Kinetics is kinda messed up...


Amy_Amp

 

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Originally Posted by Seldom View Post
Siphon power and siphon speed, are numerically two of the best anti-AV powers IN THE GAME. Why? Both are entirely unresisted by standard AV resistances. Av's resist most debuffs by over 80%. But they do not resist -damage, and siphon speed is flagged as unresistable, so both powers have full effect. On just SO's, siphon power can cut AV damage by 50-75%, siphon speed can reduce attack rates by 40%. If you play kinetics and do not use these two powers in an AV fight, you are neglecting to protect yourself and your team. If you replace siphon power with fulcrum shift, you hamstring a kinetics vs. hard targets.
I'm afraid this is not correct. -damage is resisted by damage resistance of the same type. AVs (and harder targets more generally) are almost always highly resistant to their own major damage types. The consequence is that fulcrum shift and siphon power are the least useful in the situations where they are needed most. As an example, even with maximal stacking of FS and SP from a single kinetics defender (with lots of recharge), Praetorian Bobcat will still handily one-shot scrappers.

Siphon Power has a relatively short duration (30s), and a relatively small buff (25%). It does indeed buff in an area around the caster, but Fulcrum Shift also does this. Fulcrum Shift buffs the caster and neighbours by 50%, and allies near the target by 25% per foe (modulo being in range and all.) The caster-centric component of the buff also lasts longer, at 45s.

In terms of damage buffing, Fulcrum Shift is superior in every way, even against a single target. In terms of damage debuff, on a single target, both will debuff 25% before resistances for 30 seconds. Siphon Power does have a much faster recharge (20s versus 60s for Fulcrum Shift.)

When soloing, I rarely find the time it takes to Siphon Power worth the effort. The 25% damage boost is of course relative to base damage, and the net effective boost in damage is usually something like 10%, or even less if one already has a Fulcrum Shift running. The two seconds cast time is generally better spent holding a foe or doing more damage. Even in teams, its primary utility is in debuffing the opponent, not in buffing the team damage, and this utility is greatly diminished by resistances in the fights that matter.


 

Posted

Quote:
Originally Posted by halfflat View Post
I'm afraid this is not correct. -damage is resisted by damage resistance of the same type. AVs (and harder targets more generally) are almost always highly resistant to their own major damage types.
While true, AVs rarely have damage resistance as high as the standard AV debuff resistance (85% for a lv50 AV), except when using a T9 defense power.

So, while Vandal may resist your -damage by 25%, he's resisting your -tohit by 85%.

Also, not all AVs have damage resistance in their own types. Requiem only has bonus resistance to Fire and Cold, but he mostly deals Negative.


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Posted

IMO

Kin is just fine and balanced as a set, as is.

On my fire/kin I use IR as my sole travel power, well I did until ninja/beast came along. It supplements them very nicely. No wasting a prereq to get a travel power. Besides all the other details everyone else has provided.

On my Bots/FF MM I have a functional clone of repel and use it frequently, it doesn't mix well with fire control, hot feet being what it is, with other sets it can be very useful. I have had multiple bosses locked down with repulsion field, walk them into a corner and watch them bounce like popcorn while the pets eat them.

The problem with /Kin is that you have to many choices and to many powers just in /kin much less your other set to try and keep going while everyone is demanding SB pls, SB now, OMG give me SB, SBSBSBSBSBSB the second it runs out no matter how far away they have run.

I'd argue that /Kin is one of the strongest buff/debuff sets in the game, a little narrow in its focus, but very strong, as it now stands. There are other sets in much more need of developer attention. If it needs anything it is attention to the psuedo-pet it drops to heal or recover endurance. Make them more like lighting rod or static field.


 

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I like Kinetics, but it does have flaws. There are almost certainly sets that deserve attention first, but nonetheless it would be nice to see them addressed.

There are two major issues: one is the buff-bot aspect, with Increase Density useful only situationally given its very short duration, and Speed Boost on a full team being a significant and needlessly repetitive fraction of play time; and the second is the lack of self-protection in a set which by design has the defender both near the action and drawing a lot of agro.

There is also the inconsistency of Repel: it doesn't fit thematically with the set, and acts against the nature of the set, which encourages the defender to be close to enemies. I'm sure some people love it, but to me it shouldn't even be in the set.

Before Siphon Speed was given a +recharge component, it was a disaster of a power. Temporary superspeed and single-target slow without stealth, with a long recharge, requiring a to-hit, which drew agro. It was debt in a can if used for travel, and woeful as a slow power. When people take it now, it is because of the +recharge.

Many suggestions have been made to improve the quality of life issues associated with keeping SB up on a team, and many of these replace it with some variation on a PBAoE power. Let's do that, making Siphon Speed redundant and saving buffing grief (I don't think most people enjoy the mechanical aspect of incessant single-target buffing. Someone referred to it as balance-through-tedium.) Siphon Speed is then freed to be an intrinsically useful power, rather than a sop to the inability for kinetics defenders to Speed Boost themselves.

The lack of self-defence is a real issue. Transfusion, Transference, Siphon Power, Fulcrum Shift, Siphon Speed — they all attract a lot of unwelcome attention. Yet the debuffs from these powers are nowhere near enough to deal with the consequences. As described above, Siphon Power's not much of a damage boost power, and its damage debuff ability is single-target and not enough without stacking to help much with survivability even with a single opponent. The stamina drain of Transference is not backed by any -recovery. The -regen with Transfusion is small (it would be nice to see this boosted to match some of the other defender primaries!) and not relevant to survivability. Siphon Speed is a single-target slow with a long recharge, that doesn't debuff recharge. Only Fulcrum Shift has the ability to make a measurable impact on incoming damage, and it is still insufficient to protect the defender.

My wishlist includes: remove the needless repetitiveness of the buffs; distribute -recharge and slows in various enemy-targeting powers to assist thematically in self protection; improve Siphon Power (e.g. with -recharge and slows!); add some -recovery to Transference and more -regen to Transfusion; add some -recovery and -recharge debuff protection to the buffs. Of course, fixing the issue with defeated foes would be very welcome, especially in these fairly laggy new trials.

EDIT: My mistake, Siphon Speed does indeed debuff recharge ... but only by 20% (on a single target, and barely stackable given the recharge time.) Certainly never noticed it making a significant difference in game play.


 

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Mmm, just occured to me. What if Repel were replaced with a PBAoE toggle that did -damage and slow, but had an Afraid component. Like Hot Feet, but with debuffs instead of damage. Would have similar effects in terms of foe movement, while being more thematic, avoiding problematic issues of knockback, and also providing a bit of safety.


 

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Originally Posted by Siolfir View Post
I haven't specifically taken screenshots, but I'm pretty sure Fulcrum Shift hits more than just you and your team. At any rate, I seem to recall having lots of extra damage from Fulcrum Shift during several raid events where I was playing a solo Brute. So unless i20 specifically changed that, which I don't recall seeing in the patch notes, they both affect friendlies and not just teammates.
Fulcrum Shift definitely affects allies, not just teammates.


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Is it just me or do people who play overpowered stuff in general clamor for being even more OP, or nerfing everyone else, since I20?

First it was softcapped defense toons complaining about defense supposedly being shafted in incarnate content, the other day a bots/traps MM complaining that he couldn't solo a particular AV, then an illusion controller whining that PA wasn't the I win button it always is everywhere else against escapees, then a kinetic complaining judgement powers make it hard for him to get FS off, now another kin asking for a buff...

Sure seems like tons of people who flock to easy mode FOTYs are now unhappy because they aren't that special snowflake anymore.

Some will see this is as a pointless and cheap flamebait, I'm sure, and maybe they are right to an extent ; but I shake my head in disbelief more and more as these topics keep popping up one after another. No rant would be complete with a random ill-suited analogy - this kind of stuff just seems to me like some random guy coming in Haïti and complaining that his 401k won't allow him to buy a third house. Do yourself a favor - play a peacebringer, have some perspective.


 

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Personally, I like Repel on a few of my Kinetics characters. I was recently on an ITF with my Plant/Kin. Since Plant control relies heavily on Seeds of Confusion and Creepers, both on longish timers, once both powers have been used and are recharging, my Plant/Kin is kind of a sitting duck. Repel is the only significant defensive power in the Kinetics set, and it let me handle ambushes quite well . . .

Repel was especially great for that moment in the last phase of taking down the computer, when the large group of Robots come to life . . . Repel sent the ones around me flying and let me survive long enough for the computer to go down.

Situationally, Repel can be quite good.


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Originally Posted by Nihilii View Post
Is it just me or do people who play overpowered stuff in general clamor for being even more OP, or nerfing everyone else, since I20?
While possible, I'm going to have to agree with Bill and think op doesn't actually know what his powers do.


 

Posted

Quote:
Originally Posted by Nihilii View Post
Is it just me or do people who play overpowered stuff in general clamor for being even more OP, or nerfing everyone else, since I20?

First it was softcapped defense toons complaining about defense supposedly being shafted in incarnate content, the other day a bots/traps MM complaining that he couldn't solo a particular AV, then an illusion controller whining that PA wasn't the I win button it always is everywhere else against escapees, then a kinetic complaining judgement powers make it hard for him to get FS off, now another kin asking for a buff...

Sure seems like tons of people who flock to easy mode FOTYs are now unhappy because they aren't that special snowflake anymore.

Some will see this is as a pointless and cheap flamebait, I'm sure, and maybe they are right to an extent ; but I shake my head in disbelief more and more as these topics keep popping up one after another. No rant would be complete with a random ill-suited analogy - this kind of stuff just seems to me like some random guy coming in Haïti and complaining that his 401k won't allow him to buy a third house. Do yourself a favor - play a peacebringer, have some perspective.
I think this is spot on.


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Posted

Hard to complain about one of the best sets in the game. I have 2 fire/kins. an arrow/kin def. a dark/kin def. All power sets have skipable powers so that's not a broken set issue. And IR + Ninja run = no travel powers needed. Sometimes i'll even add SS to that but it's fast w/o it. I like hearing other people opinions on things but any set that has a power like fulcrum shift should have more crappy powers like repel... but then that's my opinion.


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Posted

There is nothing wrong with a Power Set where there are some powers you would prefer not to take. In fact, in my opinion, it's a good thing. I don't want to have to take every power that a primary or secondary offer. I like having choices and variety. It allows me to pick Pool powers that I find useful. I'm not a fan of Repel and Inertial Reduction. I would rather take Hasten and Recall Friend. If other people do like those powers? Great! It adds variety and makes each character unique.

tl;dr

Kinetics is fine.


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Posted

Quote:
Originally Posted by Nihilii View Post
Is it just me or do people who play overpowered stuff in general clamor for being even more OP, or nerfing everyone else, since I20?

First it was softcapped defense toons complaining about defense supposedly being shafted in incarnate content, the other day a bots/traps MM complaining that he couldn't solo a particular AV, then an illusion controller whining that PA wasn't the I win button it always is everywhere else against escapees, then a kinetic complaining judgement powers make it hard for him to get FS off, now another kin asking for a buff...

Sure seems like tons of people who flock to easy mode FOTYs are now unhappy because they aren't that special snowflake anymore.

Some will see this is as a pointless and cheap flamebait, I'm sure, and maybe they are right to an extent ; but I shake my head in disbelief more and more as these topics keep popping up one after another. No rant would be complete with a random ill-suited analogy - this kind of stuff just seems to me like some random guy coming in Haïti and complaining that his 401k won't allow him to buy a third house. Do yourself a favor - play a peacebringer, have some perspective.

lol QFT. I actually clicked on this message expecting the OP to talk about how Overpowered Kin was compared to the other buff sets, and how his popularity on teams, TFs, AV, GM fights was so great that he felt sad every time he switched over to his Stalker


 

Posted

Speed Boost and Siphon Speed are the same thing? That's good to know.


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I love a powerset with a few powers I hate. Makes it easier to get the whole leadership pool.


 

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Quote:
Originally Posted by halfflat View Post
Mmm, just occured to me. What if Repel were replaced with a PBAoE toggle that did -damage and slow, but had an Afraid component. Like Hot Feet, but with debuffs instead of damage. Would have similar effects in terms of foe movement, while being more thematic, avoiding problematic issues of knockback, and also providing a bit of safety.
That would make fire/kin even more disgusting, or for that matter anyone who took world of confusion. It is a thought though.


 

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Originally Posted by Galaxia View Post
Inertial reduction.... who wants a group travel power in their primary powers?!
Them's fightin' words.


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Posted

let's take a set that can neuter AVs damage (not just debuff), cap the teams damage (key word is CAP), has the best team heal, can buff team +rech and +recov, and can refill team end in one click, and buff it.

seriously, siphon power (not power siphon, that's from kinetic melee) is great pre-38 and it would be overpowered if FS was available at lvl 4/1.

oh, and complaining that there is danger involved in using FS, transfusion and transference? big deal. what do they do? see the first sentence. then think - what other sets can do that? ZERO. none. nada. sure, other can do some of the same things, but no where near the magnitude. very few can even buff damage directly and no other can cap. lots of sets give +recovery but few have near the same numbers (cold via heat loss and empathy through adrenaline boost and RA - and the former is single target only). but few can recover endurance directly (static field from elec control - what others are there?) and what other sets can essentially fill the entire teams end all at once in one click (plus a tohit check)?

i love kinetics, but if anything its overpowered, not in need of a buff.


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Quote:
Originally Posted by Soul_Stormer View Post
let's take a set that can neuter AVs damage (not just debuff), cap the teams damage (key word is CAP), has the best team heal, can buff team +rech and +recov, and can refill team end in one click, and buff it.
I don't know what version of Kinetics you are playing, but it's not mine!
Rarely does one Kinetics defender neuter an AV damage. At best, you can bring the one-shot squishies attacks into the survivable range. Which is great! But it's far from neutering. Try going solo against most late game AVs and tell me how you fare.

Fulcrum Shift can cap team damage ... in the special case that everyone is in melee range of a large set of mobs. Again, very rarely happens in small teams.

The team heal is great - if someone is tanking the agro, and everyone again is in the same melee cluster. I love teaming with tanker and scrapper-based teams as kinetics, but most teams just aren't going to behave that way. Same applies to transfusion, except being up less frequently, one is much less likely to be able to fire it to benefit most of the team.

Don't get me wrong - I really enjoy playing my kinetics defender. But it simply is not as amazing as you describe. Rad, for example, has similar capabilities and is much safer, and scales down well to small team sizes. Rad is a great, balanced set. For a very long time, Kinetics was not that popular a set except for controllers with pets. Why would that be, if it is so stunningly overpowered? Playstyles have changed, and with the increased safety of most big teams and the emphasis on speed, the charms of Kinetics are now appreciated. It's a different story at level 30 teamed with three blasters, let me tell you.


 

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Originally Posted by Soul_Stormer View Post
the best team heal
Transfusion heals the same amount at Twilight Grasp, and (in the case of everyone but Masterminds) it has the same radius. The difference is that TG debuffs tohit and damage in addition to regen, while Transfusion only debuffs regen. Also, Transfusion fails if the target dies while casting. TG only fails if you die while casting.

TG also comes in a set with a pet that also has TG.


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Posted

This thread is a great example of why I gave up posting to the forums after 3 am.


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Posted

Quote:
Originally Posted by halfflat View Post
I don't know what version of Kinetics you are playing, but it's not mine!
Rarely does one Kinetics defender neuter an AV damage. At best, you can bring the one-shot squishies attacks into the survivable range. Which is great! But it's far from neutering. Try going solo against most late game AVs and tell me how you fare.
Fwiw, my Kin corruptor can and has gone one-on-one with a few AVs and while I don't quite have his dps to the point of being able to win, I frequently bring it to a stalemate/standstill - they're hitting me, but not for enough damage often enough to beat Transfusion's heal. Infernal was the last one I did this with - I was in no danger of dying whatsoever. Infernal was the last one I did this with.

I used to run a duo with a friend who no longer plays where we'd take down AVs and Giant Monsters together and we had a noticeably higher success rate with Kin than we did with Rad (Rad may arguably have improved our killspeed more in a single-target scenario, but Kin proved to be far better at mitigating the AV damage output in all but tier-9-defense scenarios, at which point it became roughly equal). Just my experience of course, playstyle, tactics, and duo partner may make for a different experience with others.


 

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Originally Posted by Biowraith View Post
Fwiw, my Kin corruptor can and has gone one-on-one with a few AVs and while I don't quite have his dps to the point of being able to win, I frequently bring it to a stalemate/standstill - they're hitting me, but not for enough damage often enough to beat Transfusion's heal. Infernal was the last one I did this with - I was in no danger of dying whatsoever. Infernal was the last one I did this with.
Interesting! On the occasions I have tried it (before investing mega-influence on increased defence), I'd be fine until I missed two transfusions in a row, and then it was typically time for a dirt nap. Had much more success with Giant Monsters, where I would fail to hurt them, and they would fail to hurt me.


 

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Originally Posted by Fleeting Whisper View Post
Transfusion heals the same amount at Twilight Grasp, and (in the case of everyone but Masterminds) it has the same radius. The difference is that TG debuffs tohit and damage in addition to regen, while Transfusion only debuffs regen. Also, Transfusion fails if the target dies while casting. TG only fails if you die while casting.

TG also comes in a set with a pet that also has TG.
From the issue 20 patch notes:
Quote:
Powers
  • Mastermind Dark Miasma - Twilight Grasp radius has been increased to 20 feet to match other versions of this power.
It took long enough, but the exception you mentioned doesn't exist anymore.


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Posted

Even better!


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