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Quote:It would be really neat to see, but unfortunately we don't have such information. In fact the information posted in this thread (as pointed out by the OP) is antiquated and at this point not much more useful than a conversation piece.I was wondering, do we have stas for Primaries or even combos played?
Like how many blasters are fire or ice or sonic? Or even Fire/fire or fire/ice or fire/em? Might be good to know.
New info would be great, I wonder if it would show a significant positive increase for stalkers and doms... -
Quote:Umm by and large this game has attracted NO audience. Do you have any idea how many mmo players have never even heard of CoX? I don't either, but it is vast.This game can't attract an entirely different audience demographic now. That ship has sailed. This game already has an ingrained reputation for terrible PVP and nothing is gonna change that.
There's another game that implemented massive changes in attempts to attract a new target demographic. It ended up causing almost their entire existing playerbase to quit, and failed to attract any new players at all- in fact, the exodus of players pretty much destroyed the game's reputation forever. Yes, I mean Star Wars Galaxies.
The ship has NOT sailed from a marketing standpoint, nor from a rebranding standpoint, nor from an expanded target market standpoint.
It sailed because of Castle and Posi dynamiting any possibility of integrating pvp with pve in i13.
In fact this game has almost no pvp reputation at all in the market. In the eyes of most it is neither great, horrible, or anywhere in between, it is nothing. However, in the limited scope that this game has covered it has gained a pve reputation. One that has prevented it from growing even with industry leading innovations such as AE, or even when the world can't get enough super hero action.
Surely because one mainstream MMO tanked due to a bad move no other company should ever take any risks... Thankfully even the team here isn't that carebear or else you wouldn't have AE to plug into. -
Quote:Marketing isn't voodoo magic.If it attracted (somehow) some other group into the game *just for the pvp*, all I can see is even more rifting between the two groups.
Whatever happens to PVP here, needs to NOT, EVER be at the cost of any PVE experiences.
Your last sentence is cute. If you repeat it enough it might even be true. -
Quote:Ya but what do you do once you've used a contained terrify? wait for it to cycle again?Well I have to agree with this.
Terrify minimizes the damage confused targets deal to each other and actually a very good AoE attack, doing 130 damage with containment to all foes that are hit, more if you put in a Positron's Blast proc, more if you factor in something like Freezing Rain.
Combine that with your EPP AoE attack and you have a set which offers great AoE damage, more then most sets I would argue.
Mind's weakness is lack of containment, granted, however as a Mind/Storm, you can use Thunderclap to fill any holes you encounter. When your mass hypnosis and thunderclap have a recharge of less than 20 seconds, its something you exploit to the maximum.
The problem I've found it that you either choose between a contained terrify or a contained epic aoe. You can't get both unless TD was up...Well that isn't entirely true at least for fireball if you go right to the range limit of terrify you can get both contained on one masshyp.
At any rate, lets pretend both terrify and epic aoe (fissure) are contained for a troller with a 30% -res that is:
(27.55+30.6) x 1.95 x 2 = x 1.3 = 294.8 dam vs even con
For my /kin at dam cap that is:
(27.55+30.6) x 4 x 2 = 465.2 dam vs even con
That doesn't even kill even con minions
and you've got no way to keep aoe containment going so fissure is cut in half after that and terrify has a pretty slow recharge. wtf should I do?
PS. I'm familiar with thunderclap, I have a fire/storm that can aoe stuns every boss spawn. I had a mind/storm for awhile, but ended up ditching it in favor of fire/storm for a lot more damage and imo better control synergy (flashfire+thunderclap+fissure = whole lot of stunning going on). In fact my fire/storm which everyone always says fire is way weaker than mind for control is capable of running boss maps as well in near perfect safety. Much faster than my mind/kin, but not as fast as my plant/kin.
I dunno what to do, the mind/kin is one of my older toons and I've tried so many times to make it perform well with each differeent ancillary, flight, leaping, high res build, high def build, high recharge build..none of them feel very powerful to me. Maybe I'm just expecting the wrong thing. -
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Quote:Umm you don't need to be rude as I've already REPEATEDLY said it is probably the way I'm playing mind....
Mind Kin?
And you slotted for DEFENSE?!
No no no no!
Slot for Accuracy and RECHARGE, my friend! When Total Dome is up twice a fight you don't NEED defense! You're not a defender! You're a controller! You have control options for mitigation! They just take a while to recharge...
When steamrolling, first you use Total Dom for your containment. FS, back up, use AoEs, you're done (if not, hit hasten then unleash another AoE). Next mob, hit the sleep, mass confusion, hit siphon speed, hasten (if you didn't use it before), siphon power, fulcrum shift (transference if you need it), reposition, hit terrify and as SOON as it hits, hit mass hypnosis again and then use your Ancillary AoE. Next mob, Total Dom should be up again. Repeat. Keep your recharge and damage up and just keep runnin. Hell, if you wanna be clever, hit TK then follow up immediately with Terrify, then turn it off. If at any time you miss someone, you have three ST attacks. Use them.
Heck, you say you don't do good aoe damage and you can't stop your foes from hitting each other... uhm hello? Terrify only lets enemies attack each other ONCE until they take damage. And Terrify does the same damage as all your other ST attacks! It's not Mind that's bad, it sounds more like the Player behind it.
I have enough tohit+acc to reliably hit +4's and I'm usually around perma hasten recharge due to /kin and the ff proc in fissure. I really don't see that needing to be improved.
The problem if you check again is that the control options of mind don't work well enough for me.
I use high defense because I fight +2 boss spawns. They hit you twice and you die, simple as that.
I stopped measuring a toons performance in normal pve some time ago, it just doesn't compare to what is in AE.
Correct me if I'm wrong, but what you described wouldn't work on anything higher than luts and you kill so slowly that Total DOm ( a base 4 min power) is up twice a fight?
The other scenario you go on to describe is exactly what I already said was the problem, having to wait to cycle between TD>MC>TD, if the team moves faster - and lets be honest I'm a /kin, if it can't kill spawns in less than 40 seconds something is very very wrong.
Your suggested use of terrify in conjunction with MC works in the exact way I don't want. I want the confused mob to tear itself apart, but I want to do enough damage where I still retain 90%+of the xp and just gain a heap of speed (like I do with plant). Terrify does nothing but slow that encounter down. I'm not interested in a "time out" I'm interested in killing quickly.
We just seem to have a disconnect here. I'm talking about two specific cases where I find my mind/kin to be very subpar.
1. Boss teams - it just doesn't have enough control or damage
2. Normal mission teams - we move too quickly and I end up doing nothing (well what I consider nothing, ie st controls and masshyp) because td and mc cycle too slowly even with perma hasten.
I can tell we are playing on two different levels because you are talking about clicking hasten like it isn't up all the time. If I'm running perma hasten and find everything too slow I'm not sure what I'd do if it was even slower like what you are describing.
I've heard people use TK for every- spawn aoe containment, but I rarely seem to get more than ~5 with it, it there some way to make it hit 15-17 like I need? -
Who's making one?
I just did a mids build with 37% s/l def and 45% global rech w/ hasten, but only 1787 hp.
Not the toughest scrapper, but the aoe damage should be astounding and decent mitigation with the aoe kd of thunderstrike.
The burst aoe of bu, fe, L Rod, TS, Fireball w/ blazing aura ticking away.
I'm thinking that would be good for at least 1,200 aoe damage and barely any of it s/l either
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Quote:If you don't mind me asking because I hear this a lot about mind, but what are all these options?Well, that's weird.
My Mind/Storm was a quick, fun ride from 1 to 50, I enjoyed every minute of it, I still love breaking it out every chance I get, it's effective solo and on teams, has all sorts of nasty tricks and tactics available to it... all in all I thought it was pretty good ride.
Then I come on here and find out that my AoE Confuse is useless, that I can't finish my own fights, that I spend more time waiting on endurance and absorbing damage than I do actually accomplishing anything, that I should have given up on it after 32 because it doesn't get a pet, that it's more fun to press the same 4 buttons in sequence for every encounter than to have options that vary in usefulness in a given situation...
I guess it's a good thing I actually PLAYED the character instead of let others speculate for me.
My mind/kin which is arguably much better set up to spam mind controls than most other combos is governed by recharge entirely. My options come down to what is recharged, not some neverending stream of choices.
If MC is up then that is my only good aoe control. If TD is up then that is my only good aoe control. In quick teams I'm often left with only mass hyp as any kind of aoe control. I like terrify, but it sure lets a lot of return fire on aoe centric teams ime. I mean even under high recharge MC and TD take 80 seconds to come back, so if the team is moving faster than 40 seconds per spawn I end up spamming very subpar stuff (imo).
Like I said though, maybe mind just isn't for me. It was fun leveling the toon, but I never felt very strong in teams, not compared to my earth dom, plant or fire troller. Better than my grav troller though
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Quote:No I listed the IO's on my build that make a difference. Seeds is slotted with mostly befuddling's. Other than the kb IO and the 3% def IO my build really doesn't cost much more than a SO'd version. It made me enough inf over 2x xp weekend to slot a bunch of purples and what not, but it is already so strong.Are we talking Seeds of Confusion slotted with Coercive Pursuasion? Numbers such as 20s Recharge, 1min 20s duration, chance for overpower and chance for contagious confusion?
If anything you are just proving what I said before about A) Seeds being overpowered and B) Plant being the 'newest' kid on the block so the devs were not clever in how they designed it and just "lets make it cool!"
For the record my statement regarding Mind I was talking more with just single target abilities and not counting the AoE ones. I was thinking of a lower level range also, more like 12.
My Mass Confusion is slotted with Coercive Pursuasion as well and with Overpower and Contagious Confusion it can take out most bosses by itself. It does have a long recharge to go with it (93s), but I consider that more balanced then Seeds recharge, which is just silly and ultimately, boring.
My mind/kin has a very similar cheap 44% s/l build, but it has been disappointing. I can't create consistent aoe containment to leverage fissure. I can't handle huge spawns well enough to dispatch them on my own, when I use mass confusion my xp plummets because I don't have very good aoe damage and can't stop them from using a lot of melee on each other. Unlike seeds backed by CC and roots and fissure where I usually net 85-90% of the total xp, but way faster.
Back when troller epics were OP'd and doing ~double damage I loved my mind/kin. I could two shot entire spawns with masshyp+fulcrum+fireball+terrify, but now no matter what I do and what epic I use I just get a bunch of uncontrolled and very angry mobs on me.
I think I'm switching my plant/kin over to ice app in i16. At which point the aoe comparison won't even be in the same stratosphere, not that it is right now. Like I said though, maybe I'm just using mind wrong because the damage is subpar as is the control imo. -
Quote:I dunno, I generally make w/e pugs I'm on, I've never been opposed to dropping people that don't carry their weight. Usually by the second or third mission the team is pretty impressive.Are these the same PuGs people are always complaining about on forums? Sometimes I can't keep track of whether they are supposed to be good or bad. In my own experience, no, 90% of PuGs are not so competent and fully-frankenslotted-by-level-25 that they blitz all content at Ruthless/Relentless so fast I can't spare 3 seconds for a debuff.
I guess I am just unlucky with PuGs. I have the same problem over on the Stalker forum sometimes where people tell me that everything is always dead by the time they land an Assassin Strike (also, curiously, 3 seconds). That's sure some fast killin alright.
I've been on bad pugs and they certainly create a lasting impression, but by and large most pugs (that I play with) have no issues with the content, but I'll adjust the factions we face as necessary. ie pug A might never graduate beyond freaks and council, but pug b might run arachnos just fine. I've found the main thing that keeps people happy is the pacing. It is by and large a decently fast game, I hate when people try to suck the energy out of it, by biting of way more than they can chew. I'm aware other people like that though. -
Quote:Don't get me wrong, I'd give it a whirl as it sounds interesting. I'm just not sure how well the casual player base would handle it considering their misunderstanding and inability to already use wormhole. Your idea for dimshift sounds like wormhole 2.0 - even more complicated and cool.True, but:
A. Night Widow Blind lasts 60 seconds, not 5-10.
B. If you could see the enemies through Blind, you'd be able to hurt them. An attack on a Dim Shifted enemy is always a wasted attack.
C. A visual indicator points to where the enemies will be appearing, in one big pile. Drop patches, ready PBAoEs and cones.
It'd take some getting used to, but not more than anchor debuffs. -
Quote:Afaik this wouldn't be possible, or at the very least it would be very difficult. Damage buffs are global.You misunderstood. We mean a +Dam buff for the power when it is used upon a locked-down target, not a +Dam buff to the user for a period of time.
Currently, a power like Blind does 30 damage (enhanceable), +30 damage (enhanceable) if target is locked. If instead it received a +100% damage enhancement to its values if the target is locked down, then we wouldn't have Containment breaking past damage caps.
Granted, I'm not sure if this is possible to code. The way powers have their abilities coded, I'm not sure that a power can self-affect its own values.
There are ways to achieve what you are more or less seeking, but overall it is at least a 50% reduction in containment and I for one don't see that as necessary or warranted.
The only way I'm familar with achieving a per target damage boost is through the critical mechanic. And the critical mechanic always works outside of the damage caps. You can either reduce containment or reduce the damage cap. One way hits all trollers and depending on how it is implemented - across all levels. The other way hits a targeted few outliers and only when they start to stomp all over the game.
I have quite a few controllers and two lvl 50 /kins so I'm not personally keen on either, but if I had to choose one I'd take a bullet on my /kins before I made every troller combination suffer due to what /kin can do. -
Quote:You totally missed the point of the debate. No one is saying that defender support is too low, we're saying defender damage is too low compared to Corruptors and Controllers. The support values are fine where they are, but the damage values aren't an adequate tradeoff for the higher support values when you compare it to what corruptors and controllers get.
You also seem to forget that damage is a form of mitigation in an of itself adds to the total support overall, which is the reason corruptors are currently superior for a team because the damage gap is simply that large. The gap is even larger when controllers are compared. Raising defender damage mod to 0.8 and corruptors to 0.9 would solve this issue without stepping on any other AT's toes.
While I've never been against an increase to defs or corrs I think your logic is flawed.
Outside of the cases where the devs have cut corners and failed to create a meaninful difference between def and other versions of powers this is generally what you see occur.
I'll just use energy blast because everyone has it. (pretend this wouldn't scatter all over the map heh)
Def hits group with EF, explosive blast+torrent at same time 2 blasters use eB+E torrent and a tank uses footstomp.
= 363 base damage. Add in enhances, AM, rage and, aim for all three ranged toons
=1029 damage. Add in EF
=1338.9 total team damage.
Corr hits group with EF (12% scourge used), same blaster combo as above and tank too.
=383 base damage. Add enhances, AM, rage and aim for all three ranged toons.
=1056 damage. Add in EF
=1293.6 total team damage.
Oy! didn't take long before the team with the defender surpassed the team with the corr even WITH scourge. Not to mention the defender team is SAFER.
It is ONLY in cases where the devs cut corners and gave everyone the same strength powers (ie tarpatch) that things start to get out of whack. That isn't corrs or defender's fault though and not something that should be rectified with global buffs.
At a glance it is usually between 2 and 4 additional teammates that most Defenders have significant enough forcemultiplication to edge out the Corruptor version in team damage. And that ignores the added mitigation.
I'm all for buffing both AT's, but most of the reasoning being thrown around right now supports set specific adjustments/fixes far more than global changes.
IMO sets that are fairly well balanced right now:
rad emission
sonic
FF
storm (except nado)
Cold (though def sleet needs more differentiation)
Thermal (when ported to defs)
Dark (though tarpatch needs to be distinguished among AT's)
Sets that are imbalanced:
Kinetics
Empathy
Traps (if they don't do any work on it)
Trick Arrow (mostly OSA, but imo it still needs more punch for defs).
Most arguements I've seen say things like "corrs are x higher damage than defs and y lower buff/debuff, but overall corrs come out ahead".
Very true. While solo.
Corrs by design solo better than defenders, they have high hp, higher base damage, earlier attacks, scourge and enough mitigation to get the job done effectively. On the other hand defenders team better than corrs. That is also by design.
The problem is that while defs clearly are better in teams when the individual sets are balanced properly, they lose some of that distinction when corners were cut. The other problem is that the game is so easy that the extra value defs bring to teams can go completely unnoticed as a couple corrs make everyone steamroll things too.
Other than specific powers being incorrect and a subjective "fun" argument there is really nothing else to base changes on.
As for trollers, I've posted my thoughts on them before and I can assure everyone that what happens on these forums is not reproduced in game with trollers as virtually no one in game slots their immobs and holds for damage (I do heh) so that only leaves one case where they are severely imbalanced, but I suggest we all wait until i16 before attacking that set. -
Quote:Meh, I deleted my em/fire and my em/regen pretty much the same day ET was gutted. I didn't even log the stalker and the only reason I logged the brute was just to see the animation as I'd only used bitterfreezeray a couple of times a long time prior to that.I know they didn't quit the game. They're still on my friend list. What I said is they immediately deleted the character.
I really didn't need to "try out" the change to know that a toon(s) I enjoyed because of their overall feeling of speed would no longer be fun when that speed was taken away.
Who know's, maybe he hates the psyscream animation or something and realized it would be vital to achieving solid performance and just said F it.
I almost rage deleted my fire/storm troller and my storm/sonic def due to the nerf to LS without even trying it because I can use a calculator
. The only reason I didn't is because they are loaded with lotg's, miracle and other expensive IO's that I'll eventually get around to stripping. I've played each of them less than 1hr since and before they were getting over 90% of my playtime.
I mean AE has made it so you pretty much have a "start at 50" button so deleting toons carries far less weight than it used to. If something about a toon PO's you, just delete it and make a new 50 the next day or two. That's where the game is at imo anyway for better or worse. -
Quote:I'm not really seeing any way they could turn it into a damage buff without it being possible to benefit from without having interacted with the target enemy.In fact it would be a significant BUFF to pre-SO damage levels.
ie. My mind troller sucks really bad at ptod EB's, I can't control them at all and my damage is sad because I can't control them at all.
If containment provided a damage buff, then I could just pull a minion over and keep sleeping it and apply the damage buff I receive onto the EB.
To me that doesn't really fit with the term "containment" where you benefit from locking down your target.
There are lots of ways to go after containment (or outlier troller builds) in general that doesn't involve a drastic change to how the mechanic functions, but I think we should all just wait to see how Fulcrum plays out post i16 before continuing down this path. -
I greatly enjoyed my storm/sonic. If that is something you decide to go with then post a build you think would be good and you'll likely get solid feedback.
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I dunno, have you ever seen most teams' reaction to Nightwidows?
disappearing enemies --- probably not a good thing -
Quote:Sounds like 90% of pugs post 30, let alone any kind of organized teamIf things are dying that fast then you won't need DN either. Fearsome Stare, Blast, and maybe Twilight Grasp the last enemy to top everyone's health off before they speed to the next spawn.
Sounds boring.
I don't see it as the players' fault that the pve game is so easy. I mean it was really easy before IO's and now that you can have HO-like performance on every power by lvl 25 for barely more than 2 full sets of SO's... well.
I have it in my final spec as I like toggle pulling and I think DN +pb'd fearsome stare should still make a sizable dent in the tohit chance of 52+ bosses as my hope is to only build for about 30% ranged def.
But ya, if it ends up being like RI has been for my various rads (and it appears it will be) then I doubt it will be seeing much action time in most play scenarios. I'd like it if it was needed more, but at the same time if that was the case even with powerboost then things would probably be too hard without it. -
Quote:I don't disagree with anything you said, but I'll just point out that I'm currently running (solo) a +2 boss map and I engage 15-17 bosses at the same time. If I felt my plant troller was limited to 4 bosses at once I would have never rolled it, I would have just done some kind of perma dom. I generally only die once every 4-5 runs of the map.
A mind controller can easily control 3 bosses at once, 4+ if you have oppertunity to sleep them, in comparison a Plant Controller has to rely on immobalizes for bosses it can't hold using its single target hold, or chance it with an overpower.
Granted IO's are doing some of the leg work here (3% def unique, 1kb protection, 2 full sets enfeebling), but my mind/kin is very similar to my plant/kin in terms of survivability numbers and maybe it is just me, but can't do squat in such a demanding scenario.
Once you can quickly control such a situation virtually everything the normal vanilla pve game throws your way is... pretty easy because it can all be one shot controlled (for the most part). -
Quote:As mentioned hotfeet does the brunt of the work.So I've been looking at the builds for "farming" Fire/kin controllers and I have been trying to figure out just what power they use to uctually do damage to the enemies.
The only really damaging power I typically see is Seismic Smash, well that and the imps.
The only other thing I see is Hot Feet and even with FS maxing it out the DoT would take forever to kill off an Lt or Boss.
Are the Imps doing the bulk of the killing for a soloing controller (I would think that bosses would murder the pets) or am I missing something?
If you mean why you don't see many "attacks" slotted for damage? well fulcrum puts you at the cap really easily (even post i16
). It is one of the major advantages of playing a /kin controller; they can slot for max control and still do capped damage.
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Quote:To you I say, "stay thirsty my friend".@FROSTICUS
You are right about that, my icy companion
Only that I am not asking the people on this thread to consent.
At the end of the day its not us who will decide, its the devs.
I believe no matter how many people kick and scream about server merger suggestions - one sweet day it is going to happen.
So I keep posting ideas regardless....
I posted that so that you won't get discouraged and just to ensure you were aware of why you were getting the feedback you are getting (or at least a part of why). -
Quote:I certainly never implied this. In fact my statement about expanding the target market would suggest that this "massively large elventy1111!!! gung ho pvp audience" is in fact outside of this game. Ergo "expanding the target market". Shifting the activity of an existing customer is generally not as conducive to earning revenue as adding more customers, unless the shift makes them start paying a lot more.
The idea that there is some hidden MASSIVELY LARGE elventy1111!!! audience in game that is gung ho on open pvp or dueling is a fallacy.
Perhaps that is a part of why pvp always seems like an afterthought. Without significant marketing to support the branding of a "pvp atmosphere" it would probably result in a very small increase in subs and primarily just be about shifting existing players around.
Think of it like when a female designer adds a men's line of clothes. Or closer to home, how many game companies have started targeting female players in what was once thought to be an almost entirely male market. Such things don't just happen it usually takes considerable effort to get the message out.
In the end though that boat has sailed as far as I'm concerned. Reinventing image is difficult, probably too difficult and lets face it, more than likely a waste of time for this game.
Though I have wondered how awesome this game could have been for people like me. I mean I obviously like this game I'm at my 39mth vet reward now, but the grass is always greener. I've always felt like something (well several somethings) are missing that prevented this game from taking off. I know I always enjoy my time in the arena, but for w/e reason have always felt it is has very limited accessibility. That doesn't make a lot of sense I know, I mean it is in lots of zones, but I'm not sure how to better describe it. I guess I think it feels like too much effort is required to activate pvp.
Case in point, standing around outside of a mission waiting for a couple laggers to show up. /duel would friggen make my day then. And I know they have greatly eased travel times and/or the necessity to even move to get to a mission, but ya.
EDIT: did it ever occur to anyone that a large part of why the arenas failed was because the majority of the features didn't' work and the UI was (and pretty much still is) a complete mess? Can you imagine the fallout if AE was implemented and subsequently ignored that badly? it would make the initial Posi posts look like a stroll in the park. -
Anyone that has ever seen this type of blade in action on a Brush saw would probably agree that a whip (or steel whip in this case) could be a pretty devastating weapon.
http://etoolshop.co.uk/cart/images/633965.jpg
it goes on the end of this tool
http://www.made-in-china.com/image/2...ush-Cutter.jpg
Something spinning at 10k+ rpm's can go through things like a hot knife through butter, even something no sharper than a butter knife (the blade shown is not sharp in the least). I have no idea what the head speed is on one of the whips, but the videos make it look like it is moving at a pretty good clip. They can probably inflict a lot of damage. -
Quote:Ya I've found perma carrion creepers to be absolutely useless vs Nem, I hate how npc's attack it, I much prefer getting all the agro. And vines is way worse than total domination. Not to mention spore burst (if plant ever had reason to take an aoe sleep) is pretty crappy too compared to masshyp when you are actually going to fight the enemy.I'm getting real tired of this plant>mind stuff.
Mind can do things plant controllers only dream of.
Namely enemy placement, and total control.
Telekinesis makes enemies go where you want them to, even my defenders take it! This power is golden, not as a hold (which it is great for too, if you have a corner) but as a positional godsend. I can put enemies in to Freezing Rain slick, in a to glue arrow, into a burn patch, Oil slick burn patch. You name it. Can a plant troller do that?
Comparing SoC to MC is ridiculous. They don't come in to a controller's build even CLOSE to the same time. SoC is more appropriately compared to something like Mass hypnosis or Telekinesis for mind, and Flashfire etc for the other sets. (Ice Slick, Dimension Shift, Stalagmites...not really Group Invis). Mind has a tool for every situation. Plant has one tool for every situation...and if you find yourself facing Nemisis? Plant is beyond broken.
I wish plant had a way to drain its own endurance bar in a matter of seconds while getting shot up to death... I really do.
Unfortunately plant can't push a few enemies back into a patch, but it can kill them all in less time than the mind spent repositioning them for someone else to do the job. My plant troller has more cat skins in her collection than my mind troller.
Anyway, I actually like mind, I've just never been impressed when I use it in teams or when I've seen others using it in teams. I'm sure there are some pretty amazing mind players out there though.
As for levitate and lift --- lift should be buffed. If the reason it was lower before was due to overall set balance I think it is safe to say that balancing perspective has gone out the window in favor of per power balancing quite some time ago. -
Quote:Well if you understood my feelings about "one shot" anythinging AV's, you wouldn't have to ask.And those people who use Dim shift as it currently works to phase out AVs so they can take them on one at a time... what do they do?
Deal with it. Just like the limited number of Blasters that enjoyed and leveraged old definance.
Corner cases, while interesting often get swept aside for the good of the majority. I think it would be silly to pretend there weren't more blasters who felt "negatively affected" by the defiance changes than would be the case in a dim shift change.
Then there are doms, and not to mention pvp. In fact I'd go so far as to say that when a very small number of people are effectively utilizing something it will do absolutely nothing when it comes to changing it.
I have nothing against the 10 people doing that, and even credit their resourcefulness. In fact they are so impressive I bet they will easily adapt and become even stronger.
