For Crying out Loud FIX GRAVITY !!!!!!


Airhammer

 

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Originally Posted by Airhammer View Post
The whole making objects and throwing them around is very fun at first. Then waiting forever for an image to be generated and then the attack hitting the target AFTER its been defeated on teams gets ANNOYING after it happens for the 30th time.
Hence, "A faster animation would be nice," but don't take away my large heavy objects please. Just make them appear faster! For instance, perhaps instead of blasting a mini-singularity out of your hand, the animation could be a small mini-singularity forming around your hand and blasting the object out of it. An animation like that wouldn't have to take more than a second, since there'd be none of the stupid materializing/hanging in the air that slows the current animation down. Additionally, it'd be more sensical for many themed characters who shouldn't be able to create objects from thin air, since the appearance would be more like pulling the object through a wormhole from somewhere else.

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Now as I said I have no issue using Wormhole as I am used to it.. However I have seen iut used badly time and time and time and time again. No other stun works this way..
Any power can be used badly. There's nothing wrong with Wormhole having all the different components it has (AOE foe teleport, stun, knockback) and if you and I can learn to use it properly then so can any other decent Gravity troller/dom. Not every power in every power set will be suited to every player, and the only change to Wormhole that I support is the application of the stun at the beginning, because not every map has corners I can hide behind while it activates. Yes, I agree that no other stun works this way, which is why I like Wormhole: it is a unique and highly utilitarian power to have and it's not THAT hard to use properly.


 

Posted

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Originally Posted by Airhammer View Post
The whole making objects and throwing them around is very fun at first. Then waiting forever for an image to be generated and then the attack hitting the target AFTER its been defeated on teams gets ANNOYING after it happens for the 30th time.
This is how I feel when I play stalkers on bad teams. I make an effort to go in first, target the boss(or LT) I want to demolish, and activate as soon as someone draws aggro. You would not believe the amount of times the team gangs up on the boss DURING THE ANIMATION and gets him below 25% HP, at which point why bother ASing him?

Anyways, about gravity, I didn't notice a disparity in Lift until I looked at the troller version, as I was used to the dominator version. Why on earth is it so weak compared to Levitate? Also, MUCH SIGNED on Propel, I can't justify using it until it becomes practical.


 

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Originally Posted by Lurker Hunter View Post
Anyways, about gravity, I didn't notice a disparity in Lift until I looked at the troller version, as I was used to the dominator version. Why on earth is it so weak compared to Levitate? Also, MUCH SIGNED on Propel, I can't justify using it until it becomes practical.
Honestly I think Lift is weaker than Levitate because Gravity has Propel where Mind doesn't have another single target damage power, and they didn't want Gravity to be too good at single target damage.

HOWEVER. I would argue that due to the damage of Mesmerize and Dominate being instant application, where Gravity's Crush and Gravity Distortion apply damage OH GOD SO SLOWLY*, that Mind actually ends up pulling ahead of Gravity for single target damage, even without (or perhaps especially without) having a Propel-type power.



Gravity Control seems to me to be most closely related to Fire control in that they both (theoretically) trade control for increased damage output, AoE for Fire and Single Target for Gravity. The issues though are that 1) AoE damage is hugely more beneficial in 99% of this game than single target damage is, and 2) Fire gets it's much easier-to-use "every spawn" control power MUCH earlier (Level 12 for Flashfire, as opposed to Level 26 for Wormhole) leaving Gravity lacking for the entire early game.



*I fully support either cutting the DoTs of ALL Control set immobilizes down from the current 9.2seconds to 4.2seconds to match the duration of the Hold DoTs, OR cutting BOTH the Hold and Immobilize DoTs to 3.1seconds (the same as Dark Blast -> Gloom).


@Oathbound & @Oathbound Too