Why does Ice control have -KB in its AoE immob?
Seeing as Ice needs to rely so much on ice slick...
Why does Ice control have -KB in its aoe immobilze? This never made sense to me? Is it a legacy of its original design before it was buffed (if it ever was...)? |
Mind you I find the fact the Hold also does -kb even more annoying. It means when dealing with bosses you basically have to give them immunity to your main source of soft-control for a bit before you can lock them down.
Even more maddening is that Earth uses the same "logic".
Removing the -kb from the AOE Immob might have an impact on Ice/Storm builds but removing the -kb from the hold would have little impact I believe.
Electrical Control does it right though, letting the AOE immob and Jolting play well together.
It makes sense for a rooting AoE ice power to prevent knockback. Plus it works great with Tornado.
Lewis
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I Don't think every Ice power set should suffer just so storm can use KB.
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You can use KB all you want. Unless your real concern is containment for damage? In that case I can understand. Still, ice control has arctic air for diffusing damage while leveraging containment.
Anyway, it makes sense for Ice to -kb root. Ice is hard. I have played ice/emp, ice/kin both into the 40s and I have played ice/storm and ice/FF both to 50, and the 9 seconds of -kb from Frostbite is not a huge issue.
Lewis
Random AT Generation!
"I remember... the Alamo." -- Pee-wee Herman
"Oh don't worry. I always leave things to the last moment." -- The Doctor
"Telescopes are time machines." -- Carl Sagan
I think part of it is the overall concept. Ice or Rock or entangling plants that would Immobilize someone would also prevent them from being knocked back. Electrical impulses might prevent a foe from running, but would not prevent knockback. Gravity and Fire could go either way.
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I think part of it is the overall concept. Ice or Rock that would Immobilize someone would also prevent them from being knocked back. Electrical impulses might prevent a foe from running, but would not prevent knockback. Gravity could go either way.
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You're probably right, in that whomever designed these sets decided to plump for "realism" in these powers and threw practicality out the window. Whomever designed Elec control thankfully saw sense and made design choices which made sense in term of power synergy.
The -kb in Frostbite only lasts about 12 seconds, while the immob duration is double that. You can use FB and ice slick at the same time if you're smart about it.
Long post warning.
The problem isn't the design of Ice Control necessarily, but the (IMO) lopsided way Containment was implemented. Ice Control pre-dates Containment so it wasn't a consideration in the original design. Containment is a horribly designed mechanic, IMO. I sometimes wonder if the developers don't curse the day they implemented it.
Basically prior to Containment canceling knockdown wouldn't have happened on a regular basis. When the decision was made to have AoE immobilizes grant containment it set the stage for what we have now, which is a very low damage, extremely team dependent set cancelled out by a couple of very high damage, extremely solo friendly sets.
Fire Control is supposed to have worse control than Ice. The fact that Ice didn't have a good ranged mezz also wasn't as big a deal because Glacier had half the recharge, lasted longer, and was more accurate.
All of this said--
--IMO Ice Control is accidentally the best balanced Control set in the game. Ice works the way I think that in a more carefully designed game the Controls sets SHOULD work. In fact, I think it ended up working exactly the way the designers of Containment were trying to take the Controller AT, which was good enough to shut down part of a spawn but not with 100% reliability (i.e. the oft quoted "City of Statues" status quo the developers at the time wanted to eliminate).
Their mistake was nerfing the Accuracy of powers like Stalagmites and Flashfire and not changing them 100% chance to affect to 75% or 80% chance to affect or something. The latter is what Ice Control has had to deal with for most of its existence, because no amount of slotting Accuracy makes Ice Slick or Arctic Air more reliable. I sometimes wonder how much more fun this game would have been if that intent had been seen through. I do tend to think of Ice Control as somewhat weaker than the other control sets, but only the sense that I feel it is the closest to where it should be.
The other thing about Control sets is that I suspect the majority of designers feel they over-perform. Possibly even in the case of Ice Control. IMO it is generally true that the worst of the Control sets is nowhere close to as bad as the worst of what else is out there. I actually suspect Gravity Control may be equal to or functionally superior to ANY of the Blaster secondaries, for example.
Anyway, the issue with Ice Control is a bit bigger than just Immob in the cages. It's that Containment encourages people who don't need to team anyway to sideline you even further because they have to cancel your contribution. IMO the change shouldn't be to Frostbite, but to Ice Slick. Personally, I'm tempted to say it would even be appropriate to modify Ice Slick so that every other tick, or perhaps one tick every 10 seconds, was unresistable knockdown. Enemies do fall despite holds and immob powers under the current limitations anyway, so any animation objections should fall by the wayside. What I don't know is if this would do something ridiculous like let Hamidon fall over. But I'd be 100% ok with an Ice Controller (or also a Force Fielder) knocking over an AV more often than the once in a blue moon they currently do, given all they have to deal with.
The other powers I will call out while I have the podium are Jack Frost and Shiver. Shiver's duration, in light of throw away autohit power recently released in Time Manipulation, is absolutely ridiculously unrealistic at just 18 seconds with over a 2 second cast time. Meanwhile, Jack Frost next to Animated Stone is crazy--why is the set that has such low damage and a need to melee given such a fragile pet when Earth gets a Tank? I feel like the two powers got accidentally swapped. IMO the right change to Jack Frost is to pump him up a little bit, and then, in the spirit of the recent Lore pets, give him buff powers to legitimately enable Ice Control to deal with the extra aggro it's expected to handle.
BTW, if you're still in a reading mood after the marathon post above--the Hold power in Ice Blast actually conditionally causes -kb. The power is flagged to only do -KB "On targets who are held." The way this works out in practice is the first cast Holds the target without canceling kb, and the second one causes it. I have tested this many times with my FF/Ice character, who can KB an enemy hit once with Freeze Ray but not if Freeze Ray is cast again after they are frozen. I wonder if we could convince the developers to apply the same logic at least to Block of Ice, which actually has the exact same hold graphic (the big ice block).
Wow tex.
There isn't much else to say, that answered my questions.
I do agree with you that outside of sleeps(which shold keep the 100% chance to mez) the 80% or 75% chance to Mezinstead of 100% chance with lower accuracy would have been a superior change to the aoe controls.
Do you think its too late to make that change now?
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Wow tex.
There isn't much else to say, that answered my questions. I do agree with you that outside of sleeps(which shold keep the 100% chance to mez) the 80% or 75% chance to Mezinstead of 100% chance with lower accuracy would have been a superior change to the aoe controls. Do you think its too late to make that change now? |
You're saying the powers should have more accuracy so they hit more, but have less of a chance to actually do anything to the mobs?
No thanks.
If one out of every four of my Flashfires hits a mob but doesn't actually do anything to them (other than very little damage) I will not be a happy camper. If I wanted to just fire off AoEs that only do damage I would've rolled a blaster.
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I do agree with you that outside of sleeps(which shold keep the 100% chance to mez) the 80% or 75% chance to Mezinstead of 100% chance with lower accuracy would have been a superior change to the aoe controls.
Do you think its too late to make that change now? |
Yes. The players would never stand for it. The culture in this game is such that even suggesting a downgrade (not a "nerf" which IMO is flameable terminology) is liable to cause riots. Unfortunately, what this means long term is NOT that players are actually more powerful--what it means instead is what you see in incarnate trials, and with groups like Carnies, Nemesis, and Rularuu, who were all specifically designed to just be more or less immune to our overpowered abilities. The end result is that Controllers are probably weaker than they would have been in emerging content because it is designed specifically to gun for us.
The way I would have designed Flashfire, Stalagmites, and Seeds of Confusion specifically is 75% chance to mezz, 100% chance to debuff something, more or less in the vein of Ice Control. Note that I wouldn't have lowered both Accuracy and chance to activate however. The mezz aspect of the powers would just not have 100% chance to fire every time.
I think the designers actually got Electric Control exactly right. The only thing I'd change about that set would have been the cast time of Jolting Chain to speed up play.
Well, I like OTex and all, but I am glad he isnt in charge
Lewis
Random AT Generation!
"I remember... the Alamo." -- Pee-wee Herman
"Oh don't worry. I always leave things to the last moment." -- The Doctor
"Telescopes are time machines." -- Carl Sagan
it has gone from unconscionable to downright appalling that we have no way of measuring our characters' wetness.
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In all due respect, I'd probably avoid control sets like the plague if this was the case, specifically since there's no way to make affects more likely to occur. You make good points on Jack Frost and Shiver though.
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I doubt it actually, because you wouldn't have anything to compare it to other than what existed pre-ED and even with "just" a 75% chance to activate, Controllers and Dominators would still by far have the best AoE control abilities. IMO the nature of the redesign actually ended up messing up Controllers worse than what I propose would have been the better solution, because the current rules for mezzes are completely binary. They basically allow Controllers to function in a protected, overpowered state--but only as long as they stay in their corner.
I consider Nemesis the textbook example: more or less immune to a Controller's AoE confusion powers (not a Dominator's though). Because the mezz powers don't do anything except mezz, they are vulnerable to shutdowns. The same thing happens with Fire Control and Dispersion Bubble, and to all Controllers when they go up against all-boss spawns. So you throw your Seeds of Confusion or Stalagmites or whatever and basically nothing happens, because these powers pack no kind of debuff or secondary effect that would warrant a less binary "on or off" condition for having used them. It's no surprise that Controllers went on to become top farmers of the easiest content, because that's basically what that design facilitates.
The other thing about this is that if a partial-chance model had been used, we wouldn't have to police the recharge on these Controller powers so that they are universally defined by their long recharge times. The AoE holds are particular offenders in this regard. If they didn't completely shut down a spawn, we wouldn't need Controllers to run around with 120 and 240 second base recharge times that only become reasonable with IOs.
But like I said before, this ship has already sailed and nothing will ever come of it. If you've followed my posts about Time Manipulation and other sets you already know my basic take on powerset balance is that this game has no standards of overpowered-ness left to leverage. The Control sets are kind of like that in their own sense. That is all well and good, as long as we don't complain when the immune-to-everything and auto-hit-resistance-ignoring business starts, because the easiest way to nerf a powerset without announcing it as such is to create a situation where it's unideal. And that would be why, for example, iTrial AVs dispensed with purple triangles entirely and are just outright immune to everything.
I doubt it actually, because you wouldn't have anything to compare it to other than what existed pre-ED and even with "just" a 75% chance to activate, Controllers and Dominators would still by far have the best AoE control abilities. IMO the nature of the redesign actually ended up messing up Controllers worse than what I propose would have been the better solution, because the current rules for mezzes are completely binary. They basically allow Controllers to function in a protected, overpowered state--but only as long as they stay in their corner.
I consider Nemesis the textbook example: more or less immune to a Controller's AoE confusion powers (not a Dominator's though). Because the mezz powers don't do anything except mezz, they are vulnerable to shutdowns. The same thing happens with Fire Control and Dispersion Bubble, and to all Controllers when they go up against all-boss spawns. So you throw your Seeds of Confusion or Stalagmites or whatever and basically nothing happens, because these powers pack no kind of debuff or secondary effect that would warrant a less binary "on or off" condition for having used them. It's no surprise that Controllers went on to become top farmers of the easiest content, because that's basically what that design facilitates. |
Seeing as Ice needs to rely so much on ice slick...
Why does Ice control have -KB in its aoe immobilze?
This never made sense to me?
Is it a legacy of its original design before it was buffed (if it ever was...)?
When something good happens to me, I can never enjoy it....
I am always too busy looking for the inevitable punchline...
BEHOLD THE POWER OF CHEESE!