Devs update Plant Control


BenRGamer

 

Posted

Hey Devs,

I was wondering if you ever thought about changing Plant control (Spore Burst). Can you make it more like the way Electric control (Static Field). I like the way it is a Targeted (location AOE) Foe sleep. I think the plant character could throw some seeds on the ground and they release a poppy must in the air.

Just a thought since you updated some other control powers


 

Posted

Plant Control, overall, is fine. Spore Burst is one of those powers I took once and never again. Why? What's the good of an AOE sleep when I have at least 3 to 4 powers that have an AOE damage?


 

Posted

Quote:
Originally Posted by VoodooGirl View Post
Plant Control, overall, is fine. Spore Burst is one of those powers I took once and never again. Why? What's the good of an AOE sleep when I have at least 3 to 4 powers that have an AOE damage?
I use it on adds before they arrive in the carnage zone. It doesn't get used often but it has a purple sleep set in it to make up for that.


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Posted

Quote:
Originally Posted by Morgan78 View Post
Hey Devs,

I was wondering if you ever thought about changing Plant control (Spore Burst). Can you make it more like the way Electric control (Static Field). I like the way it is a Targeted (location AOE) Foe sleep. I think the plant character could throw some seeds on the ground and they release a poppy must in the air.

Just a thought since you updated some other control powers
I'd have to agree with Voodoo Girl. Sets are balanced as a whole, which means that while ideally there shouldn't be any worthless powers, not every power needs to be a keeper.

Plant is widely regarded as one of the best control sets already (it has enough control, and far and away better damage than most other sets [admittedly more important to Controllers than Doms]).


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Posted

ive not seen anything wrong with plant, the taoe sleep is one of those "skip or mule" powers which is fine considering the other powers in the set are amazing lol

i22 actually buffed the fly trap a bit by giving it some more resistances


 

Posted

The only change I'd ever want to see to plant control is getting their ST hold animation shortened, but I have that opinion of every control set not named Mind or Fire and maybe Dark.

Other than that though, plant is fine, it is one of the best control sets out there and it is ok to have a couple skip powers in each set.


 

Posted

This is the last control set that needs a buff.


 

Posted

Quote:
Originally Posted by Reppu View Post
This is the last control set that needs a buff.
100% this.


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Posted

I think sleep in general needs a bit of work, but not specifically plant control.
Instead of simply breaking on damage, it should lose 1 magnitude for every x amount of damage taken. The amount should be based on the combat level of the person who applied the sleep, small enough to break easily but just not immediately from small damage sources such as dots, damage auras, procs, weak splash damage, and the like. This means that if you put a mag 3 sleep on a lieutenant they can take 1 unit of damage before breaking, but if you put the same mag 3 on a minion it will break after 2 units of damage.
Another idea is that it could apply a "recently asleep" debuff after breaking that gives, I dunno, something like -100 regen+recovery for 10 seconds.
Basically the idea is to make it more valuable in the "damage is king" world without turning it into a hold.


 

Posted

I haven't played with it that much but Spore Burst strikes me as the kind of power that is totally functional - it does what an AoE sleep is expected to do.

I would imagine that its relative unpopularity in the set is due to the fact that Plant has Seeds of Confusion.

As mentioned above Plant's only real functional issue is that it has a pretty long casting time on its ST hold and AoE hold, which I feel is a more than appropriate drawback for the set. Some sets control large groups by cycling their ST hold onto as many targets as possible; Plant has no need of such things.


 

Posted

They can update plant right after they get done with ice. And maybe fire.


Please buff Ice Control.

 

Posted

Quote:
Originally Posted by DarkCurrent View Post
They can update plant right after they get done with ice. And maybe fire.
And Mind, Earth, Elec, Dark and then Gravity again. Plant really doesn't need a pass at all.

Ice really needs a pass to bring it up to speed. At the moment it suffers from having no decent Alpha and the fact it's main control is easily countered by teammates and a poor relation to one of the 3 AOE controls Earth has.

I don't think Fire will get a pass, it's not in the same boat as Ice in terms of just being all-round meh (and I say this having played an Ice/Thorns and an Ice/Psi Domi).


 

Posted

If anything, Plant needs a nerf, or Mind a buff. Seeds of Confusion is -better- than the signature power of Mind, Mass Confusion. Same mag, 1/4 recharge, gotten much earlier, same duration, etc.


 

Posted

Quote:
Originally Posted by Carnifax_NA View Post
And Mind, Earth, Elec, Dark and then Gravity again. Plant really doesn't need a pass at all.

Ice really needs a pass to bring it up to speed. At the moment it suffers from having no decent Alpha and the fact it's main control is easily countered by teammates and a poor relation to one of the 3 AOE controls Earth has.

I don't think Fire will get a pass, it's not in the same boat as Ice in terms of just being all-round meh (and I say this having played an Ice/Thorns and an Ice/Psi Domi).
Some of Dom issues could be solved by having domination affect the controls in psuedo pet and toggle type powers. The devs reduced the durations on those compared to controllers and then made Domination not work on them.

Having Domination affect the confuse duration in AA would make a pretty big difference (or putting the fear [if it is terrorize] back into the Dom version). They should probably reduce the end cost of AA to .5 end/sec since it looks like we are still paying the end cost for the fear effect that isn't there any more. Inceasing the range in Flash Freeze to 80 and reducing it's recharge would also go a long way in helping Ice as would increasing the range of Ice Slick to 80.


-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
-When injustice becomes law, resistance becomes duty. - Thomas Jefferson

 

Posted

Quote:
Originally Posted by Miladys_Knight View Post
Some of Dom issues could be solved by having domination affect the controls in psuedo pet and toggle type powers. The devs reduced the durations on those compared to controllers and then made Domination not work on them.

Having Domination affect the confuse duration in AA would make a pretty big difference (or putting the fear [if it is terrorize] back into the Dom version). They should probably reduce the end cost of AA to .5 end/sec since it looks like we are still paying the end cost for the fear effect that isn't there any more. Inceasing the range in Flash Freeze to 80 and reducing it's recharge would also go a long way in helping Ice as would increasing the range of Ice Slick to 80.
Pseudopets are the controller ones, for the most part. Certainly Ice Slick and Earthquake seem to be one and the same and I thought it was nearly always the case that Domis get Controller pseudos? Pseudos use their own modifiers (although I know from experience that Power Boost effects them so maybe I'm wrong here and misreading City of Data?)

For Arctic Air The "fear" effect is still there, at least the old fashioned one (ie Afraid, which is the run away one which was the original Fear effect). But Arctic certainly needs a Domination effect to make up for the shorter duration of the Confuses. An extra Domination dependent 30% of a mag 3 confuse for 2.98 seconds would be fair (although due to the way they'd work it'd actually be slightly different to other Domination effects in practice and be more useful against minions and lieuts rather than bosses)


As I've written elsewhere I'd make Flash Freeze far more available and useful by reducing the recharge and removing the delay and damage, making it a proper alpha move.

I'd also stick some -damage into Slick and Shiver, probably 10% apiece. Between the two they'd equate pretty fairly to the AOE -10% ToHit quake gets and the AOE -18% ToHit Dark can stack up. It'd also make them useful in AV fights to some extent.

I know Ice Slick is slightly better at making things fall over than Quake but it could still do with something extra for when it gets nullified or resisted.


 

Posted

Quote:
Originally Posted by Carnifax_NA View Post
Pseudopets are the controller ones, for the most part. Certainly Ice Slick and Earthquake seem to be one and the same and I thought it was nearly always the case that Domis get Controller pseudos? Pseudos use their own modifiers (although I know from experience that Power Boost effects them so maybe I'm wrong here and misreading City of Data?)
That's correct, psuedopets use their own modifier table (usually Class_Minion_Pets) rather than the summoner's. Most of them do inherit temp buffs like Power Boost -- the buff itself still uses the caster's mods since once the effect is determined the numbers stay constant even when copied AFAIK.


 

Posted

Quote:
Originally Posted by Codewalker View Post
That's correct, psuedopets use their own modifier table (usually Class_Minion_Pets) rather than the summoner's. Most of them do inherit temp buffs like Power Boost -- the buff itself still uses the caster's mods since once the effect is determined the numbers stay constant even when copied AFAIK.
So essentially when the Pet is spawned it uses it's base value, but then gets an enhancement / buff modifier from the caster which is basically any applicable Enhancement values + other buff values like from Power Boost.

That makes sense alright. I thought this was the case, but was confused by what I was seeing happening with Power Boost & Synaptic Confusion.

So why do people give out about some sets not getting much from Domination if it's made up by the fact they're casting the Controller versions at all times? Is it just a perma-dom thing?


 

Posted

Well, not all of them use the controller version. Synaptic Overload in particular summons a Dominator version of the psueopet, which is identical to the Controller version numbers-wise, but has Overpower removed.

Others like Volcanic Gasses do indeed summon the controller version (which doesn't have Overpower to begin with).


 

Posted

Quote:
Originally Posted by Morgan78 View Post
Hey Devs,

I was wondering if you ever thought about changing Plant control (Spore Burst). Can you make it more like the way Electric control (Static Field). I like the way it is a Targeted (location AOE) Foe sleep. I think the plant character could throw some seeds on the ground and they release a poppy must in the air.

Just a thought since you updated some other control powers
Plant control is already pretty overpowered, and you want to give it one of the more broken powers in the game?


 

Posted

Quote:
Originally Posted by BenRGamer View Post
If anything, Plant needs a nerf, or Mind a buff. Seeds of Confusion is -better- than the signature power of Mind, Mass Confusion. Same mag, 1/4 recharge, gotten much earlier, same duration, etc.
Save for one small difference...and it can be a nasty one. Mass Confusion does not draw aggro. Seeds of Confusion...DOES! So anything that is either missed by seeds, or wasn't effected by seeds (ie bosses if not in dommy mode), will most likely turn around and try to make you into a smear. I've had this happen a few times. Not that it mattered to me much...i was still giggling from the chaos i'd just created.


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Posted

I'm not going to sit here and try to convince anyone that plant is weak. But I'll say that SoC isn't so uber when you're facing a faction running Tactics.

The one change I'd like to see is for Spore Burst to be like Synaptic Overload as mentioned. I'd like to also see this sleep version replace Flash Freeze and Poison Gas Arrow.

All represent a stationary cloud/zone that would sleep anything that walks into and/or stays inside.

And regarding whether a control set is OP or not... so what if it is? Why must controls be tethered to that design mantra when there are numerous melee and ranged powers that put AoE controls to shame?


Please buff Ice Control.

 

Posted

Which factions run tactics on a regular basis?
The only one I can think of is Longbow, cause officers have leadership powers. And I guess Nemesis vengeance gives confuse resist too, but massed nemesis vengeance is pretty much no fun for anyone.


 

Posted

Quote:
Originally Posted by Machariel View Post
Which factions run tactics on a regular basis?
The only one I can think of is Longbow, cause officers have leadership powers. And I guess Nemesis vengeance gives confuse resist too, but massed nemesis vengeance is pretty much no fun for anyone.
PPD, RIP, and probably some incarnate stuff too, but it doesn't seem to much of a problem to be honest, every set has a few groups that it is weak to. And it isn't like SoC is the only weapon in plants arsenal.


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Posted

You just named the majority of redside 40-50 content foes.


Please buff Ice Control.

 

Posted

Do the PPD run tactics? I fought some recently in one of Max's missions in Dark Astoria and Seeds seemed to work fine...