AoE Stuns and their Low Accuracy
To encourage you to skip them and take other powers, no doubt.
I've happily skipped Dark Pit and Pulsar since...forever.
The real reason? I suspect they fear they would be too powerful, although I and likely many others would argue, that would not be the case.
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This question has been burning in my mind for some time: Does anyone know why moves like Dark Pit, Pulsar, Heart of Darkness, etc., come with a base accuracy of only 0.80? Typically, moves like these are only mag 2, and since magnitude cannot be enhanced, you can only hope to stun minions and underlings with no other stacking effects. Plus, the base durations are generally on the short side, so it is hard for them to effectively be used as control. These moves are not worth taking for most characters, considering I do not see people using them that often and I have never found myself in a position to take one because there is usually a better or more useful move available. Am I missing something?
If not, I think moves like these warrant an reevaluation. |
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This question has been burning in my mind for some time: Does anyone know why moves like Dark Pit, Pulsar, Heart of Darkness, etc., come with a base accuracy of only 0.80? Typically, moves like these are only mag 2, and since magnitude cannot be enhanced, you can only hope to stun minions and underlings with no other stacking effects. Plus, the base durations are generally on the short side, so it is hard for them to effectively be used as control. These moves are not worth taking for most characters, considering I do not see people using them that often and I have never found myself in a position to take one because there is usually a better or more useful move available. Am I missing something?
If not, I think moves like these warrant an reevaluation. |
It is a relic of previous design decisions just like snipes, and low target caps for some attacks.
Heart of Darkness is getting buffed, but I don't know if they are touching the acc of it.
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All worthwhile thoughts. Glad to read that I am not in the dark on anything. I do hope they'll take a look at these. A base accuracy of 1.00, a longer duration, an increase in magnitude, or any combination of the above would make these powers at least viable. But as they are, yikes.
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basically they have rules for creating powers
does X dmg
has Y recharge
costs Z end
can hit N targets
has accuracy J
etc
So they can give you a stun that can hit 10 targets, has good accuracy, yada yada but has a recharge of 5 minutes
or they can make it recharge faster but give it a low accuracy or some other penalty
low accuracy basically means you need 2 acc enhancements - or an IO set that has a bunch of acc built in.
Some time ago, according to Castle, the reasons that so many stuns got the nerf bat was because there are so many stuns available to so many archtypes and it was TOO EASY to stack them. Hence low accuracy on AoE stuns, short durations and reduced mags.
-Insanity is doing the same thing over and over again and expecting different results. - Albert Einstein.
-I do not feel obliged to believe that the same God who has endowed us with sense, reason, and intellect has intended us to forgo their use. - Galileo Galilei
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Heart of Darkness is mag 3 like all the other Controller Stuns (Flashfire, Stalagmites), isn't it?
The mag 3 stuns are worth taking, and at least the two worthwhile stun IO sets (Stupefy and Absolute Amazement) have good acc.
The Warshade Stun has mag 3, no acc penalty and recharges fast but I thik it has a 5 target cap.
I actually gotta admit I understand it. They want it to miss a few targets, they don't want characters to be able to reliably hold 'everything' in one fell swoop.
Some powers, I think, could do without the Acc penalty, and still not be overpowered, but alas, I wouldn't campaign to change them.
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Because there are archetypes whose selling point is having consistant spawn-to-spawn AOE lt-level control and giving that to blasters would be eating the dominator's sandwich?
Not that the blaster's sandwich isn't well-eaten by the scrapper, but whatever.
This question has been burning in my mind for some time: Does anyone know why moves like Dark Pit, Pulsar, Heart of Darkness, etc., come with a base accuracy of only 0.80? Typically, moves like these are only mag 2, and since magnitude cannot be enhanced, you can only hope to stun minions and underlings with no other stacking effects. Plus, the base durations are generally on the short side, so it is hard for them to effectively be used as control. These moves are not worth taking for most characters, considering I do not see people using them that often and I have never found myself in a position to take one because there is usually a better or more useful move available. Am I missing something?
If not, I think moves like these warrant an reevaluation.
@Winter. Because I'm Winter. Period.
I am a blaster first, and an alt-oholic second.