So why aren't Doms locked?
Doms don't have Illusion.
Illusion can put out so many "pets" that one of its pets can put its own "pet" out....yeah.
OK, but that's just one power set - and we know they can lock individual ones either by purchase or account level. If Illusion's the culprit, why isn't just *it* locked?
Wanted: Origin centric story arcs.
If you've only played an AT once (one set combo) and "hate" it - don't give up. Roll a different combo. It may just be those sets not clicking for you.
*looks around*
Controllers and Masterminds were more popular, so they put a price gate on them to make the monies.
There, I said it. Now you don't have to all awkwardly think it.
My perception on this issue is that there were two good ideas.
1) It would be a good idea to lock Masterminds out of the hands of Free players.
2) It would be a good idea to be *fair* and lock one archetype on the Hero side as well.
Since Controllers also summon pets (well everyone can, but they can potentially summon the most) they chose that archetype to lock as well.
Favorite Hero: Computer (Empathy/Energy Blast Defender)
Favorite Villain: Gimp Computer (Fire Control/Psionic Assault Dominator)
Less probability of a horde of Fire/kins and MMs farming everything in sight? Not that you can't build most other ATs (incl. doms) into combine harvesters but it's usually easier with trollers and MMs...
And they needed some kind of pet-based AT being available, so they choose the least game-breaking of the 3.
Less probability of a horde of Fire/kins and MMs farming everything in sight? Not that you can't build most other ATs (incl. doms) into combine harvesters but it's usually easier with trollers and MMs...
And they needed some kind of pet-based AT being available, so they choose the least game-breaking of the 3. |
And if you wanna talk about regular mission game breaking teams, look no further than 8-defender teams, they can debuff everything to oblivion and turn avs into kittens.
My guess is that since they wanted to avoid locking two redside ats, they decided to lock trollers because they have two very intensive powersets - a control set and a buff/debuff one, and the buff/debuff sets certainly are more resource intensive than a blast (defender)/assault (domi) secondary - after all you can change 'statuses' of all your teammates and fill the whole screen with long duration buffs and debuffs like fearsome stare, tar patch, rad toggles, time's flashy patches, auras, heals and buffs that affect a whole team - couple that with a control+pet primary and you have the busiest blueside AT - that's why everyone says Controllers play so differently depending on the prim/sec and most of them are better suited for players who don't mind multitasking a lot.
My perception on this issue is that there were two good ideas.
1) It would be a good idea to lock Masterminds out of the hands of Free players. |
2) It would be a good idea to be *fair* and lock one archetype on the Hero side as well. |
Which is why that doesn't really follow, for me, as an excuse.
I am inclined to think Kioshi's at least close, though. I don't know how "server intensive" buff/debuff sets are.
Wanted: Origin centric story arcs.
If you've only played an AT once (one set combo) and "hate" it - don't give up. Roll a different combo. It may just be those sets not clicking for you.
... except they gave all non epic ATs to both sides at the same time.
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It doesn't matter that they're all available on both sides NOW. Masterminds will always be a Villain Archetype, and Controllers will always be a Hero Archetype as the established player base at large sees it.
Goodbye may seem forever
Farewell is like the end
But in my heart's the memory
And there you'll always be
-- The Fox and the Hound
That's not how people think though.
It doesn't matter that they're all available on both sides NOW. Masterminds will always be a Villain Archetype, and Controllers will always be a Hero Archetype as the established player base at large sees it. |
It's not how the free players who the restriction applies to will see it, though! I mean.. They just got here.
MMs and Trollers are also the more difficult AT's. I still refuse to solo on a low level troller.
(MMs are easy to solo with, just not the best starting toon for a new player)
<:[ shark goes nom nom nom ]:>
[QUOTE=theOcho;3409811]As to the REAL reason I'll be leaving, I'm afraid it is indeed because Tamaki Revolution dc'd on me during a RSF.[/QUOTE]
-Insanity is doing the same thing over and over again and expecting different results. - Albert Einstein.
-I do not feel obliged to believe that the same God who has endowed us with sense, reason, and intellect has intended us to forgo their use. - Galileo Galilei
-When injustice becomes law, resistance becomes duty. - Thomas Jefferson
I've never had a problem with blasters, of course I didn't start playing them until a few years after I started. I'd still rather solo one over a troller any day (pre 32).
My first hero ever was an Ill/Storm Controller and it turned me off of blue ATs for over a year :P
<:[ shark goes nom nom nom ]:>
[QUOTE=theOcho;3409811]As to the REAL reason I'll be leaving, I'm afraid it is indeed because Tamaki Revolution dc'd on me during a RSF.[/QUOTE]
It's not how the free players who the restriction applies to will see it, though! I mean.. They just got here.
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New players aren't really going to care why something is locked, just that it is locked. They're not the ones constantly asking "why are trollers locked and doms not?"
Locking an uneven number of Red/Blue archetypes doesn't really matter to new/free players, but it would set off those veteran players with the constant "Devs hate....." BS.
Arc #40529 : The Furies of the Earth
This may be true, but for all the new free to play players, inventions are locked. On SOs only, fire/kin is one of the top farmers out there. No perma dom required, no defense softcap required, just flashfire, cage, fulcrum, kill. Siphon speed and hasten can keep flashfire up for every mob, and transfusion/transference keep you going like the energizer bunny.
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Depending on how the ambush farm change works out, the new best option might be to spend the 10-15 (can't remeber atm) on a free account to unlock trollers, as they work on plenty of "normal" content farms
If you end up without access, it's still available in the Paragon Market. But there's no Tier reward to unlock epics like there is for trollers and MMs.
You won't. Or, at least, you're not supposed to - although I've heard some players say they still had access to their HEATs and VEATs after they downgraded.
If you end up without access, it's still available in the Paragon Market. But there's no Tier reward to unlock epics like there is for trollers and MMs. |
I had also unlocked up to the point where I got the invention system as well, so maybe they unlocked higher.
You definitely do get access to them though.
"Hi, my name is Ail. I make people sick."
A partial selection from my 50's on Freedom: Ail = Ice/Traps, Luck = Street Justice/Super Reflexes Stalker, Mist = Bane, Pixy = Trick Arrow/Archery, Pure = Gravity/Energy, Smoke = Fire/Fire Dominator
*looks around*
Controllers and Masterminds were more popular, so they put a price gate on them to make the monies. There, I said it. Now you don't have to all awkwardly think it. |
They might say its because of server load, and that is at least partly true i would expect. But lets face it, people are more likely to pay money for these ATs.
"I have ridden the mighty moon worm!"
-Al Gore
Fiery Aura is only good for farming, I'm cereal
@Caucasiafro
Well, we know the dev reasoning specifically was because of how server resource intensive Masterminds were.
... except they gave all non epic ATs to both sides at the same time. Which is why that doesn't really follow, for me, as an excuse. I am inclined to think Kioshi's at least close, though. I don't know how "server intensive" buff/debuff sets are. |
Locking the Mastermind set was a good idea because of the resources they took up. That was a given.
Controllers were just the next most resource heavy on the Hero side.
Favorite Hero: Computer (Empathy/Energy Blast Defender)
Favorite Villain: Gimp Computer (Fire Control/Psionic Assault Dominator)
Mid-2010, I still saw GR not-so-closed beta. Anyway, I usually saw quite a fair share of obviously farming firekins back then... Why are they no longer used as much?
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This video shows how an ambush farm is (you can skip to 4:40 to see) - http://www.youtube.com/watch?v=b4ziR1Y9-rM (since it's on the signature of the person who made it, I assume he won't care I post it here)
Now, since ambush farms are being nerfed (the subsequent ambushes will give less xp progressively) it may affect self-pling a brute (which is what the video is about). But a 50 SS/Fire or Claws/Fire can easily farm 54 mobs, and your insp tray is huge at this level so you'll always be at the def softcap and you can use a macro to convert everything else to reds like I do. So while it may affect powerleveling, I don't think my brute will 'feel' it because when you fight 54s you cap AE tickets after about the middle of the second ambush, so you exit and restart in like 2 minutes or less (even in the video the lowbie brute completes the farm in 3 minutes, but on the lowbie ones you have to kill more ambushes to cap tickets so it will be felt more).
Also, imo (I have a tricked out fire/kin I actually leveled the hard way, IOed him and in the end I did more TFs with him than anything else) I find it much more relaxing to farm with a brute, I got bored quickly with the f/k's use of siphon speed, Fulcrum, transference, etc. I'm lazy so I'm a bit sad the ambush farms will be nerfed because I actually prefer to farm with my level locked 33 claws/fire on a level 3 AE farm - eat 4 purples, click hasten before entering, leave Spin on Auto, I just have to click on insps and follow up (which is why I chose a level 3 farm, I get to keep powers till level 8, and I click Hasten before entering because it's not available for me after I enter, the 50 claws/elecs who do that click Power Surge and energize so they'll have +recovery and crazy resists while inside, diminishing the need to worry about insps). But I do just like the guy in the video shows, I mash f1-f5 not worrying about which insps will drop and I'm always good to go. Aside from some procs I put in the dmg aura and Spin, she has no slotting at all since it doesn't matter on a lowbie map (check the CEBR topic on the Brute forums).
This may be true, but for all the new free to play players, inventions are locked. On SOs only, fire/kin is one of the top farmers out there. No perma dom required, no defense softcap required, just flashfire, cage, fulcrum, kill. Siphon speed and hasten can keep flashfire up for every mob, and transfusion/transference keep you going like the energizer bunny.
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Plus, brutes are free for f2p players, controllers are not. No need to softcap defenses or good end management because insps will rain anyway, my brute has 25%ish fire def in his farming build just because I want to softcap with 2 purple insps instead of 4 (Actually since the 54 bosses drop a lot of big insps I usually need only one purp and can convert the rest to reds), it's not like I needed it. No need to be an ambush farm either since they'll be nerfed, it will just be slower in the normal ones because you have to move. Maybe on SOs a claws/fire will be faster than SS/fire since Spin is godly on Brutes.
But I agree that, regardless if they're faster or not on SOs (I never farmed with my fire/kin while on SOs and farmed very little after due to getting bored and friends calling for TFs), fire/kins are good farmers with little investment, while all the other farming toons I can think of except brutes require heavy IO builds to be effective (Elec/SD scrappers rely on the long recharging telenukes, Arch/MM blasters rely on the nuke, drain psyche and PSW, Warshades need perma eclipse which can get expensive). I've seen Fire/Fire tankers farm, a lot actually, and I think they can do it on SOs too, but I always found them quite slow, even IOed out ones.
I've been considering letting my account drop to Premium, so I was talking with a friend about what the changes would be.
She reminded me about the AT locks (which shouldn't affect me, I have most of Tier 8, and I THINK I'll keep my epics) and I had to stop to wonder. With all ATs available on all sides, why aren't Dominators locked?
The reason we got for MMs and Controllers is server load. It made sense with masterminds, having to deal with all those pets. But doms and controllers share the same primaries, with the same pets, and I can't see the secondaries being all that different effect-wise. (Assault sets do damage, sure, but they also have various buffs and debuffs.)
So why didn't they lock doms?
Note I'm not asking for them to, and yeah, the cynic in me wants to say "Because Posi plays them."
Wanted: Origin centric story arcs.
If you've only played an AT once (one set combo) and "hate" it - don't give up. Roll a different combo. It may just be those sets not clicking for you.