Upcoming Grav tweaks


Agent White

 

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Originally Posted by B_Witched View Post
so impact is...uh ...containment?
Extra containmaint, yes, while you also get containment.

in the end it just means bigger numbers.


 

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Originally Posted by Codewalker View Post
Lots of useful and interesting information
Until this point, my conclusions have been based on observation and experimentation alone. Which has, obviously, led me to some incorrect conclusions. Unfortunately, the only way to find the information I want is to peak behind the curtain. I only wish a more intrepid person had done so years ago and laid out these mechanics.

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Trial Bosses and the Crates/Containers have a high-magnitude (9001) power that forces them into a specific phase, that's why DS/Black Hole don't work on them.
I find this very interesting. They could simulate phase protection similar to the inherent mez protection that comes with rank. It would be a kludge but they could create auto-powers similar to the the Object Phase Protection, but at the appropriate level of magnitude per rank. That would mean, of course, adding the appropriate power to every existing enemy.


 

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Originally Posted by Zombie Man View Post
So, Hawk, can we allow the DS reticle target ('hit') foes so that we can place the center on one?

And can the reticle be a big translucent sphere (like Dispersion Bubble) showing what its range of influence will be?
I don't see why this would be a large (or even med. issue), you could place the reticle right next to the target. And the range of influence is 25(?) ft. which is pretty easy to get a feel for.


 

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Originally Posted by Arbiter Hawk View Post
...perfect for stopping everything coming through a door, or for dropping where that blaster is standing so that the enemies around him can't melee him.
Couldn't any generic aoe immob do that, but better? The blaster would still be able to attack them as well. With these changes DS would have uses, but not on a regular basis it seems.


 

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Originally Posted by Azucar_NA View Post
I don't see why this would be a large (or even med. issue), you could place the reticle right next to the target. And the range of influence is 25(?) ft. which is pretty easy to get a feel for.
What if the target is flying 30 ft above you and the targeting reticle is hitting nothing but air 80 fit away?


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I think another good question is "how often are you on a weak enough team that you need to get rid of a mob SO BADLY that you aren't allowed to attack it?"

:S


 

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Originally Posted by Zombie Man View Post
What if the target is flying 30 ft above you and the targeting reticle is hitting nothing but air 80 fit away?
You could back up 30-50 ft. If there is a ceiling put it on the ceiling. Or you could put it at a corner, hide at corner so they go to corner. You could wormhole them into the DS. You could use crush, lift, gravity distortion, crushing field, singularity's crush, lift, and gravity distortion. If you're /earth use hurl boulder, if you're /thorns use impale, tarantula in mace epic, energy transfer from power mastery.


 

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Originally Posted by Arbiter Hawk View Post
The selected location can be in midair, much like Teleport.
i am interested. I see yet another Grav/Nrg Dom in my future, just trying to figure what that looks like...


 

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I could get all funky with this and pick up Phase shift, and just phase out when I shift the baddies so I can hurt them.

This should work. I tested it out a few months ago. I phased out and was able to actually buff Phantom Army...it was wild.



 

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Originally Posted by Tater Todd View Post
I could get all funky with this and pick up Phase shift, and just phase out when I shift the baddies so I can hurt them.

This should work. I tested it out a few months ago. I phased out and was able to actually buff Phantom Army...it was wild.
It doesn't seem to work with the temp power Ethereal Shift.

However, I have noticed a few times that PA has been damaged by various things in iTrials. One of them, IIRC, was the explosion from Lambda crates. There may have been something in the UG that was capable of hitting them too.


 

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Originally Posted by DarkCurrent View Post
I don't think we should just dismiss PvPers here. They are part of the game and gravity control is one of the better pvp control primaries.
Seriously 5 players should not be the ones who hold back this powerset. Again lol @ pvp. That being said I still believe the best course of action for this power should have been to remove it all together. There will be almost no one who will use this properly on a team, just like there is hardly anyone who uses knockback effectively on a team that does not royally screw up the aoes or tanks aggro. Just remove it for the overall good of the game.


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Originally Posted by Benchpresser View Post
I do NOT want to bash PvPers in any way (other than good-natured ribbing we all get) however, This is still a primarily PvE Game, even more so in the Freedom era. And when a Set like Grav has a power that is almost universally skipped, PvE play has to come first.

I can't remember when is was said (maybe at the summit or a coffe chat) but the current Devs have stated that they know PvP is really busted in it's current state but they want to address it as a complete revamp and not just patch up it's current state. Therefore it becomes a question of resourses, and Freedom made them even more tight, so the PvP community may need to (unfortunately) learn to adapt till that time comes.

As for the changes? Yes- my first thoughts were as Hawk pointed out, denial of doorways etc. To use my previous example, an ITF. The First mission, the ambushes at the Oracle come primarily from one direction.. they can now be stopped to allow the team to try and complete the mission without getting wiped. Same goes for the Clyclops/Minotaur ambushes in the 2nd mission. Anothere idea I had was the Hero Respecs.. Dropping DS Right AT the reactor for the last few waves...
People still would not use it. In that mission on the ITF the ambushes are completely avoidable if you dont trigger it in the first place. Many teams already do this. In the 2nd mission since the ambushes are not required many teams just go from crystal to crystal just get it over with and the teams that do fight the mobs this power would only just slow things down. Just remove it from the game already.


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Originally Posted by ketch View Post
It doesn't seem to work with the temp power Ethereal Shift.

However, I have noticed a few times that PA has been damaged by various things in iTrials. One of them, IIRC, was the explosion from Lambda crates. There may have been something in the UG that was capable of hitting them too.
I've heard the gossip about that! Shoot, there goes my sneaky phasing plans!



 

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Originally Posted by Oathbound View Post

Impact will work on a mob even if the hold doesn't take effect (Say because of PTOD),
Oh good to know.


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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Could this be the Dark Control Pet?


 

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Originally Posted by Snowzone View Post
Could this be the Dark Control Pet?

Good God I hope so.



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Originally Posted by Tater Todd View Post
I could get all funky with this and pick up Phase shift, and just phase out when I shift the baddies so I can hurt them.

This should work. I tested it out a few months ago. I phased out and was able to actually buff Phantom Army...it was wild.
I don't think this would actually work, apparently the workaround that makes this power functional is that the toggle basically targets a pseudo-pet, because it's anchor needs to be in the same phase as you.

If you phased after activating the toggle, you'd no longer be in the same phase as your anchor, and the toggle would drop because it lacks a valid target.


@Oathbound & @Oathbound Too

 

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That's a shame Oathbound because I could think of some nice combos if the phase trick worked! I would actually take DS!

Oh and yes that's the Tier 9 Pet for Dark Control!



 

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Originally Posted by Arcanaville View Post
The day I'm universally considered a detriment for using knockback on teams is probably the day I go looking for a game with a saner playerbase. However, on a scale from one to a hundred, where one represents minimal complaint and a hundred represents universal complaints about knockback, I am currently safely experiencing a zero.

These changes do come along right as I've started leveling a Grav/Time controller (because gravity/time, just gotta). It'll be interesting to see how these changes affect my ability to deploy everything in my arsenal, because I always try to.
I personally love KB (I have a an En/En Blaster whose battlecry is "This calls for more knockback!"), but there are times where it's not all that great. I don't think it's very good for Wormhole... I have a Grav/Time as well, and while Wormhole is up far more often than Gravity Distortion Field, I'm far more likely to use the latter because it doesn't have all the issues that Wormhole does.

Not sure what to make of the "use it with Dimension Shift" idea of Hawk's, either. Other aoe mez powers that you can kind of equal Wormhole to don't call for using other powers with them. They hold their foe, or KB them, etc., in a far more simple manner. I think that's my main beef with it is that it behaves so differently from similar powers and is more difficult for it.

If nothing else, I wouldn't mind a lower cast time on it. I feel even worse about the KB and disappearing of foes if it's not going to throw off my teammates as easily. I know I could run ahead of my team more, but I'm often buffing between mobs and have a hard time making sure I'm so far ahead that I can use Wormhole and find a good place to toss mobs.


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Posted

Guys, VIP Beta is live now. Go test Gravity controls! Read the patch note. There are many good improvements on Singy.


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
Guys, VIP Beta is live now. Go test Gravity controls! Read the patch note. There are many good improvements on Singy.
I think everybody's too busy playing with the beta to be reading the forums.

For reference, the new Dimension Shift summons two psuedopets, one stays in the caster's phase, and one phases along with the targets in order to pulse there and keep them phased.


 

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Been running a Grav/Dark controller (admittedly it'll be a bit different from Doms). Not very high level yet, but here are my impressions of the Propel changes so far:

Casting time = awesome. The animation needs tweaked a bit, but other than that it's made of win.

Impact...... resounding Meh. The damage bonus is trivial. To the point that honestly I didn't see much difference in using Propel on an Impact target vs a non-impact target.


@Oathbound & @Oathbound Too

 

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Originally Posted by Oathbound View Post
Impact...... resounding Meh. The damage bonus is trivial. To the point that honestly I didn't see much difference in using Propel on an Impact target vs a non-impact target.
I was looking at the numbers when I created Gravity/Dark dominator. Propel's listed damage, I believe, includes Impact which makes it a pretty hard hitting range attack. I compare Propel with Energy's Power Blast (10s attack) and if I remember correctly, Propel's damage is as good as a 10s attack with Impact. This should be a big buff for Controller.

I do notice Impact damage. I kinda like it. I just haven't come up a dominator build that can take advantage of Propel/Lift. Maybe Gravity/Earth? Since /Earth has even more terrible range attacks.


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 Arbiter Hawk View Post
Hey all,

We have some more changes coming for Gravity Control in i22 to help improve the set’s control capabilities. In addition to the new Impact mechanic and the quickening of Propel (which helps soft-control from Knockback), we’ve made a major change to Dimension Shift and some minor tweaks to Wormhole.

Dimension Shift:
  • This power is now a Targeted AoE toggle. It will phase and immobilize everything within its sphere of influence, and can be sustained for up to 20 seconds. Enemies who move into the radius after the effect has begun become immobilized and phased. If the power is toggled off before its maximum duration, affected targets become un-phased shortly thereafter, allowing players to functionally control the duration of the phasing.
Wormhole:
  • This power’s radius has been increased to 20 feet, up from 15 feet. It also no longer causes enemy NPCs to attack the user, assuming the user has not used any other attack powers on their opponents. This allows Gravity Control characters to use Wormhole as an initiation power without risking death during its attack animation.

You'll see these changes on the i22 VIP Beta soon after it goes up.
OMG yes!!

Can [Black Hole] get the same treatment as Dimension Shift?



 

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I think Black Hole needs to do something else.

Dimension Shift you shift the mobs to another Dimension so they can't hit you and you can't hit them. Makes sense.

Black Hole sounds like once you are in, you are gone...


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.

 

Posted

This might be an interesting tweak for Doms who like to stay at range. Plop D.S at your feet, fire from range. Any heavy hitting meleer that gets close to you will be neutured.

I can also see it as a useful way to deal with over-aggro and ambushes.


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