Dark control!


Adeon Hawkwood

 

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Originally Posted by artphobia View Post
"lovely, lovely"

Must be doubled because the inky art Tunnel Rat did for them/the set is just that awesome.
Well, try to describe what they looked like. Big? Small? One pet or several? Shape?


Arc #40529 : The Furies of the Earth

 

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Soul Absorption- Regen+ after defeating enemies (for whole group)

Fade- Targeted, like a mini MoG for others.


Don't know the details of these two powers but I would gladly trade the ST hold for one of them. Fearsome Stare is a big loss but Controller already has primary control. The problem is losing the -tohit debuff but think of it this way. If most things are controlled, who cares if their tohit is less? :P The problem with my controllers is when controls don't work.

Soul Absorption sounds interesting. I have a feeling it's going to be similar to Warshade's soul leeching power except it fuels +regen. The healing from that warshade power is so good.

Fade looks interesting too. You can put a "god mode" on a teammate.

Who knows, the new /Dark already sounds very good to me. They should have done something with that awful Black Hole though. lol


What's left is to normalize all Assassin Strikes and improve Stalker's old sets (Claw, MA and EM)! You don't need to bring back the missing PbAoE attack. You just need to make the existing ones better! For example, make Slice a WIDER and LONGER cone.

 

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Originally Posted by Jibikao View Post

Fade- Targeted, like a mini MoG for others.
Ya know, I didn't read that part correctly until just now... For some reason I thought Fade was a team buff, not a team mate buff.

That's..... really disappointing me, because that means Dark Affinity gets nothing (mitigative) to make up for the loss of Fearsome Stare's -ToHit.


@Oathbound & @Oathbound Too

 

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Originally Posted by Oathbound View Post
Ya know, I didn't read that part correctly until just now... For some reason I thought Fade was a team buff, not a team mate buff.

That's..... really disappointing me, because that means Dark Affinity gets nothing (mitigative) to make up for the loss of Fearsome Stare's -ToHit.
Dark Miasma needs it. Dark control doesn't.

(Just fix Gravity already.)


 

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Some clearer info for you all I found by just googling. The info here is what was discussed during some of the panels. Fyi this isn't my lj

http://city-of-heroes.livejournal.com/3517476.html

If the LJ user doesn't want the link up here then feel free to let me know and I will remove it.

As for what the pets (multiple, small) looked like ... well it's a bit hard to completely describe ummm they're oily/black/shadow gremlins with another layer of oily color behind that. I'm sure there is a pic some place on the net, but I was reminded of this pokemon... http://151chan.org/wifi/thumb/125426690048s.png
No gems but bright lights for eyes and not straight drawn but umm blobby oily. Cute but creepy. Sorry I couldn't be more descriptive. They didn't look just like the imps already being used in the game to me.


@artphobia
To the best dev team ever: I enjoyed meeting you all at the Summits and best of luck in all your future endeavors.

 

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Originally Posted by Talen Lee View Post
Dark Miasma needs it. Dark control doesn't.

(Just fix Gravity already.)
Eh. Dark Control will still have Fearsome Stare and it's ToHit debuff.

Ultimately I can understand the loss of Fearsome Stare, and while I don't necessarily agree, I can see what their concern was, and can adjust to it. But Dark Affinity is also losing out on fully HALF of it's ToHit debuff in addition to the loss of it's control.

No other support set losses a significant chunk of their debuffing potential just because they're paired with a Control primary.




Don't get me wrong, I'm still excited for the set, and I'll still play the hell out of it... just.... meh.


@Oathbound & @Oathbound Too

 

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Originally Posted by Talen Lee View Post
That is a really weird way to look at it, though. It's not like you can make a /Dark Miasma controller.
See, here's the thing... If Dark Affinity were actually a new set with mostly new powers (instead of just a slight variation of Dark Miasma) and it only had half the ToHit debuff of Dark Miasma, it wouldn't be a problem (because it would in fact be a unique set). But Dark Affinity IS just Dark Miasma minus two powers, so it will always be compared to Dark Miasma regardless.

Objectively it remains to be seen how the set performs. I'm just voicing (or typing, as it were) my subjective concerns about what information we've been given.


@Oathbound & @Oathbound Too

 

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Originally Posted by Obscure Blade View Post
I agree; as a powerful fast recharge* AoE control Fearsome Stare is the kind of power that for a Controller really belongs in the primary. And being able to stack Fearsome Stare with Spectral Terror & Terrorize would have been ridiculously broken I'm sure.


* As opposed to EM Pulse from /Rad

I think it's debatable. Thunderclap is a fast recharging AoE control that was ported without issue. I'm not sure if I'd call Thunderclap "powerful," although for wonky reasons it is better on Controllers than on Defenders (sidenote: I've long maintained that Defenders should have Controller modifiers or higher for mezz durations but without Overpower or Containment).

Anyway, I do think removing Fearsome Stare is the right way to go in this particular case. I can't form an opinion on the new set until I see it. Soul Absorption for example doesn't sound very good as just a +Regen power. But if it's +Regen, +Recovery, or something similar it could turn out to be very good. The loss of -ToHit hurts... but hurts Controllers by far least of the various ATs tha have Dark.


 

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Fade really ought to be a team buff. That is a bad call if only a teammate buff, especially in comparison to /Time. Oh wells, still excited for Dark Control at least


 

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I wonder if they are going to keep the disorient (and autohit) in Howling Twilight. Looking at the control set and it having a pbaoe disorient the stackability and autohit nature of HT sounds awful powerful. I use HT pretty much as a control power on my DM characters already, having it in a control secondary will be powerful.


@Mental Maden @Maden Mental
"....you are now tackle free for life."-ShoNuff

 

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Originally Posted by Oedipus_Tex View Post
I think it's debatable. Thunderclap is a fast recharging AoE control that was ported without issue.
It's also mag2.


 

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Here's Synapse on Dark Control & Dark Affinity:

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Originally Posted by Synapse View Post
Darkness Control

I'll give out the information that was given in the power point here. We talked about 8 of the 9 powers.

Tier 1: Shadowy Binds (Ranged, Moderate DoT(Negative), Foe Immobilize, -To Hit, -Fly)
Tier 2: Dark Grasp (Ranged, Moderate DMG(Negative), Foe Hold, -To Hit)
Tier 3: Living Shadows Ranged (Cone), Minor DoT(Negative), Foe Immobilize, -To Hit, -Fly
Tier 4: Possess (Ranged, Target Confuse)
Tier 5: Fearsome Stare (Ranged (Cone), Foe Fear, -To Hit)
Tier 6: Heart of Darkness (PBAoE, Foe Disorient, -To Hit, Minor DoT(Negative))
Tier 7: Haunt (Foe Targeted, Summon Shades)
Tier 8: Shadow Field (Target (Location AoE), Foe Hold, -To Hit)
Tier 9: ??? (ZOMG! What could it be?)

At the powers panel, we didn't reveal the Tier 9 power. That will be revealed at a later date, so stay tuned. One thing to note, as Tunnel Rat mentioned, the tentacles have been replaced with more of an inky shadowy feel. Some bits of info we gave out:

Possess: This power darkens the target and gives them spooky glowing eyes and makes them confused.
Haunt: This power effectively places a taunt aura on your target and spawns two Shades. These dark entities alternate between a punch attack and a terrorize attack. The Shades will continue to beat on their target until either they are killed or their target is defeated. Once their target is defeated, they will move about attacking other targets at random. Their damage is pretty decent, and this power offers a fair amount of control. They are uncontrollable like all other Controller/Dominator pets.

I think that's about it for Darkness Control.

We also announced to proliferated sets. What would Darkness Control be without Dark Miasma for Controllers (called Darkness Affinity) and Dark Assault for Dominators.

Darkness Affinity
This power is a proliferated version of Dark Miasma for Controllers. You're likely thinking "why the name change?" Well, we pulled out Fearsome Stare and Petrifying Gaze because: a) Fearsome Stare really belongs in Darkness Control and b) Petrifying Gaze is pretty redundant when paired with Darkness Control as its effectively a copy of Dark Grasp, but without the damage. I felt this necessitated a name change.

In their places we added Fade and Soul Absorption:

Fade is a short duration, long recharge, high defense boost to your entire team. It's intended to prevent team mates from being defeated when they're low on health. This will hopefully give you enough time to fire off a Twilight Grasp to heal them. Internally, I've heard it compared to "a weaker Moment of Glory for your team". I think that's fairly accurate.

Soul Absorption is a handy power that grants nearby team mates regeneration and recovery for each nearby defeated foe. This can spell a massive boost to regeneration and recovery with enough valid targets. Think Stygian Circle for your whole team, but instead of +hp/+end you get +regen/+recovery.
Looks good. I wonder what recharge Haunt will be on? It'll be nice it you can get it up to an every-spawn power, or at least every other spawn.


Arc #40529 : The Furies of the Earth

 

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Originally Posted by Obscure Blade View Post
Here's Synapse on Dark Control & Dark Affinity:

Looks good. I wonder what recharge Haunt will be on? It'll be nice it you can get it up to an every-spawn power, or at least every other spawn.

Yeah it all looks good. The "weak MoG" is for your entire team (unless Synapse typed it wrong which is possible)...which is nice. Kind of like Mind Link.

I like Soul Absorption...+hp and +end recovery? yes please!

Perfect for Controllers that are in melee range a lot (like a Kinetics secondary toon would be or Fire Control primary/etc).

Edit:

I can definitely see the Haunt power being used every other spawn. I mean...I guess it depends on how much HP the pet(s) have. They can die so there's no need to make it a really long rchg power like Phantom Army but don't want it too short to have multiples out.

Can't wait for beta!


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Originally Posted by Obscure Blade View Post
Here's Synapse on Dark Control & Dark Affinity:

Looks good. I wonder what recharge Haunt will be on? It'll be nice it you can get it up to an every-spawn power, or at least every other spawn.
Honestly his post made me a lot more optimistic about it.

+Recovery is definitely something nice for Dark Affinity, and I'm glad that Fade is confirmed as a Team buff.


@Oathbound & @Oathbound Too

 

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Originally Posted by Talen Lee View Post
It's also mag2.

Yes, that's why my post goes on beyond those two sentences.

Not that being Mag 2 vs 3 matters for the reasons a Controller would want them. You just need enough to overstack a boss.


 

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Ya know... now that we have the bat aura, it would be kinda cool to see a swarm of bats for the T9 Pet. Have a drainer attak that the pet attaches to an enemy to sap their health back for themselves, have a pbaoe attack where to swarm breaks apart in all directions causing fear and knockdown, have an attack thats a targeted cone similar to Howl from the sonic set but have it be called Sonic Attack or something, and last but not least give a darkest night like power but it does -tohit and -regen instead. I think that would be a thematic and bad assery pet.


Dreaded Wail hits things freakin' hard.. i like to hit things freakin' hard... so.. id go Wail... SAVE THE WAILS!!!! - Solar_Lunata

 

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Originally Posted by Energizing_Ion View Post
They can die so there's no need to make it a really long rchg power like Phantom Army but don't want it too short to have multiples out.
They can make it short since there is most definitely code in place to prevent pet stacking. There are very few pets powers left that can stack with themselves nowadays. The only ones I can think of offhand is Snow Beast, Necro's Ghost, and Thug's Gang War (by way of Burnout).


Speeding Through New DA Repeatables || Spreadsheet o' Enhancements || Zombie Skins: better skins for these forums || Guide to Guides

 

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Originally Posted by Zombie Man View Post
They can make it short since there is most definitely code in place to prevent pet stacking. There are very few pets powers left that can stack with themselves nowadays. The only ones I can think of offhand is Snow Beast, Necro's Ghost, and Thug's Gang War (by way of Burnout).
Warshade's Extracted Essence is the main one where there are frequently several fluff-balls out.


LOCAL MAN! The most famous hero of all. There are more newspaper stories about me than anyone else. "Local Man wins Medal of Honor." "Local Man opens Animal Shelter." "Local Man Charged with..." (Um, forget about that one.)
Guide Links: Earth/Rad Guide, Illusion/Rad Guide, Electric Control

 

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Originally Posted by Local_Man View Post
Warshade's Extracted Essence is the main one where there are frequently several fluff-balls out.
The Fluffies attract more Aggro than Animate Stone, Singy and Dark Servant! I just want to make sure the AI is better than Gremlins ugh.



 

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I, for one, am eagerly looking forward to Dark/Dark controllers. Having read Synapse's post, there's nothing about it that I don't like. (With the possible exception of not having Black Hole hauled out)

Since he said that only the two powers from Dark Miasma were taken replaced, I am assuming that Dark Servant is still in there. This would mean we can have Controllers with multiple pet types now (besides Illusion), and I am very curious to see what the Dark Control Tier 9 power will be. That slot has typically been a pet, but we have pets of a sort with the Haunting power earlier on.

Also curious to see if the taunt aura that Haunt puts on the targeted foe will attract other enemies that you have confused. That could be a great way to concentrate enemy fire on a tough boss.

Last question -- why take out the ST Hold from /Dark due to redundancy when there's a ST hold in /Time which is just as redundant for controllers?


Jazra -- Level 50 Illusion/Radiation Controller
Swayvill -- Level 50 Plant/Psi Dominator
Droshalla -- Level 50 Warshade
Latro Dectus -- Level 50 Fortunata
Starseeds -- Level 50 Elec/Storm controller

 

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Originally Posted by Jazra View Post
Last question -- why take out the ST Hold from /Dark due to redundancy when there's a ST hold in /Time which is just as redundant for controllers?
Time was made for Defenders, Corruptors and Masterminds, too. The Devs generally don't want completely different versions of sets for different ATs, but some things DO have to give (Assassin strike/taunt, Hide, etc). With Time, the hold power is ALSO a -regen power, whereas with Dark, its just a simple no damage, no debuff, no frills hold, so it was expendable, ESPECIALLY when it's being replaced with a team buff (though I wonder how many Defenders/MMs/Corrs are upset that THEIR version of dark doesn't get these new toys?)

Also, it's a hold that would come at level 28. That's.... pretty late in your career for something that simple.


-STEELE =)


Allied to all sides so that no matter what, I'll come out on top!
Oh, and Crimson demands you play this arc-> Twisted Knives (MA Arc #397769)

 

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Oh lord no... Gravity/Dark Affinity could bring two phases to the table. What have you done devs? WHAT HAVE YOU DONE?


 

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Originally Posted by Jazra View Post
Last question -- why take out the ST Hold from /Dark due to redundancy when there's a ST hold in /Time which is just as redundant for controllers?
Well, I'm hazarding a guess here but I suspect that the main decision was to remove Fearsome Stare with Petrifying Gaze being collateral damage. There is plenty of precedent for a Controller Secondary having a single target hold (Time Stop and Ice Arrow) so leaving in Petrifying Gaze would probably not be an issue but I can definitely see concerns about leaving in Fearsome Stare. Given that they were already changing one power the devs probably figured that it made sense to change Petrifying Gaze as well since it isn't that useful to a Controller.

In the case of the other "control" secondaries (Trick Arrow and Time) there was no need to change the other powers in the set which made a simple proliferation more attractive.


 

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Originally Posted by ketch View Post
Oh lord no... Gravity/Dark Affinity could bring two phases to the table. What have you done devs? WHAT HAVE YOU DONE?
mwhahah.. just imagine that with a high recharge build. My Grav/kin without using Siphon Speed already has 'perma' Dim shift. I can shift a group immidately after they are unphased or apply a second phase ontop of something that isn't already phased.. every 30 seconds or so I can drop Dim Shift if I choose.