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Wow the ranged attacks are gonna suck bad like impale except times 2. In fact the set looks horrid up until pb/heavy mallet.
Good thing ae can get us up that high in no time.
No biggy, obviously going to be standing in melee using hotfeet+mudpots anyway. -
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Yet, Defenders and Corruptors are able to solo just fine (apparently) with a damage modifier of 0.65 or 0.75.
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I have to take issue with this, to some extent. Soloing on some Defenders is downright awful. Empaths, for example, are basically playing with one power set, their blasts, and an astoundingly weak set at that.
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Which is why I added the parenthetical "apparently". The irony is that the same people who claim Defenders solo just fine with a 0.65 modifier are likely the same ones who claim a Controller must have a 100% Containment critical in order to be able to solo. I'm just pointing out the illogic in that statement.
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This really makes no sense. I don't think anyone has said that now except you. And yes it is quite the illogical statement.
The defs that "solo" fine (or at least acceptably according to most posters) certainly don't deal damage consistent with a 0.65 modifier. There must be a reason so many people celebrate sonic blast
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The truth is, as I said, it is mostly in the early levels, when the Controller's access to attacks is limited, that the bonus from Containment is most needed. In fact, there is no real reason that Containment should work on anything but the attacks that it was intended to work on, the single target holds and immobilizes in the Primary.
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You know for a fact these powers were the ONLY powers containment was intended to work on? What about all those other powers they specifically coded for it to work on? So mind shouldn't get containment damage on levitate, or mesmerize? What about grav with lift and propel?
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That Containment works on Epic powers and Power Pool attacks (and a few Secondary powers, although not all of them) is merely for consistency. That bonus should not be taken for granted.
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I could say you shouldn't be taking the ability to enhance damage for granted. It would be about as ridiculous. The aspect is in the game with no reason for it to change. I'll take it for granted until a suitable reason presents itself.
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And in fact, Epics have already been nerfed once, because they had been given additional damage above what they normally would get, which was no longer needed when Containment arrived.
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Nerf...Fix... choose your poison. They were artificially boosted to appear attractive prior to containment being added. When containment was added they were not adjusted and were dealing quite ridiculous levels of damage.
I enjoyed two shotting entire spawns of 16 with my mind/kin/fire with practically zero risk, but come on...
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I will also add that if you are not slotting your Archetype's main attacks for damage, then you should not complain if you don't do any damage. And this isn't really an issue until 22, and Containment was added to address the difficulty Controllers had soloing prior to 32. (When they got pets) So I don't think Containment was intended to replace slotting for damage.
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Controllers "main" attacks also happen to be their "main" survivability tools, which also happen to typically deal "damage" over 9 seconds. I'd bet my account that very few controllers relative to the population slot their st immobs and holds as an "attack". Either the majority of players are stupid complainers, or it just is not common sense to forgo your main purpose (control) in order to improve 9 second dot powers.
Of course they are called "Controllers", I suppose people should just realize they should be slotting damage SO's instead of enhancing CONTROL -
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What would the -tohit values be for Blasters if/when they get Dark Blast? I'm wondering it will be enough to be useful other than to make up the difference on a near range softcapped build. It might be nice on a Defender but even at the Corruptor values I know the blasts don't do much without a fair amount of +def to help them along.
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I believe each blast would be 5.25% tohit debuff. It is very easy to triple, even quad stack too.
For a dark/em using pb each blast would be -9.38%
Life drain would heal for 120.5 hp unslotted. A dark/em could get lifedrain healing for 335hp per shot.
Between the aoe -tohit, lifedrain, DP and PSW a dark/mm would be very solid too.
I'm not sure I see it as OP'd personally. It would make a very survivable blaster, but at the cost of a fair amount of damage. Not in relation to some of the damage : survivability ratios that other AT's throw around anyway. -
Actually blasters being so tough does fit in with the new design of pvp.
As outlined here
In fact if they weren't so tough I'd go so far as to say it was a bug. -
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I disagree, teams are horrible for Scrappers. They don't bring anything to a Scrapper at all.
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Well played. And as of i16 seems pretty true
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I would say 1.5 sets. There are powers in the Empathy set that the Defender can use on himself. Heal Aura comes to mind, as does Recovery Aura.
By the way, my Empathy/Electric Solos just fine.
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Here's another thing to think about: can controllers actually leverage their secondaries better than defenders? Emp defenders solo have a few powers that work on themselves. An /emp controller has those, plus buffable pets.
One of my favorite powers for my earth/rad is choking cloud. if I open with stalagmites or earthquake, I'm in the center of the mob before they can hit back, and CC is doing the work for me. I would imagine the same would work for plant or fire. How many defenders can reliably use CC solo? (I have and love the lockdown proc in CC.)
Fulcrum shift: for defenders, this is somewhat risky solo because it requires getting into the center of a group. Controllers with a spawn even temporarily locked down can get in and use it in safety. It even buffs pets that are in melee, which is an added bonus.
The buff and debuff sets seem to have a lot more synergy with a control primary than with a blast secondary. I'm not saying that defenders can never use Fulcrum shift or choking cloud solo, but it's easier and safer for a controller to do so. I would think that trick arrow and storm offer no particular extra synergy, while cold (come I16), empathy, FF (maybe), and sonic all have powers that benefit from having a pet. Rad and Kin can both use their more dangerous powers with greater safety.
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Kinetics for trollers has been a sore spot for me for a long time (even though I have a 50 mind/kin and am now leveling a plant/kin).
Simply put Kin is designed around the idea of high personal risk and high reward. Overall Kin brings very little personal mitigation to a squishy in melee range. However, controllers can completely disregard the intent of the set via their entire agro crushing primary.
It is no small coincidence that Kin tends to be the biggest outlier when discussing the AT as well.
Personally as long as defs (and trollers) can solo at a minimally acceptable pace I think they are fine as a whole in that regard. I mean I like to solo as much as the next guy, but in an MMO it just seems strange to me that everything needs to be capable of solo'ing extremely well. -
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What are the rules for that ?
inspirations and buffs legal ? Temps ?
I wouldnt think damage insps would be kosher but what about survival insps ?
Temps wouldnt seem legit but base buffs should be.
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I'd say a fair test for Blasters would be to allow temps and inspirations that don't affect damage. A good Scrapper build can ignore Pylon damage indefinitely, but most Blasters will either faceplant or have to frequently use Aid Self. A mix of set bonuses and Lucks plus the occasional green pill should let a Blaster simulate a Scrapper's superior mitigation, allowing a straight up damage comparison.
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Ya I dunno, part of the accomplishment of building a high dps toon is being able to use it. High dps toons from other AT's reach that level while retaining high survivability and high sustainability.
If you start moving the goalposts for blasters in the way of survivability then you may as well move them for other AT's in terms of damage and allow them to use reds.
I'm sure a super specced range def fire/ment could beat the current scrapper time. Just drag over a couple rikti monkeys to fuel DP so the "survivability and sustainability" aspect is taken care of.
Ya some people would agrue that DP's -regen isn't real dps. All you say to that - what high hp targets that would actually utilize such sustained dps don't also have significant regen?
If that doesn't work - winning is winning. -
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The +def provided by Cloaking Device is negligible
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Ah, much like the heal provided by Life Drain then.
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I will be VERY surprised if a blaster version of Dark Blast is allowed to keep the self heal.
Devices is and always will be an anomaly in blaster sets. It gives up a lot of the things that some or most people consider to be staples of blasters for utility powers.
If Dark Blast is proliferated unchanged then Dark/Mental would quickly become one of the most survivable blaster combinations possible. Very possibly even to the point of being overpowered.
Since it doesn't exist I can't make any guesses as to the ability of that combo. But it would have anemic ST damage and very respectable AoE with TT, Nightfall, and Psychic Scream. A self heal AND a regen/recovery boost that is potentially perma. The to-hit debuffs would add quite a bit to any defense you can cobble together out of set bonuses and power choices.
With some of the blaster build wizards on the forums here I expect it wouldn't be long before someone comes up with a nearly unkillable build.
So, the stated reasons are why I think it unlikely that blasters will get Life Drain in a Dark Blast port. They may even lose Tenebrous Tentacles ( I hope not though) or Dark Pit (don't really care about that one)
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Ya dark/mm would be a very strong toon.
Dark/em would be as well, just in a different way. Blaster powerboost is on such a short recharge timer and pb'd -tohit and lifedrain would be impressive. /em also offers a lot of st damage to make up for the lack of it in dark blast. With the above mentioned pb'd powers going into melee range would be fairly trivial. -
It's hard to say how much they might water it down, but steamy mist and world of pain provide the same resistance as Corr version. And FF bubbles provide same def as troller version.
Unless they specifically lower it, then it should provide the same strength resistance shields. The heals will be smaller in terms of actual green pts, but even they seem to be slightly inflated on Pain.
Soothe 21.6% heal for corrs, 22.9% for MM's
Nullify 11% heal for corrs, 11.7% for MM's
Melt armor should be the same, and actually a bit stronger -def for MM's (same -res though).
I'm not sure about HE, but if it is even close to the corr/troller version it will be amazing. -
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the the AoE's aren't worth much.
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I play Fire/Fire blasters (and a lot of /Fire blasters in general). I also play a Storm/Rad defender. For what its worth, I disagree with your assessment of Rad's AoE potential.
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This.
Irradiate has DS just a shade lower than Psy Shockwave, but a way faster cast.
Electron haze does about the same damage as Frost breath, but with a faster cast so ends up almost smack dab in the middle of Frost Breath and Fire Breath in terms of DPA.
Neutron Bomb is just your standard ranged AoE, same as explosive blast, M30, bit better than Exploding arrow, bit lower than ball lightning (but this is dot), lower than Fireball.
The set is much better than average in terms of aoe output. Has acceptable st, and huge utility. It is also one of the best sets for IO'ing. -
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I heard it breaks down like this:
-There is a bonus chance of getting drops if you only do fiteclub.
-Even higher chance if you only use brawl+sprint while you fight.
-Even higher chance if you rp while fighting.
-Reduced chance if you are actively using travel powers, inspirations, or working with your team
-Reduced chance if you have said anything in the last 10 min a chat channel that is "offensive"
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still no pvp IO
so what are my chances:
-i do not do FC i grief it
-i use sprint because my stealth IO is in it but i don't use brawl
-does abusing battle cry "I Tr0W RaW F1Sh3Z!!!111" count as RP?
-i have SS, i pop reds and i team with friends...
-i make fun of scraps and tanks..is it offensive?
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How many drops have you gotten playing in this Dev unapproved manner? The answer is your percentage chance. -
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It will be an awesome set paired with a few secondaries, and an underperforming set paired with a few others.
Rad/Fire will be a potent PBAoE combo. Rad/Ice will probably be halfway decent.
Rad/Devices will probably underperform.
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I'm thinking I'll get my rad/mm on.
Good pbaoe damage, great survivability with DP, PSW and Cosmic -
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[*]Hit delay for Trick Arrow - Entangling Arrow and Ice Arrow should sync with the visuals of the projectile.
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If this means I don't have to wait a sec before casting blind or spec wounds on my ill/ta to get contained damage from Entangling then this is great. -
Of course the ideal solution would to be to address inter set disparities within the AT and inter AT disparities between the various "support" classes. At which point specific tweaks to containment may very well be necessary and even welcomed.
That just probably won't happen any time soon.
Controllers by and large do NOT overperform even with containment for several reasons.
1. Few controllers can significantly buff their damage before engaging. They must prep the battle field
2. Few controllers even slot their powers for damage unless it is an obvious direct damage power. ie levitate, propel, epics. The result is that even with containment these powers end up being no better than a defender t1 and usually take a long time to deliver the damage.
3. Controllers have no appreciable aoe damage (plant and fire being the exception) prior to epics.
A few outliers have painted a damning landscape for all trollers.
I'm sorry, but damage scale and even effective damage scale w/ containment don't really mean as much as people seem to think. Not when the vast majority of "attacks" deal 30 damage, deliver it over 9 seconds of DOT and are rarely even slotted for damage.
This is very similar to the discussion regarding fire blasters the other day. Paper warriors look and see a value and jump all over it, when in reality that "capability" to produce such high damage is very rarely realized.
Anyway, changing containment would affect every single controller except possibly Illusion which relies on containment far less than others.
There is really no justification for such a change. The collateral damage would be higher than whatever benefit gained.
Any sort of direct reduction to containment (at this time) is a non-starter. -
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No one here has mentioned if RoA is gonna get scourge. It's 3 separate hit checks, so it COULD scourge. I sent Castle a PM a while back asking about if it were to come over would it scourge and he told me that if they programmed in Scourge into the pet that is summoned then it could...
if it could...that would be SOOOO crazy.
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RoA should scourge. It isn't all that different than rain of fire, or icestorm and they were both coded to scourge.
Regarding OSA, I don't see it scourging. I don't think any of the secondary powers scourge other than gale. -
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In my opinion, Fire should still be the damage king. I mean srsly--it's second affect is DAMAGE. That usually means it should do the most damage. That's what is weird to me.
Psy can still have it's damage, and it's range, but fire should be the lead in damage.
Just my opinion, and I wanted to rant that. Sorry =p
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I feel the same way.
I think anytime Fire is outdamaged by something....it's wrong. Fire's secondary affect is, as you put it, DAMAGE. It should for all good intents and purposes deal damage THE BEST. Period. If something like "Psi" is dealing better damage, that's just plain wrong. It means that Psi gets all the "goodness" of massive damage like Fire has (and more) but ALSO get's full use of REAL secondary affects, such as -rech, stuns, KD's etc. To me, that's just plain wrong..
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I find I can keep my sanity because nothing seems right with new pvp. So if Fire was the most damaging set that would seem out of place.
In the grand scheme it fits right in there with:
-Buffs that do nothing
-Heals that get people killed
-Mez that has almost no effect
-Shields that protect against 2-3 damage types normally suddenly protecting against everything
-Diminished returns
-Supression
-Free resistance
-Free debuff protection
-Slows no longer doing anything
-Aoe damage powers that do less damage than brawl
-Reversal of what powers are your most damaging
-Powerpool attacks often being better than other melee attacks
-and the list goes on.
Seriously if Fire did what it was supposed to it would just be confusing. -
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Or, it could be the changes. Of course, your opinion is swayed by your positon on the fence, same with me.
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It could be due to a number of factors. Off the top of my head:
actually better
better player now
told to expect it from the devs
heard it around town
I tend to believe that our perceptions govern reality more than reality governs our perceptions.
My beliefs heavily impact how I think, no denying that
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Well, to be on a different take on this, somewhat, my experience pre-i15's Dom buff was shaky except with my Plant/Psi. I'm not sure pre-i15 if I just wasn't skilled enough in my attempts to really understand Dominator's capabilities.
That being said, my Plant/Psi was a ton of fun, got her to level 26. However, I've only pulled her out a few times now and the increase on the recharge of the psi powers makes me sad. I enjoyed the shorter recharge times of the psi powers compared to the other power sets. Since the recharge times have increased, I've found myself at a somewhat loss with her. I'm happy to have an overall damage boost to the AT, but when I triggered Domination, it felt great. Quick attacks with higher damage and harder controls? She was a blast! Now, I just feel somewhat blah'd by the whole thing and wonder if I'll be able to get back into her. Might just take me time to get back to that spot.
So yes, happy in the overall spectrum of things, just saddened by the higher recharge values for Psi Assault.
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Yes, but now Domination can be saved to be used for what it's meant.... to hold the hard targets.
Before it was used when available by myself because I couldn't stand the pew-pew low damage.
Now I actually feel like I can contend in DPS without needing to pop Domination and get tons of IO global rech.
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I find I need domination to pop asap for the endurance now. I'm not convinced that is so much better than needing it for the extra damage before.
Neither dominator state has provided an environment where I felt encouraged, or even able, to use domination for its main purpose - increased control.
Also recharge is just as important as before. In some cases more important.
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With what level characters are you finding you need domination for endurance? Pre-stamina I do certainly end up using it that way although in the high teens after I have my attacks slotted up with a reasonable amount of damage I can pace things out so that I can combine the end boost with the domination effect for the boss at the end of a mission. However I don't have any MORE end problems then most of the brutes I have levelled up through the teens and less in many cases - on the low level stamina usage I would grade the dom's I have tried so far as about equal to my stalkers, better than my brutes but not as good as my masterminds (except for my /storm MM - he used a LOT of end pre stamina).
Post stamina, however, I find I hardly ever need it - my L29 mind/electric dom almost NEVER touches her blue bar and my L29 plant/fire dom does dip down a bit - but she has consume now and that tends to take care of end problems. I expect once I get terrify and static discharge slotted up a bit more so I can use them more freqenly my mind/elec will actually dent her blue bar a bit but right now I don't even notice it. I do frankenslot all my attacks to get a reasonable amount of end reduction - but at this level I generally have only 20%-36% depending on exact slotting.
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every level I've tried them at now. Pre stam, Post stam, and even my perma dom dirt/fire.
I know that if I slot for more end reduction I can resolve the issue, but at the same time I need more recharge slotting to compensate for the longer base recharges, or else stare at recharging powers while I do nothing, or at best something close to nothing.
Right now the 3 doms I've tried post changes are just a shade better than my experiences leveling my fire/storm troller, which is the most endurance hungry toon I've ever played and pretty much "sucked" until I had stamina+miracle+numi+perf proc.
I'm honestly watching the grey button waiting for it to light up so I can keep fighting without requiring rest.
I don't find it "worse" than old domination, just different. I like the old dynamic playstyle they had, so I'm hard pressed to say I like the new way "better".
Old or new, I used it for the damage and now I use it for the endurance. I hate running out of endurance it is something I can't tolerate after about lvl 30. I also hate standing around and doing nothing waiting on powers to cycle. I'm not sure how to solve my current issues with dominators short of through hundreds of millions, even over a billion inf at them. At which point I'm forced to ask myself, what's changed? -
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I've had 3 drops since they "fixed" it. All 3 fury of the glad.
1 proc
1 quad
1 dmg/recharge
Made a sweet 500mil selling them.
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according to the drop rules, that makes you a fiteclubbing rp'er.
WAI.
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I still haven't seen proof, in my experience, that in non-farm settings, controllers are in any way scarier than blasters or scrappers or brutes. Sure, when they have a very precisely configured map, fire/kins can blast through things at a huge pace, but it's not like actual gameplay involves that configuration.
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This reflects the majority of my experience as well. In most teams they get overshadowed quickly by the heavy "burst" damage dealers.
Trollers can deal phenominal damage, but it generally takes a while to get going (dot and/or need to prep the field).
Generally in the time I drop Freezing rain+flashfire and move in to hotfeet them to death the blaster/scrapper has killed almost everything. With a /kin troller it is even faster. Right after fulcrum everything falls over from the front loaded damage of other AT's.
I find most of my trollers end up contributing a fair amount of control and a bunch of buff/debuff, but not a ton of damage in most teams. -
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lower controller damage cap to 300%. It is currently too high in conjunction with containment.
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Or, give Defenders a Critical that can break their damage cap.
Or, change Containment to a damage boost so it won't break the damage cap.
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In general, I don't like intertwining base damage with the damage cap. Fundamentally speaking, the base damage elements of an archetype are supposed to express their intrinsic damage potential, and the damage cap is supposed to express their intrinsic ability to be buffed. Saying "lower the cap because they have containment/criticals" is tantamount to saying "they're designed to do a lot of damage, so make them unable to benefit from teams assistence." That may not be the direct intent, but its what the game change ultimately says in terms of the design.
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Supposed to yes. Containment is clearly a special case though, it is easily as ingrained into controller damage as any base value both through analysis and in perception.
There is only one kind of controller with any kind of meaningful +dam. It also happens to be the biggest outlier. If they went the route of capping dam at 300% that would still leave 200% buffing ability from base, or about 105% from slotted value.
That means they'd still get full benefit from 5 other rad trollers, or 4 other rad Defs. To me that leaves more than enough room for benefiting from teams.
If trollers had powers like aim, bu, or some other way of self buffing themselves where a lower cap would be hit more often you might have a point, but that isn't the case. They would still benefit fully from -res, which is a much more common way they boost their own damage.
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If containment was delivering too much damage, it makes more sense to simply lower containment damage. There's no law that says containment must do the same amount of damage that the primary damage components of the attack do. Reducing containment to, say, 50% of primary damage would mean a fully buffed controller ends up dealing the same amount of damage that a controller with full containment and 300% damage cap would do. But it would also lower the damage of controllers below the cap.
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This has already been brought up and based on the pve testbed know as pvp is probably the direction that would be taken.
It makes the glaring assumption that all controllers are overperforming with containment across all levels.
I don't believe that is true in the least and it also has the side effect of directly countering the original reason containment was even added.
On the other hand a decrease in the damage cap would have zero impact on trollers through most of the game unless they are cross-buffing to the extreme (probably something they'd like to put a damper on too). The earliest point it would ever impact them would be lvl 32 playing with a kin fender. It just so happens that is about the same time trollers start to make leaps and bounds in their performance.
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Alternatively, if you wanted to play deeper games with containment, my original counterproposal to containment when it first came out was to make containment ~150% of primary damage but be unbuffable (i.e. Ignores Strengths and Enhancements). The original stated intent of containment was to boost lower level damage of controllers and improve soloability. A high-order containment that wasn't buffable would proportionately benefit lower level controllers more than high level ones, which I thought was the original point of containment.
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This is a solid idea. It fails the KISS test (keep it simple stupid), which is pretty important in a game like this, but would likely provide a viable solution.
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In any event, the real reason you don't want to travel down this road is that if controllers are knocked down to 300% because their *maximally buffed* damage intrudes on defender territory, it opens the door to blasters asking for defender damage caps to be lowered equally severely, because teams of buffed defenders intrude on their offensive territory. While I'm sure someone can nitpick the differences in situations**, that would ignore how game design precident actually works.
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Thankfully this is a slippery slope argument that completely lacks a hillside to even get sliding on. -
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lower controller damage cap to 300%. It is currently too high in conjunction with containment.
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Or, give Defenders a Critical that can break their damage cap.
Or, change Containment to a damage boost so it won't break the damage cap.
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I personally think we have enough "critical" effects in the game and don't need to hamfist another AT with that.
The problem with a damage boost is that it is global, so it would benefit the controller until it expired, regardless of containment status and regardless of target.
ie I could contain a minion and get the benefit against a boss that is running wild.
If you toss out an aoe control you are bound to mez something at which point actually controlling targets is devalued.
The current mechanic of actually requiring a controlled target to gain benefit is fine. It is just too good in conjunction with their damage cap.
Another way to tackle the issue is to only give half containment. So instead of 10+10 you get 10+5. As an active controller player this worries me because in the pve mechanic testbed of pvp this is exactly what has been done.
I'm not fond of the latter because I think it hits all controllers rather than just reeling in some of the outliers.
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I also have a solution to address their solo'ing woes a bit, but admittedly it could result in some whines from people that can't grasp the idea of varying performance relative to team size. (which in such a casual game, might be a lot)
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My guess is that you would suggest decreasing damage boost in reverse proportion to the team-based End boost. Or whatever boost you replace it with. So solo you get a damage boost, but on a team it goes away.
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Close it would have nothing to do with vigilance though. I actually like vigilance. It would be in proportion to team members and scale inversely to the "powerboost effect" I mentioned earlier.
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I have thought the same, myself, but to quote Positron "A buff given under one condition could be considered a penalty under the opposite condition." So it could be argued this would discourage Defenders from teaming, since they can do just as well solo, and will lose their damage on a team.
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Exactly. Although Castle proposed something even more radical with regard to Dom's and it isn't exactly non-existent in the game already I mean PB's don't exactly say they are "nerfed" while solo.
My idea is that they would do a bit better than the do now while solo and a bit better than they do now while teamed. Numerically it would be a straight buff, but I'm fully aware how people would construe it, which is why I didn't go into detail on it.
It is the only solution I've seen that actually targets the fixes they require without making them too good where they don't need it.
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I'm afraid good ideas must be weighted against the people who will insist you are just calling for nerfs. Plus, there's the fact that Controllers aren't really all that out of line, now that Blasters, Stalkers and Dominators have all gotten strong damage buffs.
The devs are continuing to change the game, which unfortunately changes the balance for those ATs that they have not yet gotten around to changing. Whether that is their intention or not.
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Meh, I'm of the belief that if it is a good idea it should be pursued regardless of the peanut gallery. Opposition didn't stop them when they changed blasters, stalkers, doms, pvp, ED, GDN, AE, etc. And in some of those cases the opposition actually brought up relevant points.
If a few people (even a few thousand) scarred them off of making changes then we'd still be in i4.
As for Controllers, they remain the most powerful AT in the game, by a large margin. It is only realistic to expect that at some point they will take another swing at their knees. Defenders are also very powerful and the tweaking they require is very small. They really don't require any more damage while teamed and they really don't require any more buff/debuff while solo. -
I heard it breaks down like this:
-There is a bonus chance of getting drops if you only do fiteclub.
-Even higher chance if you only use brawl+sprint while you fight.
-Even higher chance if you rp while fighting.
-Reduced chance if you are actively using travel powers, inspirations, or working with your team
-Reduced chance if you have said anything in the last 10 min a chat channel that is "offensive"
That is what a Dev PM'd me anyway, but I'm not allowed to say which one.
But he said once people start figuring it out they will adapt and pvp the way the devs intend for it to be.
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I actually think we will get it. "Seismic Smash" that is. Its more ST damage focus. Which seems to be how doms are balanced these days. Lots of big damage, but mostly ST.
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IMO a /stone dom would rock (pun intended) if they left all the melee attacks alone in a port so
Fist 4 sec
Mallet 8 sec
Heavy 12 sec
Seimsic 20 sec
If they feel it is necessary to fix something that works perfectly well then in terms of base rech I hope Seismic goes the way of TF rather than Thunderstrike.
If anything I'd even support: 4, 10, 14, 22
Just as long as they don't hit it with a pussywillow and do: 4, 6, 10, 16 or something stupid like what they did to /elec. -
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Op? Are you really feeling like a God or did you just get another year of play experience before trying to tackle playinga dom? Chew on THAT thought.
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QFT. I've revisited some old combos that I tried early in the game and struggled with since gaining a heap more experience and they are much better now.
Even sets that have actually been nerfed (like traps). So it is certainly possible, even probably imo, that increased personal ability is the main contributor in many cases.