What's wrong with Gravity?


Agent White

 

Posted

I admit I might be opening myself up for attack. But having just played through many levels of Gravity/Time, i'm having a hard time seeing what the problem with Gravity is.

I'm not a fan of Propel for it's style and Dimension Shift is highly conditional, but I don't get some of the Anti-Grav animosity I've seen recently.

Any care to share their thoughts?


Life is pleasant. Death is peaceful. It's the transition that's troublesome.
Isaac Asimov

 

Posted

Gravity... they put a single-target control pet in the single-target control set so the controller can control single targets while controlling single targets.

And the pair of them are still worse at it than Mind.

Add to this sub-par damage despite a dedicated damage power, a dud in Dimension Shift, and the fact that the one (late) fast-cycling AoE control trades area-of-effect for a tricky gimmick.


 

Posted

Gravity has the five standard powers that every set has, which are fine. The problem is that in the slots where other sets have more controls, more damage or useful utility powers, grav has propel and dimension shift. Both are terrible. As a whole the set doesn't do very good damage (neither lift or propel do enough damage to make them attractive) or do anything else that sets it apart from other sets.

It's also laid out in kind of an obnoxious way. You're forced to take either crush or levitate in the first slot, where most control sets can get their ST hold, and you don't get wormhole until 26.


@Dysc, on virtue:
Virtue blues: Overnight (DP/MM), Kid Ridiculous (FC/rad), Panorama (Ill/time)
Virtue reds: Block Party (SS/SD), Goldcrush (earth/fire), Deadwire (claws/elec), Snowcrush (ice/kin)

 

Posted

2 'big issues' with Gravity the way I see it:


1.) Animation/activation times. You see this with Wormhole, Propel and to some extent the ST and AoE Holds.

2.) Powers are out of sequence. Usually by lvl 18 the Controller primary has one of their main "staples"...either an AoE hold, AoE stun, or something similar to hold them until lvls 26 and 32 when they get their "best" powers. Gravity gets their "best" powers at lvl 26 and 32...lvl 18 is Dimension Shift which...I'd guess, 95% of the user base doesn't take.


My thoughts on 'fixing Gravity' would be:

1.) Reduce the animation/activation times for Propel and Wormhole specifically.

2.) Replace Dimension Shift with some other power. I propose an AoE Lift type of power...but maybe an AoE Propel? I don't know...something.

3.) Depending on what (if any) power is swapped out with Dimension Shift; swap that power with Wormhole. So that Wormhole is taken at lvl 18 and that power is at lvl 26.



Overall Gravity is okay/can be fun but it really doesn't get "controllery" until lvl 32 when you get the Singularity pet. It's a great pet!




Edit:


Oops, also like Silencer7 said, Gravity doesn't get its ST hold until lvl 4; whereas, other control sets get it at lvl 1/2.


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Posted

Quote:
Originally Posted by Calhou View Post
Gravity... they put a single-target control pet in the single-target control set so the controller can control single targets while controlling single targets.

And the pair of them are still worse at it than Mind.

Add to this sub-par damage despite a dedicated damage power, a dud in Dimension Shift, and the fact that the one (late) fast-cycling AoE control trades area-of-effect for a tricky gimmick.
Quote:
Originally Posted by Silencer7 View Post
Gravity has the five standard powers that every set has, which are fine. The problem is that in the slots where other sets have more controls, more damage or useful utility powers, grav has propel and dimension shift. Both are terrible. As a whole the set doesn't do very good damage (neither lift or propel do enough damage to make them attractive) or do anything else that sets it apart from other sets.

It's also laid out in kind of an obnoxious way. You're forced to take either crush or levitate in the first slot, where most control sets can get their ST hold, and you don't get wormhole until 26.
While I agree that Gravity has its problems, lack of single target damage is NOT one of them. Propel does 59.95 damage, unenhanced at level 50. Double that with Containment and nearly double it again with enhancements. No other controller attack comes close to that.

Using an attack chain of GD-Crush-Propel is slow but hits HARD. Both GD and Crush are damage over time, but both set up Containment for Propel. And if you are on a team, there's a good chance that the target will be dead before you can finish. But solo? Gravity is actually quite effective at taking down single targets. I mostly solo'ed my Grav/Storm to 50.

I had trouble finding a Gravity controller I could stick with until I combined it with Storm. The set has really three interesting powers and one interesting quirk. The Quirk is that the AoE Immob does not have -Knockback, so I could use Freezing Rain as a knockdown power. The three interesting powers are Propel (it may be slow, but throwing all that stuff at the foes is funny), Wormhole (unique group foe teleport with stun -- it provides some interesting positioning strategy options) and Singularity (great tank, looks cool, the Repel also acts as a defensive power). Other than those three, the rest of Gravity is pretty blah. The animations are not interesting, the powers themselves are nothing special.

To me, Gravity really lacks in its ability to provide AoE control. When other sets are getting a key AoE control power, Gravity gets Dimension Shift, which is mostly hated and rarely useful. Even when it does finally get Wormhole, WH has limited usefulness mostly due to the knockback. As a result, I found the most useful all-the-time control in Gravity was using Singy as a tank to draw aggro. Move Wormhole to 12 and remove the knockback, and a huge part of the problem would be solved. Then shorten the animation on Propel. Lift does less damage than Mind's Levitate and even less damage overall than Crush -- it shouldn't. I found it fully skippable on my solo-oriented Grav/Storm.

While fixing Dimension Shift would be nice, having a crappy power that is easily skipped is not unusual, so it could stay. Some folks have suggested turning it into a black hole-type negative repel attraction power, but I think the Devs have already said that the current engine will not support it. Which means it might be possible but would be a LOT of work to implement. So I could live with moving it to 26 and leaving it.

One think I would like to see is Propel changed to a narrow cone. If there is a forklift flying through the air, wouldn't it hit other foes along the way?


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.)
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Posted

Quote:
Originally Posted by Mercator View Post
I admit I might be opening myself up for attack. But having just played through many levels of Gravity/Time, i'm having a hard time seeing what the problem with Gravity is.

I'm not a fan of Propel for it's style and Dimension Shift is highly conditional, but I don't get some of the Anti-Grav animosity I've seen recently.

Any care to share their thoughts?
Basically Agree with everything already posted, but I'll add this:

Gravity is "fine" when combined with control heavy secondaries. Time is one of those. Those secondaries serve to mask how poorly Gravity specifically performs.

Thing is, while those secondary sets can make Gravity "Fine" as a control set, those same secondaries paired with any other control set makes them "Better."


@Oathbound & @Oathbound Too

 

Posted

Propel is terrible in every way except being visually interesting/funny. The animation time is just completely awful, especially considering how often you fire it at an enemy that's dead before it hits. Even soloing, it compares unfavorably to just spamming crush > GD > whatever APP attack you want.

Crush and GD don't do any more damage than any other set's ST immob/hold, and smashing is resisted more often than some other damage types. I'm also not sure why lift needs to do half as much damage as levitate.

Dimension shift is pretty much useless. Either remove it and replace it with the aoe lift power that people always suggest, or maybe make it into some kind of aoe buff/debuff power. Wormhole is the most interesting power the set gets and it is pretty cool, but it's just not as easy to use or as useful as aoe controls that other sets get much earlier. In addition to difficulties with the teleport/knockback components, t's radius is quite a bit smaller than most other sets' aoe controls.

I tend to think that propel ought to be changed too; it's a neat idea, but even if you tuned the damage/activation time in a way that makes sense, I'm not sure how much a control primary needs two of it's powers to be straight ST attacks.


@Dysc, on virtue:
Virtue blues: Overnight (DP/MM), Kid Ridiculous (FC/rad), Panorama (Ill/time)
Virtue reds: Block Party (SS/SD), Goldcrush (earth/fire), Deadwire (claws/elec), Snowcrush (ice/kin)

 

Posted

Quote:
Originally Posted by Oathbound View Post
Basically Agree with everything already posted, but I'll add this:

Gravity is "fine" when combined with control heavy secondaries. Time is one of those. Those secondaries serve to mask how poorly Gravity specifically performs.

Thing is, while those secondary sets can make Gravity "Fine" as a control set, those same secondaries paired with any other control set makes them "Better."
This. My first character was Grav/Storm. Loved him, loved Grav. Then I leveled a Grav/Energy Dominator, and saw very clearly how much Gravity underperforms as a control set when its flaws aren't being masked by a secondary that covers the gaps. It has no effect rider worth mentioning, its core control powers are delayed in the leveling sequence for no discernable reason, it has several powers that are entirely skippable, and its core AoE control suffers from a long animation time and a knockback that is entirely detrimental. Until those things are fixed it will remain the weakest control set in the game, even below some sets that are not Controller/Dominator primaries.

I love Gravity. I really do. But it is in desperate need of an overhaul.


 

Posted

Quote:
Originally Posted by Local_Man View Post
While fixing Dimension Shift would be nice, having a crappy power that is easily skipped is not unusual, so it could stay. Some folks have suggested turning it into a black hole-type negative repel attraction power, but I think the Devs have already said that the current engine will not support it. Which means it might be possible but would be a LOT of work to implement. So I could live with moving it to 26 and leaving it.
Seems like instead of trying to do negative knockback, they could just create a ring of invisible psuedo pets that all fire a knockback effect toward the center of the circle, pulse it like every second or so so they're always knocked toward the center of the area.

Though there's probably some other reason that wouldn't work >>


 

Posted

Quote:
Originally Posted by Agent White View Post
Seems like instead of trying to do negative knockback, they could just create a ring of invisible psuedo pets that all fire a knockback effect toward the center of the circle, pulse it like every second or so so they're always knocked toward the center of the area.

Though there's probably some other reason that wouldn't work >>
Quite a while ago, there was a long thread discussing Gravity and several programming-savy folks tried to come up with ways to make a "Gravity sucks" power to work. One of the ideas discussed was yours, and there were a lot of reasons stated why either it would not work or that it would take a LOT of time to tweek to make work. I recall that several were concered with the mag of the knockback might knock some foes out of the circle, that the outside of the circle would act like a repel, that it would take too long to set up and use too many system resources, etc.

We know that the Devs understand that Gravity needs something. A while ago, Back Alley Brawler posted in one of the many "Gravity needs an overhaul" threads that they were looking at the animation time for Propel . . . so we know that at least he (before he left) was looking at the set. We can only hope that they will eventually do something about it.


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

 

Posted

Quote:
Originally Posted by Mercator View Post
I admit I might be opening myself up for attack. But having just played through many levels of Gravity/Time, i'm having a hard time seeing what the problem with Gravity is.

I'm not a fan of Propel for it's style and Dimension Shift is highly conditional, but I don't get some of the Anti-Grav animosity I've seen recently.

Any care to share their thoughts?
One of the only two characters I've played to 50 is a gravity controller, and there's much I love about the set. That said, it was the second character I created, and if I'd had much experience of playing other control sets I doubt I would have stuck with him for so long.

The latest thread of thoughts on gravity is here

and covers all the major issues with the set.

Pairing the set with a control heavy secondary, like Time, will have mitigated some of gravity's shortcomings; plus you may not have extensive experience with how much better other control sets do their job. Also if you've been playing gravity extensively and not doing much else, you've probably gotten very good with it.

When the only character I was playing was a grav controller I became an absolute artist with wormhole - dropping whole spawns in neat piles on a tank's head ready for aoe death, and normally roaming ahead of the group and firing spawns backwards while the rest of the team were finishing up the last kills. This was great fun, and with a team who knew you and knew what you could do, enormously satisfying. Sadly the last time I dusted off my grav controller I found my skills had atrophied a bit, and was rapidly asked to stop using wormhole. This was with an SG team not a pickup, mind, and I was still pretty good at not scattering mobs to the four winds. Finding a pickup group forgiving enough to let a rookie grav controller polish his skills would be near nigh impossible.

Properly fixing grav is, sadly, very unlikely to happen, as it would take a violation of the cottage rule to make the abomination that is dimension shift a useful power. The fact that two of the set's fundamental premises (slow being competative with any other secondary effects and high single target damage being a worthwhile unique niche for a control set) are bad ones doesn't help either. Not being very good at single target damage anyway (DPA matters, damn it! and fix snipes while you're at it!) is just the icing on the cake.

That said, improving the set might happen, and I sincerely hope it does. Increasing lift damage to be on par with mind control, dropping propel's animation time to the point that its damage per activation was significantly better than any other control power and tweaking wormhole so it teleports bosses and stuns at the start of the animation would make the set a fair degree better and wouldn't violate the cottage rule or require re-ordering powers.

A proper overhaul needs a complete rework of dimension shift so it isn't horrible, and a reorder of power picks so reliable control is available early and dominators aren't forced to take a single target attack power (i.e. move the ST hold to level 2 like just about every other set out there, and move wormhole to level 12 or so).

I'm an eternal optimist so Swartzchild himself is sitting racking up day job badges in the hope that grav gets a rework eventually.


 

Posted

Propel is a hilariously awful signature power, which is a shame because it's clear that it was supposed to be special. But it's a casualty of animation time not being a consideration in power balance in the early days of the game.

It's interesting to think that if the animation had just been the 1 second fireball "flick," Gravity would probably be incredibly popular even with it's so-so control. Just luck of the die.

Anyway, I'd still give Gravity a C. There isn't any Control set that is truly awful, IMO.


 

Posted

If Propel was a Snipe power with Snipe Range, doing Snipe Damage and could slot Snipe Sets, it would be totally awesome.


It's the end. But the moment has been prepared for ...

 

Posted

he he thats the thread I started..


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-

 

Posted

Quote:
Originally Posted by Silencer7 View Post
Propel is terrible in every way except being visually interesting/funny. The animation time is just completely awful, especially considering how often you fire it at an enemy that's dead before it hits. Even soloing, it compares unfavorably to just spamming crush > GD > whatever APP attack you want.
Admittedly, I am a new controller, but for my second controller, I did roll grav/time. She performs well end game, but I find that I rarely use this unless I need a cheap thrill. Propel is the Energy Transfer that controllers never got: hard hitting, unnecessarily slow, interesting to watch, and every time I use it I feel like I die a little bit inside. I don't have a great suggestion list like a lot of other players do, but this is my biggest gripe about the set.

Dimension shift- I knew that was worthless so I skipped it off the bat. Never even thought about having that in my build.


Words to the wise aren't necessary- it's the stupid ones that need them.

"You're right...I forgot...being constantly at or the near the damage cap is a big turn off. Definitely not worth it."
- Vitality

 

Posted

Quote:
Originally Posted by Redlynne View Post
If Propel was a Snipe power with Snipe Range, doing Snipe Damage and could slot Snipe Sets, it would be totally awesome.
Propel does currently do very similar damage to a blaster snipe, comparing damage per activation and assuming you're hitting a contained target. (32.44 vs. 35.36 comparing unslotted level 50 propel to ranged shot, for those who like real numbers).

Unfortunately snipes are horrifically underpowered for their activation times. If it had the same damage per activation as blazing arrow, say, it would do two and a half times its current damage and rock in at a very respectable 81.67 DPA.

That might be a bit excessive, but bear in mind we're comparing controller's ideal situation (contained target) and the blaster's worst case scenario (no defiance). Even making propel do damage equivalent to a defender's blazing arrow (or whatever other heavy ranged attack you choose) would mean virtually doubling its damage (defender DPA 61.36).

As far as I'm aware damage per activation was never a consideration in historical power design. I'm not even sure it is now, although I sincerely hope it is. Just normalising snipes to tier 1/2 DPA levels would be a major improvement, but that's going off on a tangent.

PS - the above figures use arcanatime activation times


 

Posted

I'm enjoying my Grav troller, and it's not from the boost I get from my secondary either ( /FF ). That being said, there are some major drawbacks to playing her. Propel's animation time for effect is a big one. Lift being sucktastic isn't really good either. And Wormhole not stunning first then TPing is pretty terribad (I pretty much only use it to move already locked mobs onto the tank in the team). Those few tweaks would make a huge difference.

As for Dimensional Shift, I was initially going to skip it, because phase powers I generally frown upon. Then I got this crazy idea to pick it up to grief some friends of mine occassionally (you know, for laughs). So I grabbed it and went on a Moonfire shortly thereafter and found a few very situational uses for the power (ie We had no tank so no aggro control, multiple pulls, team split wipe, etc). I'm okay with a situational power that is functional without much slotting (I was doing ok with an SO ACC), especially if some of the other powers got some tweaks to smooth out the set's performance. Some reordering of power picks would probably be a good idea but my personal experience with that is limited (DFB makes the first 20 lvls a breeze through in comparison to previous lvling).


 

Posted

Quote:
Originally Posted by Mercator View Post
I admit I might be opening myself up for attack. But having just played through many levels of Gravity/Time, i'm having a hard time seeing what the problem with Gravity is.
The problem with Gravity is it has broadly the same amount of control that Fire has (both of them have the standard ST hold, immobilizes, 90s rech aoe stun, and 4-minute rech aoe hold), minus the damage and plus some really slow animation times. When one set is a clearly better alternative to the other, as in this case, that's a balance problem.


 

Posted

Why does Gravity suck....

1) Propel Sucks.. too long to animate.. Often hits target AFTER its dead on teams.. I have suggested changing the animation multiple times over the years to something that doesnt generate an image to make it go faster.. I suggested a smaller singularity fired from a palm-up facing forward animation.. I guess they would rather have an iconic power that sucks

2) Wormhole. Needs to have the stun applied at the BEGINNING not at the end as they come out of the wormhole.. whats the point of me being attacked by a whole mob before they get mezzed ??

3) Dimension Shift- Manages to defy the laws of physics being able to both suck and blow as a power at the same time...

4) Dimension Shift- Yes its THAT bad it gets two spots..

5) Long Recharges on AOE controls. Because they are hard controls ( which is all Gravity has ) they are all on long timers... If you dont oick a secondary that offers better control.. It can be tough on a Grav

6) Crushing Field DOESNT offer -kb... you would Think that gravity WOULD offer this...Makes sense right.. its GRAVITY it Locks stuff down... NOPE not so...

7) Lift should do more damage. Levitate in Mind does more damagae than lift does even though they are the same power. It was probably originally balanced around Propel.. which also sucks.

Gravity should be more like this...

http://www.youtube.com/watch?v=iSeBxGgHAv0

What do I see in this video.. Do I expect to lift a whole city.. no...

Did I expect to see some type of Anti-Gravity Beam or field that would act like an Ice slick that makes foes fall UP...

YES...

Did I expect some kind of toggle power that would be a massive -fly,-run,-slow - recharge, field with a a chance to hold you know something like what they gave to TIME

YES..


Oh well... at least my Grav.Time didnt suck as much as my Grav/Kin did..


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-

 

Posted

Well... it's better than how it was back in beta. Instead of Singularity, we got team teleport. Sure you could take team teleport as a pool power but it cost you 2 whole power picks to get there. Gravity's level 32 team teleport looked the exact same and only took (whats the minimum required power picks from your primary? 4?) FOUR powers to get!

I remember writing my very first angry PM to statesman when I saw this. Of course it didn't get changed till far, far later in the history of COH. And I think that's when they put in the new wormhole (Wormhole was the name of the team teleport power.) They lowered the cast time on propel - it used to be longer - and normalized the cast times on everything else, though i think they are a wee bit longer.

That was a long, long time ago, and the power set hasn't been revisited since. I remade my beta character as my first character - Grav/Rad - and she has sat at level 26 for 4 years now, waiting to not feel as sucky as fire, earth, mind and now plant and electric. I figure after they put in Dark control, I'll just make one of those, color everything grey and pretend its gravity.


SchroedingerCat

 

Posted

Quote:
Originally Posted by Airhammer View Post
Why does Gravity suck....

1) Propel Sucks.. too long to animate.. Often hits target AFTER its dead on teams.. I have suggested changing the animation multiple times over the years to something that doesnt generate an image to make it go faster.. I suggested a smaller singularity fired from a palm-up facing forward animation.. I guess they would rather have an iconic power that sucks

2) Wormhole. Needs to have the stun applied at the BEGINNING not at the end as they come out of the wormhole.. whats the point of me being attacked by a whole mob before they get mezzed ??

3) Dimension Shift- Manages to defy the laws of physics being able to both suck and blow as a power at the same time...

4) Dimension Shift- Yes its THAT bad it gets two spots..

5) Long Recharges on AOE controls. Because they are hard controls ( which is all Gravity has ) they are all on long timers... If you dont oick a secondary that offers better control.. It can be tough on a Grav

6) Crushing Field DOESNT offer -kb... you would Think that gravity WOULD offer this...Makes sense right.. its GRAVITY it Locks stuff down... NOPE not so...

7) Lift should do more damage. Levitate in Mind does more damagae than lift does even though they are the same power. It was probably originally balanced around Propel.. which also sucks.

Gravity should be more like this...

http://www.youtube.com/watch?v=iSeBxGgHAv0

What do I see in this video.. Do I expect to lift a whole city.. no...

Did I expect to see some type of Anti-Gravity Beam or field that would act like an Ice slick that makes foes fall UP...

YES...

Did I expect some kind of toggle power that would be a massive -fly,-run,-slow - recharge, field with a a chance to hold you know something like what they gave to TIME

YES..


Oh well... at least my Grav.Time didnt suck as much as my Grav/Kin did..
I wanted to play a Gravity controller even though I had generally been critical of the set -- Gravity is pretty boring other than three powers, Propel, Wormhole and Singularity. I tried several combinations -- Grav/Rad, Grav/Therm, Grav/Kin -- and it was just too frustrating. Too single-target focused in the low levels with only an AoE Immob for AoE control

Then I finally tried Grav/Storm. I had already been working on Ice/Storm and Ill/Storm, so I knew how good Storm was. What I really liked about the combo was the synergy between knockdown in Freezing Rain and the lack of -knockback in Crushing Field -- that gave me the AoE control I wanted to get through those lower levels. That was a good thing because I mostly solo'ed this character -- he wasn't on my main server.

But he became more fun to play with Wormhole, and then a lot more fun to play with Singularity. I finally got him up to 50 quite a while ago.

As for the powers:

1) I agree that Propel's animation is too long. I don't really want to see the random object go away, though. I've always thought that Propel should be a narrow cone, since that flying forklift should hit any foes between me and my target.

2) Wormhole requires some careful strategy to be able to target a group, and then duck behind a wall or corner to set it off. Either the Stun should hit first, or it should be a larger area, or both.

3) and 4) Yeah, Dimension Shift stinks . . . but then, all Intang powers stink. It is not uncommon for a set to have a stinker power, but I would not complain if this were changed. But I would rather have other powers change if it meant that this one stayed unchanged.

5) Long Recharge on hard controls is just the life of a controller. Oh well, build for Recharge.

6) I LIKE the fact that Crushing Field does not have -knockback because of the synergy with Freezing Rain (or Cold's Sleet), so I disagree with you here.

7) Agree that Lift does too little damage. I see no reason why Levitate is better than Lift or that Lift does less damage than Crush. If Propel was changed to a cone, this would be the single target damage power.


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

 

Posted

Funny thing is that grav doesn't actually need too many changes. It's just that the changes it does need, it *really really* needs.

As has been pointed out, grav is kinda similar to fire in some ways. Both are somewhat more damage focused than the other original control sets, both have an AoE stun and hold as the big controls, both have a mostly ignorable utility power (smoke is better than dimension shift, certainly, but they're both still of minor use), etc. In terms of differences, it's mostly the exchange of propel and lift for hot feet and bonfire (ST damage/soft control vs AoE damage/soft control) and singy for imps (ST control/tanking vs pseudo-aoe damage). Grav is the ST flipside of fire.

Yet, grav sucks and fire doesn't, and it's more than just the fact that AoE is generally preferable to ST. It's that grav's signature powers are crippled by weird quirks and fire's arent. The set doesn't need a complete ground up rebuilding, it just needs to not have what could be its best powers be some of the worst examples of their types.

All you'd really need to do would be to up lift's damage to match levitate, chop propel down to a ~1.5s animation, and give wormhole the proper radius for an AoE stun and have it apply the stun *first*.

At that point, grav would still have issues (most notably power order weirdnesses), but it at least wouldn't be the worst control set by such a ridiculous margin. You could go further; you could tweak the hold's animation, you could swap things around to put wormhole earlier and the hold as one of the first two powers, you could try to make dimension shift useful, you could fiddle with the damage/recharge on propel to make it hit even harder (I'd be a fan of a 1.5s animation/2.28 ds/10s rech version instead of the 3.5s animation/1.96 ds/8s rech one we have now - 3 times the DPA? sign me up!), but those three changes are the ones that are really needed most.


@MuonNeutrino
Student, Gamer, Altaholic, and future Astronomer.

This is what it means to be a tank!

 

Posted

You realize that part of the problem with Propel IS he random object.. every time it is used the game has to generate a random object for EVERYONE..


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-

 

Posted

Ahh, Gravity, second ever character created was a Grav / Kin controller and it was my first 50, back before containment came about.

1. Lift needs more damage - this was stated up thread - Mind's levitate is the same power and no, it shouldn't have been balanced around Propel.

2. Animation times of Lift, Propel, and Worm Hole need to be decreased.

3. Dimension Shift - its only useful at those levels if you're the only controller and the team manages to get too much attention that it can handle and you can take some of the mobs out of the fight. This rarely happens, and only serves to annoy most people on teams than it does to help stave off defeat.

If it were possible, it should be changed. There were so many ideas posted about this in the past. The simplest were to make this a toggle power so it could be turn off. Or an AoE location pet power so mobs could move in out of the field. Better yet would be an Anti-Gravity Field, a location power that works like TK - except it lifts mobs off the ground randomly.

4. WH needs a wider area of effect and the stun up front.


 

Posted

Quote:
Originally Posted by Tannim222 View Post

4. WH needs a wider area of effect and the stun up front.
I would also say that Wormhole should be changed from KnockBACK to KnockDOWN, because Gravity, of all sets, is one without a reliable option of mitigating the Knock* effect.

Knockdown would still keep the "Feel" of Wormhole, without so much potential for annoying scatter (Being one of the quirks that changes what should be the set's Bread and Butter control power into being "situational.")


@Oathbound & @Oathbound Too