity is compared to other control sets.
Immob's combined with use of local terrain make an excellent tool especially since most mass immobs are targeted AoEs that deal damage and recharge quicker than mass holds or stuns, cast it at the right time and angle yourself around a pillar or some such and you can focus on one or two enemies at a time and continue using that mass immob to keep baddies stuck behind terrain...

also, if you hit it right, you can immob a large quantity and leave them stuck while you draw off the remainder...

rinse and repeat to whittle down a large mob all on your own with little to no risk


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Posted

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Originally Posted by Samuel_Tow View Post
The price of versatility is far too high, when there's almost no place in the entire game where a stun is better than a hold. Dual Pistols pays far, far, FAR too much for supposed versatility that doesn't come into play nearly as often as people seem to think it should, ESPECIALLY in Suppressive Fire. Make it just a hold and give it a decent duration. Right now it's just a particularly crappy control power with no real upside.
No. If you don't like the power, don't use it. The versatility thing not coming into play is the fault of the user, mostly because people prefer teams that steamroll anything regardless of what ammo you're using. If that's your bag then that's fine, slap on Incendiary Rounds and never bother to think twice, but solo players and 2-4 man groups see a lot of benefit from utilizing different ammo types.


 

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Originally Posted by Lurker Hunter View Post
No. If you don't like the power, don't use it. The versatility thing not coming into play is the fault of the user, mostly because people prefer teams that steamroll anything regardless of what ammo you're using. If that's your bag then that's fine, slap on Incendiary Rounds and never bother to think twice, but solo players and 2-4 man groups see a lot of benefit from utilizing different ammo types.
And what situation, pray tell, is a stun superior to a hold? What situation that's so prevalent or important that it justifies such crappy duration?


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Originally Posted by Arcanaville View Post
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.

 

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Originally Posted by Techbot Alpha View Post
Photon Grenade - Robotics - It costs HOW much? And does WHAT damage? And you call THAT a stun? Please, if I laugh any harder I'll crack a rib...
Never understood why this is a separate MM attack when the Prot Bots get it as an upgrade


http://www.scene-and-heard.com/cov/covsig.jpg

 

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Originally Posted by Samuel_Tow View Post
And what situation, pray tell, is a stun superior to a hold? What situation that's so prevalent or important that it justifies such crappy duration?
Maybe your other set is one with stuns, and you want to stack them. Energy Manipulation is both stun-heavy and popular among Blasters.

The Spiritual branch of Alpha powers are desirable for their recharge buffs, and Stun happens to be one of its sub-buffs. Meanwhile, Hold enhancement is on the probably-the-least-popular Nerve branch.

Stun IO sets are, broadly speaking, superior to Hold sets in terms of set bonuses.

I wouldn't be surprised if there are enemies resistant to Holds that aren't resistant to Stuns.


Issue 16 made me feel like this.
Warning: This poster likes to play Devil's Advocate.