Unanswered Pummit Questions
Dominators got a design pass not that long ago; among other things their damage was increased substantially to make them offensively balanced archetypes. I could argue that the archetype that is most in need of a balance pass is Blasters. Blasters have been waiting for a secondary powerset design pass for longer than Dominators have existed. In fact, Dominators and Scrappers have a higher melee damage modifier than Blasters do, which is nonsensical.
If I had to rank which archetypes deserved the most attention overall, the list would be: Peacebringers Blasters Stalkers Everybody else. The only reason I put PBs ahead of Blasters is just because the disparity between PBs and WSs is ludicrous, and because I don't think Kheldians get enough special benefits for being quantum-bait. |
Tankers may not be everyone's cup of tea, but personally they seemed balanced for what they are. Same goes for most of the ATs.
I could possibly see people not seeing Defenders as balanced against Corrs, since a lot of their debuffs seem to be the same between the ATs.
But they're still pretty balanced as an AT.
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Well since Freedom came out we have six new sets announced/released:
Beam Rifle: Pay only Time Manipulation: Free for VIPs Street Justice: Pay only Titan Weapons: Pay only Darkness Control: Free for VIPs Staff Fighting: Pay only So yes melee characters are getting more sets than other ATs but they are having to pay for all of them. Except for Beam Rifle the non-melee sets have been free for VIPs. Honestly this doesn't surprise me, melee characters are by far the most popular so giving them lots of pay-to-play powersets is a good move in terms of income. As for Dominators losing out, sure they didn't get any proliferation in I21 but they are one of only two ATs to get proliferation in I22 (Dark Assault is considered a proliferation apparently). So freedom launch through I22 Dominators are coming out ok. They are tied with MMs with two new/proliferated sets and only one set behind Stalkers and Blasters who each have three new/proliferated sets. Sure it would be nice to see more Dominator sets but it would be nice to see new sets of every type. I don't particularly begrudge the devs for making lots of new melee sets, I'm not interested in them but I'm sure they sell a lot better than other set types. |

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That's pretty close to my feelings.
1. PBs
2. Stalkers
I have masterminds and dominators as 3 and 4 but Blasters are 5. If fact, when the stalker changes go through, blasters will probably end up on my bottom 4 list. Blasters simply get weaker as the player levels since their biggest debuff (dead mobs) keep getting tougher and doing more mez.
Dominators got a design pass not that long ago; among other things their damage was increased substantially to make them offensively balanced archetypes. I could argue that the archetype that is most in need of a balance pass is Blasters. Blasters have been waiting for a secondary powerset design pass for longer than Dominators have existed. In fact, Dominators and Scrappers have a higher melee damage modifier than Blasters do, which is nonsensical.
If I had to rank which archetypes deserved the most attention overall, the list would be: Peacebringers Blasters Stalkers Everybody else. The only reason I put PBs ahead of Blasters is just because the disparity between PBs and WSs is ludicrous, and because I don't think Kheldians get enough special benefits for being quantum-bait. |
H: Blaster 50, Defender 50, Tank 50, Scrapper 50, Controller 50, PB 50, WS 50
V: Brute 50, Corruptor 50, MM 50, Dominator 50, Stalker 50, AW 50, AS 50
Top 4: Controller, Brute, Scrapper, Corruptor
Bottom 4: (Peacebringer) way below everything else, Mastermind, Dominator, Blaster
CoH in WQHD

That's pretty close to my feelings.
1. PBs 2. Stalkers I have masterminds and dominators as 3 and 4 but Blasters are 5. If fact, when the stalker changes go through, blasters will probably end up on my bottom 4 list. Blasters simply get weaker as the player levels since their biggest debuff (dead mobs) keep getting tougher and doing more mez. |
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The only reason I put PBs ahead of Blasters is just because the disparity between PBs and WSs is ludicrous, and because I don't think Kheldians get enough special benefits for being quantum-bait.
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Increase the XP, shard, and purple recipe drop rate on quantum/voids by 400%.
Then every team will want one

(yes, I do realize just how horrendously broken that would be)
If I had to rank which archetypes deserved the most attention overall, the list would be: Peacebringers Blasters Stalkers Everybody else. The only reason I put PBs ahead of Blasters is just because the disparity between PBs and WSs is ludicrous, and because I don't think Kheldians get enough special benefits for being quantum-bait. |
I actually think Blasters are much better than I imagined. My very first 50 is Sonic/Ice but that's before set bonuses were released.
Blasters at least do one thing very well and that's damage (range and aoe damage, I agree melee modifier needs to be higher to be worth it). I find my Beam Rifle taking down bosses faster than any of my Stalkers. Yes, Blasters don't have defensive secondary but Blasters fit one role very well and that is damage.
Stalker? Stalker can't fill the damage role for the team (unless you are Spines and maybe Electricity). Stalker does good damage but Blasters can take down 75% of the mob with just Aim + Build Up. And with set bonuses, Blasters survive relatively well. Of course it is not as well as Stalkers but my Stalkers never really draw that much aggro to begin with (hence my advantage of having defensive secondary is a bit over-rated on a larger team because I am never going to grab aggro away from Tank/Brute).
Both Blaster and Stalker seem to get over-shadowed by Scrappers/Brutes. As for Dominator, even after the new change, I feel Blaster's damage is still way higher. The only Assault set that can compete with Blaster is /Fiery. Other than Fiery, I would only rate Dominator's damage as "good" and Blaster is between "very good to excellent". And in situations where controls don't work (itrial AVs for example), Dominators don't seem to have that much advantage over Blasters.
This is coming from a player who mostly only play villains (primarily Stalker and Dominator) for years, and suddenly change to Blaster a few weeks ago. I just forgot how high Blaster's damage is. Blaster's damage puts my Stalker to shame.
Let's just say that in general, if a team needs damage, most people would think of Blaster and not Stalker. And yet, when a team needs tank, nobody would think of Stalker. So in the end, Stalker does not fit any team-concept. Not the best ST and AoE damage dealer. Not the best tank and certainly not the best support and controls. This is why I rank Stalker over Blaster in terms of "who needs more help".
Edit: As for Kheldians, I just don't like the two other Forms. They are too limited for all the restrictions and delay in shifting.
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.
Dominators got a design pass not that long ago; among other things their damage was increased substantially to make them offensively balanced archetypes. I could argue that the archetype that is most in need of a balance pass is Blasters. Blasters have been waiting for a secondary powerset design pass for longer than Dominators have existed. In fact, Dominators and Scrappers have a higher melee damage modifier than Blasters do, which is nonsensical.
If I had to rank which archetypes deserved the most attention overall, the list would be: Peacebringers Blasters Stalkers Everybody else. The only reason I put PBs ahead of Blasters is just because the disparity between PBs and WSs is ludicrous, and because I don't think Kheldians get enough special benefits for being quantum-bait. |
My list though would be:
Peacebringers
Stalkers
Blasters
MMs
Everyone else.
And MMs only follow blasters because they need some more proliferation (of what's possible left to give them).
Blazara Aura LVL 50 Fire/Psi Dom (with 125% recharge)
Flameboxer Aura LVL 50 SS/Fire Brute
Ice 'Em Aura LVL 50 Ice Tank
Darq Widow Fortune LVL 50 Fortunata (200% rech/Night Widow 192.5% rech)--thanks issue 19!

In this game, attacks perform tohit rolls against defense, and only if the attack hits does any of the damage components strike the target. There is no such thing as damage that ignores defense: its not that it can't be done, its that that sentence literally does not parse into anything meaningful in this game.
If you mean is it possible for an attack to "ignore" some defense, that is possible: tohit buffs mechanically do that. However, tohit buffs affect an entire character; there is currently no way to give a single attack a tohit advantage separate from all other attacks. An individual attack can have heightened accuracy, but that does not mechanically do what you're asking about. There is a mechanical trick that would allow assassin's strike to essentially have heightened tohit using special procedural clauses, but my guess is the devs are not likely to resort to that unless there was a really good reason to do so. Alternatively, it is possible for a damage effect within an attack to "ignore" resistance, unresistable damage will do that. The devs are extremely reluctant to give us unresistable damage, because it can break the way other things are designed in terms of their heightened resistance. |
But... now that you spell it out like that... I'm not entirely sure how a Piercing damage type would work effectively without being over-powered.
I suppose you could just make it like any other damage type (smashing/lethal/toxic) and just make it less resisted on all enemies. Then change all the Stalker attacks so their damage is half piecing and sm/l/en/whatever. But that doesn't really promote the spike damage aspect of the AT...
Maybe it's just a bad idea, lol, I don't know. I was just looking for ways to make Stalkers interesting and unique outside of hide.
Well since Freedom came out we have six new sets announced/released:
Beam Rifle: Pay only Time Manipulation: Free for VIPs Street Justice: Pay only Titan Weapons: Pay only Darkness Control: Free for VIPs Staff Fighting: Pay only So yes melee characters are getting more sets than other ATs but they are having to pay for all of them. Except for Beam Rifle the non-melee sets have been free for VIPs. Honestly this doesn't surprise me, melee characters are by far the most popular so giving them lots of pay-to-play powersets is a good move in terms of income. As for Dominators losing out, sure they didn't get any proliferation in I21 but they are one of only two ATs to get proliferation in I22 (Dark Assault is considered a proliferation apparently). So freedom launch through I22 Dominators are coming out ok. They are tied with MMs with two new/proliferated sets and only one set behind Stalkers and Blasters who each have three new/proliferated sets. Sure it would be nice to see more Dominator sets but it would be nice to see new sets of every type. I don't particularly begrudge the devs for making lots of new melee sets, I'm not interested in them but I'm sure they sell a lot better than other set types. |
The hard things I can do--- The impossible just take a little bit longer.
If numbers are so much more important than a teammate who is fun to play with, forget about the game altogether and go play with a calculator instead. -Claws and Effect-
Tangent: Black Hole
I really want a power that mechanically copies the mental image the name brings to me. You drop a sphere. Everything in a large radius around that sphere receives knockback toward the sphere. Everything that actually touches the sphere is momentarily phased, turned utterly invisible, and takes a large amount of crushing damage. Bonus points for a 'stretched/sucked into the sphere' graphic. |
This is pretty much what I always wanted it to do--knockback and/or repel toward a central point. I don't think the game currently has a mechanic to support that, but it would be a lovely thing, not just for Black Hole, but for some of the other cage powers and possibly new powersets as well.
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I would think that you could manifest a pseudopet, then manifest several other pseudopets around it in a circle, set not to clip with anything. The have all of those surrounding pets fire very narrow cone smashing attacks with kb toward the central pet.
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Ever watched Wormhole "scoop up" a bunch of Foes and toss them onto the target area/point? Ever noticed how they don't come OUT of the Teleport Foe effect spread out the way they originally were when they went IN?
YEAH ...

Here's what I'm thinking. We "borrow" most of the functionality/coding of Wormhole (ie. Target AoE Teleport Foe) and use THAT as the "core" of the Black Hole (Dark Miasma, and proliferations) *and* for Dimension Shift (Gravity Control).
Here's the "basics" of how the power would work:
Black Hole (Dark Miasma) / Dimension Shift (Gravity Control)
Ranged (Targeted AoE), Foe Teleport, Hold, Intangible
Level 26 (Dark Miasma), 12 (Gravity Control)
Type Click
PvE damage scale 0.000000
Accuracy 1
Modes required
Modes disallowed Disable_All
Range 60 feet
Activate period -
Interrupt time -
Cast time 1.17 seconds
Recharge time 90 seconds
Endurance cost 13
Attack types AOE
Effect area Sphere
Radius 25 feet
Arc -
Max targets hit 16
Entities affected Foe
Entities autohit
Target Foe
Target visibility Line of Sight
Nofity Mobs Always
Target:
0 Translucency for 1.5s (after 0.5 second delay) [Non-resistable]
4.1 Teleport (mag 3) (after 1 second delay)
+10000% Res(Teleport) for 15s (after 1.1 second delay) [Ignores Enhancements & Buffs] [Non-resistable]
3 Intangible, Phase, Phase, Immobilized for 28.5s (after 1.5 second delay)
If target.enttype == critter
-1 ThreatLevel for 30s
If target.enttype == critter
3 Intangible, Phase, Phase, Immobilized for 8s (after 1.5 second delay)
If target.enttype == player
Suppressed when Untouchable, for 15 seconds (WhenInactive)
-1 ThreatLevel for 4s
If target.enttype == player
Suppressed when Untouchable, for 15 seconds (WhenInactive)
Something akin to this ought to work.

I'm curious as to why you think MMs need a design pass when they're considered one of the strongest ATs.
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I think they've done a little to alleviate that though. I swear the death patches from Apex don't hurt pets as much as they should.
And really if not feeling quite as useful as you might otherwise in a small subset of content is their only problem they're doing pretty good.
Dispari has more than enough credability, and certainly doesn't need to borrow any from you.
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Beam Rifle with Aim + Build UP can take down any boss faster than my Stalker
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BU + AS + Placate + Eagle's Claw + Cobra + CAK
1070.49 + 893.09 + 299.75 + 324.2 = 2587.53
1.32 + 5.148 + 1.716 + 2.772 + 1.848 + 1.848 = 14.652
I can see Beam Rifle generating 2570 damage (approximate boss health at level 50) at level 50 about as fast as that, but not massively faster. Certainly not enough to compensate for the fact that the stalker has the same health, personal damage mitigation, and mez protection.
Stalker? Stalker can't fill the damage role for the team (unless you are Spines and maybe Electricity). Stalker does good damage but Blasters can take down 75% of the mob with just Aim + Build Up. And with set bonuses, Blasters survive relatively well. Of course it is not as well as Stalkers but my Stalkers never really draw that much aggro to begin with (hence my advantage of having defensive secondary is a bit over-rated on a larger team because I am never going to grab aggro away from Tank/Brute). |
In real play, defense matters because in real play blasters die. Mez protection matters because in real play blasters die to mez often. Prior to the last round of changes, that was the most common datamined cause of blaster death. That's why Defiance 2.0 allows Blasters to shoot through mez: it was seen as the best way to give them a chance to break out of a mez that would otherwise eventually kill them.
And its a lot easier to pop reds than greens. There's no penalty for running out of reds.
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For me, ideally I feel that Stalkers should be the single target burst damage kings. Some sets do this better than others and some sets offer some AoE. Your mileage may vary depending on which sets you pair together. However, I'd really like to see Stalkers being able to outperform Scrappers and Brutes in bursts, especially with single target damage. Their trade off as always is survivability.
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From what I can gather, and what I actually based my stance on, is some players do not currently take and/or use AS and many prefer to use placate with other powers like Concentrated Strike, Burst, Thunderstrike, Crushing Uppercut, etc. As is, AS from hide or Placate > AS is only marginally useful, which isn't wholly an issue...
But with the new changes discussed, the relative effectiveness of hidden AS or Placate > AS is lessened because it will simply be better (for burst and DPS) to simply use AS to scrap.
Now I'm not certain if that is the intended direction you want to take that attack, but it seems backward to me that hidden AS would, in many circumstances, be *less* useful than unhidden AS. Not to mention, Assassin's Focus provides more benefit to button mash vs timed surgical strikes.
Would it not be more thematic to 'invert' the proposed addition to Stalkers? Making it so a hidden AS animates in 1 second and an unhidden AS animates in 3? Then you can make it so Assassin's Focus 'aids' the unhidden Stalker by improving the effectiveness of unhidden AS? A Stalker should fundamentally be at his peak when attacking from ambush, right? So being able to rush into a spawn and click your mightiest attack for a quick death still feels perfectly thematic.
And this is all a suggestion, but Assassin's Focus basically making AS a 100% crit every time (stacking 3 attacks is *really* easy) sounds a bit much anyway. If an unhidden AS is regularly 3sec animation and interruptible, Assassin's Focus could buff the power in other ways, like stacking it once makes one immune to being interrupted (hey, that could be a buff for the epic snipes too!), and stacking it to max could swap the activation to the 1sec version...
Again, this is all just theorycraft, but even if your goal is to make Stalkers into the ST damage kings, I still think they can be by still keeping in practice with the standard tools of a current Stalker (Hidden ambush, placate, Assassination, Demoralize, all that jazz) vs relying practically only on mash-button as fast as possible.

Just make sure you are comparing their value to large teams versus buff/debuff ATs and AoE death machines (ala Blasters/VEATs). They should be 'quite desirable' for what they add to the team as they must compete with other ATs that add a lot to teams.
The effectiveness of an Assassin's Strike is often outmatched by other ATs abilities, such as: 1) I will taunt and/or use taunt auras to take nearly all damage for the team 2) I will buff the team to make the incoming damage to the team largely irrelevant 3) I will lay waste to a massive x8 spawn of baddies in seconds with my AoE attacks If an AS could quickly and easily take out a problematic boss, I could see them competing easily with these ATs. But when their only comparison is 'I deal single target DPS on par or close to Dominators and Scrappers', I think they lose a little bit of appeal, when those other ATs often add additional abilities to the team (and yes, I am aware not all Scrappers have a taunt aura, but at least they always remain on the 'threat' list.) Anyways, that is just my opinion on the matter, I would like to see Stalkers be one of 'ooo, get a Stalker!' ATs that you really want on your team. |
Wavicle, Energy/Energy Blaster, dinged 50 in Issue 4, summer of 2005.
@Wavicle, mostly on the Justice server.
It seems like they're trying to significantly buff single target stalker damage to the point where they will be flat out, hands down, the best single target damage dealers in the game for EITHER short OR long fights. They will be useful to AV teams and Trial leagues.
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Dispari has more than enough credability, and certainly doesn't need to borrow any from you.
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Not sure I like this idea, though it has its merits. For example, Adamastor could not be in the zone without restricting that badge to VIPs.
That's not the end of the world, but I'm not eager to see them gate non-incarnate stuff behind VIP status. It degrades the "freedom" aspects of Freedom. |
If all the rewards in the new DA are Incarnate based then I would expect it to be restricted to VIPs.
Wavicle, Energy/Energy Blaster, dinged 50 in Issue 4, summer of 2005.
@Wavicle, mostly on the Justice server.
If there is as someone suggested an Oro Echo of DA with Adamastor then this really isn't an issue.
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But in any case, we already know it's not an issue. The zone isn't gated.
Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA
The rewards will be restricted to VIPs, I doubt entrance to it will be. Like First Ward, Freebies and Preems can enter but can't access any contact mission content.
Whew... finally caught up to this thread. Now I have to wander over to the Stalker section and correct some posts, since the assumptions that I made were out-and-out wrong based on information provided here. Shows me once again why I should finish checking stuff before I bother to post, and not when I'm just poking at certain sections.
So, yeah. I'll echo my comments from various spots in brief here:
- Possess really needs to be renamed to Word of Command. I saw "dark single target confuse" and it was the first thing that came to mind. Then again, WotC may sue.
- The changes to AS seem sdrawkcab; it adds to your damage far more when used outside of hidden status as proposed and gets rid of every drawback at the same time.
- I forgot the other comments after catching up, so there is no point 3.
it has gone from unconscionable to downright appalling that we have no way of measuring our characters' wetness.
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- The changes to AS seem sdrawkcab; it adds to your damage far more when used outside of hidden status as proposed and gets rid of every drawback at the same time.
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1) Ideally, leading off with AS is still the best option. It will do the most damage of all your attacks.
2) If leading off with AS is impractical, you can still use it in the fight at some point.
3) You can use AS more than once (or twice with Placate) per spawn.
Dispari has more than enough credability, and certainly doesn't need to borrow any from you.
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That would definitely be helpful. CoH has changed hands a lot over the years and design philosophies change as designers change. A lot of the design decisions were made by those long before my time and quite possibly even before Castle's time as well. So, we have to dig through ancient dusty documents and when none are to be found we are left to make educated guesses.
My personal philosophy is to give you guys what you want provided the following is true: 1) We have time. 2) The request is reasonable. 3) There's good data to support the necessity of making such a change. 4) The change won't negatively impact game balance. 5) The change doesn't cause a bunch of other smaller problems. Naturally there's a bunch of other factors, but those are the big ones. Synapse |
Love it.
For me, ideally I feel that Stalkers should be the single target burst damage kings. Some sets do this better than others and some sets offer some AoE. Your mileage may vary depending on which sets you pair together. However, I'd really like to see Stalkers being able to outperform Scrappers and Brutes in bursts, especially with single target damage. Their trade off as always is survivability.
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This is how I see them as well. I can't wait to test out these changes, and I don't even play Stalkers.
Your suggested changes have me ready to play an AT that I have not yet been able to take to L50. (I usually get frustrated in the mid 20s to mid 30s).
I can see Beam Rifle generating 2570 damage (approximate boss health at level 50) at level 50 about as fast as that, but not massively faster. Certainly not enough to compensate for the fact that the stalker has the same health, personal damage mitigation, and mez protection.
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Obviously this does nothing for the rest of the entire game, but in the endgame the devs have made a very concentrated effort to create situations that make being at range a decent advantage.
AoE area denial abilities, high damage or even (near) instant death PBAoEs/Patches, etc. (Actually, chasing down prisoners on a melee has me wanting to poke my eyes out more than any of these at this point)
It doesn't make being at range a cakewalk, and it doesn't mean I don't think Blasters don't deserve a balance pass (they do) - but being at range gets a little more attractive with each new trial.
However, over time the new AS out of hide, even at a 0% critical rate, will have a higher DPA than AS from hidden status. I edited a post I made about it here, showing that with 2 stacks of Assassin's Focus you'll have better DPA than Energy Transfer... with it's old animation. And that's normalized, not even accounting for Kinetic Melee's short animation (until fixed after i22) - KM hits new levels of ridiculousness.
If old ET could carry EM into getting nerfed all on its own, I'd say something that can outperform it on a regular basis will certainly help Stalker single target damage.
it has gone from unconscionable to downright appalling that we have no way of measuring our characters' wetness.
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I don't think devs balance around DPA (even if they probably should). Further, the DPA of AS from Hide is probably less relevant than normal powers because in theory you have all the time in the world to execute your power. Unless you don't, in which case it may be better to open with something else and then just poke someone with out-of-Hide AS.
If you're in a position where you can open with AS, you're paying for that animation time with the fact that combat doesn't start until your attack is done. It's kind of like rain powers vs burst AoEs. Rain might do more damage by the end, but for that entire duration the enemies get to attack you. Burst means you probably killed the guys already. For the DPA, you maybe could've done 2-3 attacks in that time that did as much or more damage. But the enemies would've started attacking you sooner. You could probably kill a lieutenant in 2-3 hits in the same time it would take to AS him. But if you just use AS, he doesn't get to attack you at all.
As far as EM goes, I think they should restore its crits. MA and StJ both have powers that do crazy high damage and still get to fully crit. TF is crippled with +33% crit and ET gets no crit.
Dispari has more than enough credability, and certainly doesn't need to borrow any from you.
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I don't think devs balance around DPA (even if they probably should).
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Where I think the original designers fell down was in not even realizing DPA was at all important, or even really have any idea about the concept at all, and I mean that literally. I think Castle was willing to experiment with it, but I don't think he had a strong enough handle on how it worked dynamically (and completely flattening it to a constant in PvP was an error). A real balancing effort around DPA would take what I would describe as "high computational effort" and I don't think the current devs think its worth it, except in spot cases. It also starts to put animator time into play when you start mucking with cast times, and animator time is almost as costly as Zwil's hat budget.
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Melee has gotten one brand new Powerset with a NEW mechanic in Street Justice. They are set to get ANOTHER brand NEW Powerset with a NEW mechanic in Titan Weapon in a few weeks. And we have already seen and it was confirmed that there will be yet ANOTHER new set with a NEW mechanic in Staff Melee..
Beam Rifle: Pay only
Time Manipulation: Free for VIPs
Street Justice: Pay only
Titan Weapons: Pay only
Darkness Control: Free for VIPs
Staff Fighting: Pay only
So yes melee characters are getting more sets than other ATs but they are having to pay for all of them. Except for Beam Rifle the non-melee sets have been free for VIPs. Honestly this doesn't surprise me, melee characters are by far the most popular so giving them lots of pay-to-play powersets is a good move in terms of income.
As for Dominators losing out, sure they didn't get any proliferation in I21 but they are one of only two ATs to get proliferation in I22 (Dark Assault is considered a proliferation apparently). So freedom launch through I22 Dominators are coming out ok. They are tied with MMs with two new/proliferated sets and only one set behind Stalkers and Blasters who each have three new/proliferated sets. Sure it would be nice to see more Dominator sets but it would be nice to see new sets of every type. I don't particularly begrudge the devs for making lots of new melee sets, I'm not interested in them but I'm sure they sell a lot better than other set types.