The proc on bonefire is beast!!!
I don't see this as a game breaker in PvE. Plenty of critters are knock immune. And it's not like Fire Control doesn't have other options for neutralizing a mob.
That said, I'd hate to see an extreme change hit Bonfire for lack of suggestions of more reasonable fixes. So here's one: Just make Bonfire non autohit, and accept accuracy enhancements. Then, just like Freezing/Sleet, Ice Slick, and Earthquake, a Bonfire user might get shot at. Technically, Freezing/Sleet's not autohit either, so it's only fair.
I don't see this as a game breaker in PvE. Plenty of critters are knock immune. And it's not like Fire Control doesn't have other options for neutralizing a mob.
That said, I'd hate to see an extreme change hit Bonfire for lack of suggestions of more reasonable fixes. So here's one: Just make Bonfire non autohit, and accept accuracy enhancements. Then, just like Freezing/Sleet, Ice Slick, and Earthquake, a Bonfire user might get shot at. Technically, Freezing/Sleet's not autohit either, so it's only fair. |
This would not change anything. And you really don't know what the term 'fair' means if you think Bonfire right now is fair.
PS: Can you name 5 Enemy Types that are KD Immune?
I've got to agree that this proc in Bonfire has created an obvious outlier in performance which needs to be addressed.
Although I haven't tested this myself (but I plan to) Bonfire seems to be capable of incapacitating anything not KB resistant. It could neutralize +20s, because it doesn't need to roll tohit against them and KB is not materially affected by the purple patch.
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OK, I admit I was wrong. Being able to incapacitate +20s is 'game-breaking' at least in the sense that it allows one to circumvent the purple patch.
The City of Heroes Community is a special one and I will always look fondly on my times arguing, discussing and playing with you all. Thanks and thanks to the developers for a special experience.
I also like how Blasters, Dominators, and Masterminds somehow don't get Bonfire all of a sudden and this argument is only based on Controllers.
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Hint: This gave Blasters and Masterminds the best Control power in the game, and Dominators can shore up Even More Damage now. |
(Did MM pets get that AI vs. KB issue fixed?)
Apparently, I play "City of Shakespeare"
*Arc #95278-Gathering the Four Winds -3 step arc; challenging - 5 Ratings/3 Stars (still working out the kinks)
*Arc #177826-Lights, Camera, Scream! - 3 step arc, camp horror; try out in 1st person POV - 35 Ratings/4 Stars
Another note:
for mitigation, the fish-fry is ridiculous... in solo play.
On team play (especially PUG), there's other variables to consider:
-Mates with KB powers
-Mates with KB suppression powers
-Mates with Repel powers
-Mates not all having 'the proc'
You'll still be competing with -mates that still want their containment damage, their AoE damage, their contribution to any participation metric. They'll still want KB suppression (from themselves or their -mates) so they can utilize multiple Tornadoes and Lightning Storms; FF proc mules like Torrents (Energy, Dark, Umbral, etc), Gales and similar.
(IMO) Any changes should keep their respective powers intact for intent. We don't need Bonfire to be another Rain-trop power; it should remain, in essence, very similar to what it already was... hence the suggestion to increase the interval between activations
[I'm even good with them altering the proc so it reduces a power's KB between 50 and 75%; preferably 75%]
Apparently, I play "City of Shakespeare"
*Arc #95278-Gathering the Four Winds -3 step arc; challenging - 5 Ratings/3 Stars (still working out the kinks)
*Arc #177826-Lights, Camera, Scream! - 3 step arc, camp horror; try out in 1st person POV - 35 Ratings/4 Stars
This kinda is the Controller board. :/ I even fell into that mode but figured it wouldn't hurt anything to bring up the Blaster side of the equation (in my last post). Spaced out that MMs got it as well.
It can shore up all Blaster (and MM) weaknesses in one fell swoop but you'll have to clarify your stance on Dom damage. (Did MM pets get that AI vs. KB issue fixed?) |
As for Dominators? Sure. Bonfire does plenty of damage. They can just throw it down and go to town. Basically: It made Dominators even better. Sure, Domination doesn't care about KD but... well.
... It's just stupid all together. Even EvilGeko has acknowledged it.
I THINK they did, but that only applied to melee attacks and I've seen melee pets engaged flopped enemies.
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As for Dominators? Sure. Bonfire does plenty of damage. They can just throw it down and go to town. Basically: It made Dominators even better. Sure, Domination doesn't care about KD but... well. |
its not much more damage than when people were skipping Bonfire as a pick (or underusing it) vs spamming Cages (less than 1DPS).
its a trade-off of much less damage for those that were spamming the Cage/Bonfire combo prior
... It's just stupid all together. |
Even EvilGeko has acknowledged it. |
Apparently, I play "City of Shakespeare"
*Arc #95278-Gathering the Four Winds -3 step arc; challenging - 5 Ratings/3 Stars (still working out the kinks)
*Arc #177826-Lights, Camera, Scream! - 3 step arc, camp horror; try out in 1st person POV - 35 Ratings/4 Stars
Odd question; so what happens with stacked Enhanced Bonfires that are running the same intervals? (ie, Bonfire Superteams ...or just syncing more than one of your own)
Apparently, I play "City of Shakespeare"
*Arc #95278-Gathering the Four Winds -3 step arc; challenging - 5 Ratings/3 Stars (still working out the kinks)
*Arc #177826-Lights, Camera, Scream! - 3 step arc, camp horror; try out in 1st person POV - 35 Ratings/4 Stars
Let me just stop you and ask this: Do you honestly think a power you can literally 2 slot, 1 Recharge and the Proc, to stack it, is immune to the Purple Patch due to how KB functions, has no accuracy check, and has no target cap, and is capable of locking down multiple, not singular, MULTIPLE, spawns... is balanced?
If you answer Yes, then you agree it needs to be addressed.
If you answer No, you're Protecting The Precious Thing. Or are just badly misinformed.
BUT, I will answer your question with the following:
Let me just stop you and ask this: Do you honestly think a power you can literally 2 slot, 1 Recharge and the Proc, to stack it, is immune to the Purple Patch due to how KB functions, has no accuracy check, and has no target cap, and is capable of locking down multiple, not singular, MULTIPLE, spawns... is balanced?
If you answer Yes, then you agree it needs to be addressed. If you answer No, you're Protecting The Precious Thing. Or are just badly misinformed. BUT, I will answer your question with the following: |
I've already stated that it should be addressed and have given input on how (multiple times in this thread and abroad).
Hashing it out and being honest about the specifics could influence what changes are made and how they are implemented.
There should be no need to provide misinformation or irrelevant issue on top of the factual data.
I think that everyone gets that having a power that does permanent critter lockout is an addressable issue but getting the pertinent details is paramount on making sure we don't get screwed in the fix (for example; other powers getting affected by any changes).
[and your link didn't show up - however I do have the OF proc slotted in my Dom's Bonfire so I know about the fish flop (hence my prior use of the terms 'fish fry' and 'popping grease') the question was an extension of another's query about stacking the Ragnarok proc with the OF proc in a non-KB power; the reply was that it would be changed to KB. I wanted to find out if the same would apply to multiple KD level mags applied from different sources; if they were additive.]
[As an aside; I was not too impressed by the lockout; outside of survivability and endurance conservation, it did nothing to improve my performance in solo play. It slowed my toon down considerably and gave me less to do.]
Apparently, I play "City of Shakespeare"
*Arc #95278-Gathering the Four Winds -3 step arc; challenging - 5 Ratings/3 Stars (still working out the kinks)
*Arc #177826-Lights, Camera, Scream! - 3 step arc, camp horror; try out in 1st person POV - 35 Ratings/4 Stars
I finally got around to slotting this. I put it in a Rad/Fire blaster I use for light farming (+1/8). Now this blaster is close to my best controller/dom for mob control. Crazy. The recharge of course isn't as friendly as for Fire Control.Bonfire, so I can't juggle multiple spawns, but I play in complete safety for 45 seconds at a time.
I'll be the next one to say something's gotta give for this. Hopefully the fix won't have collateral damage. The proc, outside of Bonfire, is as advertised and is "game improving" not "game breaking".
Global = Hedgefund (or some derivation thereof)
I was concerned about what Arcana posted here so I went and tested this exactly. Exemplared to level 24 in Ouro and went to the RWZ. Found a group of 43 Malta (+19 will have to do!) Here's what happened: I cast the bonfire; as expected the critters go flopping on their butts. I recast a new patch before earlier one expires. When the first patch expired, I died instantly as the critters had a second or two to react, then they wen't flopping again.
OK, I admit I was wrong. Being able to incapacitate +20s is 'game-breaking' at least in the sense that it allows one to circumvent the purple patch. |
I have this on my 50 incarnate Fire/Rad troller and seriously in my play it has not really made a big difference. Even on the escapee phase of the BAF -- you still get the Lts running right through it. And on trials like BAF or SLAM, ok maybe it helps you a little avoid the alpha from a group around crates or whatever, but with all the immobs being thrown around, the flopping stops almost immediately. And it does basically nothing to the AVs that didn't happen before.
I seriously have not seen it be game breaking in any way for me. My Fire/Rad doesn't feel significantly overpowered on trials vs. 3 weeks ago -- even on frakking Mag farms. *shrug*
Meh, so put a target cap if you are that concerned.
I have this on my 50 incarnate Fire/Rad troller and seriously in my play it has not really made a big difference. Even on the escapee phase of the BAF -- you still get the Lts running right through it. And on trials like BAF or SLAM, ok maybe it helps you a little avoid the alpha from a group around crates or whatever, but with all the immobs being thrown around, the flopping stops almost immediately. And it does basically nothing to the AVs that didn't happen before. I seriously have not seen it be game breaking in any way for me. My Fire/Rad doesn't feel significantly overpowered on trials vs. 3 weeks ago -- even on frakking Mag farms. *shrug* |
Meh, so put a target cap if you are that concerned.
I have this on my 50 incarnate Fire/Rad troller and seriously in my play it has not really made a big difference. Even on the escapee phase of the BAF -- you still get the Lts running right through it. And on trials like BAF or SLAM, ok maybe it helps you a little avoid the alpha from a group around crates or whatever, but with all the immobs being thrown around, the flopping stops almost immediately. And it does basically nothing to the AVs that didn't happen before. I seriously have not seen it be game breaking in any way for me. My Fire/Rad doesn't feel significantly overpowered on trials vs. 3 weeks ago -- even on frakking Mag farms. *shrug* |
Look, I love it. You love it. We all love it. But let's face the music. If we don't think the proc in Bonfire is game-breaking, then we either 1) have absolutely no interest in the values of game balancing or 2) are so personally happy at being able to neutralize +20s that we're trying to convince ourselves its "so totally not broken".
I haven't done pvp in awhile; how does it affect player targets?
[nvm, found my answer (thanks PWiki); 10 second suppression between K-effects.]
Apparently, I play "City of Shakespeare"
*Arc #95278-Gathering the Four Winds -3 step arc; challenging - 5 Ratings/3 Stars (still working out the kinks)
*Arc #177826-Lights, Camera, Scream! - 3 step arc, camp horror; try out in 1st person POV - 35 Ratings/4 Stars
I haven't done pvp in awhile; how does it affect player targets?
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Might want to ask this in the PVP Forums. Much like how people are ignoring that while it's Godlike/Borderline Broken on Controllers/Dominators, it's GAME BREAKINGLY overpowered on Blasters and Masterminds, because these are the Controller Boards.
I seen bonfire working last night with this IO. It was pretty amazing.
I wouldn't blame anyone who is lvl 35 or higher regardless of AT who can pick up bonfire from PPP and slot it with this IO and use it to speed up the leveling process until they fix it.
But what sort of amazes me is really how many knockback powers does this game have. I know its a few, but I know its not enough that you couldn't just test this out on ALL the powers before handing these IOs out.
If they did internal testing and put it out someone either lied about the results or didn't do it and lied about doing it. Either way they should be fired.
If they never did internal testing on this then that person who should have someone do it should be fired.
Lets just be happy its a game and not some sort of hospital equipment
1. Why Soft Cap is Important : http://dechskaison.blogspot.com/2011...important.html
2. Limits: http://paragonwiki.com/wiki/Limits
3. Attack Mechanics: http://wiki.cohtitan.com/wiki/Attack_Mechanics
4. Rule of Five: http://wiki.cohtitan.com/wiki/Rule_o...e_Law_of_Fives
Here is a video another poster (Premantiss I think) produced of how it works in practice.
Link = http://www.youtube.com/watch?v=CkGy_ubh4eg Note that he (she?) drags the enemies back into the power. In practice a better way may be to just toss it at them. They can't fight back regardless, and it is castable around walls. |
After seeing it in action it would appear that reports regarding bonfire with this IO are not too greatly exaggerated. While I am capable of achieving similar mitigation with other controllers, I typically need to create a generally expensive build that focuses on synergy between the powers within my set. That a single IO in a single power can close the gap that easily in the amount of work typically required for that level of performance seems obviously imbalanced to me.
Thank you kindly.
After seeing it in action it would appear that reports regarding bonfire with this IO are not too greatly exaggerated. While I am capable of achieving similar mitigation with other controllers, I typically need to create a generally expensive build that focuses on synergy between the powers within my set. That a single IO in a single power can close the gap that easily in the amount of work typically required for that level of performance seems obviously imbalanced to me. |
But that's just my opinion. Try it for yourself and then form an opinion based on your experience.
Warkupo, seeing it is one thing, putting it to work is another. I strongly urge you to try it for yourself. I can guarantee you that this new proc cant stand to the speed and power of a farm build ss/fire brute. Truthfully i can kill faster and have better survivability on my ill/dark and ill/storm. Furthermore, if an enemy has resistance to KD/KB, the proc is completely useless. In the video yes it does look amazing and i wont deny that it is, but it's no were near game breaking.
But that's just my opinion. Try it for yourself and then form an opinion based on your experience. |
I think Warkupo already feels that way. However, the point of his observations you're ignoring is, he's talking about 1 power + 1 extra slot. You're even comparing the overall survivability of an Ill/storm *build* to *ONE* power and *ONE* enhancement.
Warkupo probably already put this in perspective for himself and has built an opinion around that. Not that I completely agree with his opinion wholly, but I am on the side that this tool is on the ridiculous side of the balancing equation.
Either it needs to be changed, or they need to make a fire epic for every AT so everyone can break the game and trivialize the mid-level content. Just make the whole game a cake-walk on a segway.
Leo_G Has a good handle on my perspective. It is not so much that I think this level of performance is out of the norm for this game, but that this level of performance is out of the norm for the effort that it should take to get to that level of performance.
I think it's realistic to expect a change to either how the Proc works in certain outlier powers or change the powers themselves so the Proc's effects aren;t so extreme.
For example, Bonfire and Tornado's knockbacks could happen much less frequently when the Proc is used. Another possibility is that the nature of those specific powers could be altered in a way that isn't diminishing the overall strength of them but making it so this IO doesn't dramatically increase their potential.
I have the feeling that this specific proc is a testing ground. Despite the cheerleading for Knockback by a few ardent fans, overall I honestly believe the majority of players, given the choice, would prefer Knockdown to Knockback. I also believe the devs realize that and want to see what ramifications such a change would have to the game. I believe this proc is their way of seeing what happens.
And to be honest, with only 2 real outlier powers, the change overall doesn't increase player "power" and shows that giving players an option to turn knockback into knockdown isn't gamebreaking. I'm hopeful that once the outliers are reigned in we'll see more options to turn knockback into knockdown.
Jem - Ill/Rad Controller Lv 50+3 Nic - Mind/Psi Dominator Lv 50+3 Lady Liberation - Invuln/SS Tanker Lv 50+1 Invicitx - Demon/Pain Mastermind Lv 50+1 Celeste - Emp/Arch Defender Lv 50+1 Nightsilver - DB/WP Scrapper Lv 34 Dusk Howl - StJ/Regen Brute Lv 32 Kyriani - Time/Energy Defender Lv 41Psifire - FF/Psi Defender Lv 50
Star Lighter - LB/LA Peacebringer Lv 30