-
Posts
2627 -
Joined
-
Quote:I second that. Other PBAoEs like Whirling Mace and Dragon's Tail do about the same damage. Foot Stomp and Tremor are the big hitters because they've got such larger radius. (And really, they should do less damage because of that, but don't)It sucks because it's not Foot Stomp. Otherwise, it's a pretty standard PBAoE attack. Damage is pretty weak because it's on a 14-sec timer, while Foot Stomp is on a 20s timer-having better damage, DPS, and DPA and a bigger radius.
Anyway, it's your only AoE bar Patron attacks, and can hold the Armageddon set. -
Quote:I am expecting Earth Assault to be one of the higher damage, higher recharge sets, possibly as high damage as the current Energy Assault. In other words, be prepared for it to be an End sink. I'm not saying you won't enjoy it, but Stone Melee is well known for being one of the higher End cost sets, so don't set yourself up for even more disappointment.Anyway, keep on dominating everyone. I hope to join the ranks again with earth assault. Pl it up to 29 where it looks playable and have some fun.
Of course, Seismic Smash is also well known due to its low animation time, and it may result in really good chaining opportunities. I hope it does turn out good for you.
As for high level Recharge and Psi specifically, I don't think we can deny that that's been nerfed. Flares and Combustion as well, although I am still hopeful that was a mistake and we can see a reversal of it someday. The idea, though, was not that Dominators take advantage of a team through leverage of Domination, but to take advantage of them through the benefits those teammates brought to the team. That was not a reduction in damage, but a shift of the damage from something that the Dominator had to build with expensive IOs, to a boost to his base damage, where it could be buffed.
I still believe that change was the correct one, even though supposedly the damage is not as great now. I still haven't seen an analysis that compares the damage of a Dominator under old triple Dom, against a new Dominator buffed by Fulcrum Shift or damage debuffs from Rad or other sets. So such supposition is, as far as I've seen, still guesswork. It can be argued that on a team of eight, with no buffers on that team of eight, that the Dom won't do as much damage, but is that really being disputed? -
Quote:I think that's the thing. Redside content may have stagnated, but we've got a whole new world of content for villains to explore. Plus the possibility of Reformed villains continuing to make use of the blueside content. In that respect, Dominators need to be capable of supporting more interest, especially when compared to Controllers, which have the reputation of being damage dealers as well as crowd controllers and buffers.Maybe GR will change things, but I think that's where the whole Dom vs Controller viability issue comes to play? Both ATs offer primary control. One has dmg as 2nd and the other buffs. Which will appeal more to the new player that's bound to pick up the game when GR launches? And how does control compare to the other foci of the other ATs?
It's not a case of popularity. It's a case of when a new player comes to you and says, "I'd like to try control, but I still want to deal damage", do you want to answer "play a Dominator" or do you want to answer "play a Controller"? -
Quote:Oh, now I don't want to say that. I'm not trying to make it seem like I don't understand the appeal of min/maxing a build and the challenge that it can make for you. I do understand that, very much. But there's a difference between coming up with a clever build, and compensating for weaknesses and mistaking it for the intended class design.Also: loving something because it is so broken that only a genius can figure out how to make it work is the very essence of elitism,
Putting it another way, there is the usual quote "This game was not balanced around IOs".
Frosticus wanted to know if I didn't understand him, and I have to say I had no idea that was what was being discussed. Fast recharge, fluid chaining yes, but I did not have the whole picture. I can see the logic in it, (for one thing, it reminds me of Brutes using their weak attacks to build Fury) but it's certainly not what I would have tried or even thought of.
Quote:I think I just killed civil conversation to make my point clear, and for that I am genuinely sorry. Honestly, it's hard to make it sound like this is turning into powergamers vs casual players, but sometimes you've just got to put it out there to say, "Let's not go there. Let's respect what the other has accomplished."
-
Well, the Propel animation wouldn't be the same animation time. The Propel Boulder looks like it takes about the same amount of time, but IMHO I think the animation the Legacy Chain does with the smaller rocks looks faster.
Honestly, if they shortened Propel so it had the same animation time as Hurl Boulder it would help Propel, and could be used to hurl a boulder for Earth as well. So I'd definately be for that. -
Quote:I've already stated what my experience with Dominators is. If it's not good enough that I've never tried to achieve permadom, you're welcome to believe whatever you want.I'm starting to wonder if you have ever played dominators, or are just chiming in?
As for making chains on very few attacks, especially the lowest damage ones, that will DEFINATELY reduce your damage output. Dramatically. The majority of chain DPS comes from your most powerful attacks. So if you were making do on Domination to boost the damage of three or four basic attacks, you weren't doing as much damage as you could.
If you're playing Fire the same way, it's no wonder you're having Endurance problems. It's all getting back to Flares again. It's broken, it has less damage and more recharge. So you're not getting the damage for your End cost.
Do you play your Brutes or Scrappers like this?
Quote:Finally, where are you getting lvl 20 by? I just searched the thread and where you pulled that number from is a mystery. I'm getting the feeling it is from the same area as everything you are saying.
Are you saying that the 35 number is for /Energy only? Or is it only /Energy would be that cheap? -
Quote:Oh, definately. Even Castle himself said that "minimal impact" meant no more and no less than what it said. It wasn't a promise that things wouldn't change, only he would try to make such changes have as little effect as possible.I was more interpreting this as not minimal impact for those permadoms who had enough recharge to 2x-3x stack the dom dmg boost. For them, they got nerfed and they're not happy.
And I don't think he meant to apply it to double and triple dom. He was talking about single permadom specifically. He was very clear that double Dom would get nerfed, although he felt the ability to buff damage and the raise of the damage cap would compensate for that.
I don't expect the double and triple doms to be happy, but that's even a level of performance that makes the permadoms look bad.And I think team buffs really do make a Dom do a lot more damage now.
-
Well, I don't think anyone believes or was saying that the nerfing of PSW would have "minimal impact". And in fact the boost to Energy Assault has been anything but a "minimal impact". In some cases that goal was unachievable, since to leave things as they were would be to leave them as they were. With Energy underperforming, and Psi relying entirely on a power the devs couldn't nerf because it would kill the Set.
-
Quote:Well, permaDomination doesn't depend on the recharge time or chaining of the attacks, so I'm guessing that what you mean by /Energy being easy to permadom is that it has attacks that you can use available IOs in that will give you +recharge bonuses. Thus, it is not the traits of Energy itself (fast recharge, low damage, low end cost) that makes it viable for permadom but such factors as the ability to slot Stun in its attacks. This actually hasn't changed.If my /nrg is perma dom 15 levels before other sets what does that do to damage output over the lifetime?
I do understand that faster attacks means that you can build the first Domination quickly. But once that is established, it depends on recharge time. So if I am misunderstanding, please correct me. The level at which you can achieve permadom depends upon the level of the Set IOs. Normally, around 35, with the purples only available at 50.
Quote:For people totally unwilling to invest even a tiny bit of inf into their /nrg dom then ya they were totally the suck. For those people Castle changed the entire AT.
It does seem rather odd to me that you believe restricting the number of people who are capable of getting performance out of an AT would lead to it being more popular and more utilized.
I also find it difficult to believe that the casual player would raise 50 million inf, (by level 20?) much less know what to do with it to achieve permadom in that precise way that you make reference to. Only a hardcore player would be able to sort through the possibilities to find the one that conserves so much influence. (infamy, rather) -
Quote:But you agree that while it was ridiculously easy to make permadom, it was NOT the best Secondary overall. Even with the advantage of Domination up all the time, it was still inferior damage, right?This isn't entirely true. Nrg was ridiculously easy to make attack chains with before and with only a few attacks. That along with good IO options was why nrg was the easiest secondary to perma dom. Nrg is definitely better now for most people, but you need to slot a lot of attacks and be prepared to use them. The days of just spamming BS, TF, and burst as a complete chain are gone. (slight exaggeration
).
Quote:Making Powerpush an amazing attack is what has transformed Nrg under the new design. If it was still skipped Nrg would be pretty rough in the low levels if you aren't mind or grav.
Be careful in your statements because the change to powerpush (and tk thrust) are not mutually exclusive from old doms, but they are a huge part of what constitutes the "improved" state of those sets.
It seems as if you are saying that Consume (which does damage comparable to Power Push, even though it's AoE) should be doing more damage. Or at least be more usable as a chained attack.
Quote:As for my current issue with fire, ya it is mostely flares, though I don't like an 8 second fireblast either and would have probably liked it better at 6 seconds. Fire is set up a lot like ice blast (actual ice blast, not icey) and just like ice it is very hard to make fluid chains now.
Honestly, I'm not really sure why Fire was changed at all, as its performance was comparable to Ice, and just fine. I can understand the standardization of the starting attacks, as building Domination should not be as important any more, and dealing damage more, but whether through oversight or intentional nerf, even that led to the current Flares. -
Quote:Yes, but removing it removes that consideration of its relative weakness. Although you're not comparing damage, you could be. It's also one of the attacks that got faster, removing it would make Electric look slower comparitively.I could only get away with pulling the snipes though for what I posted because when I tried to amend elec by removing one of the lowest dpa attacks in the game (thunderstrike) Jade cried fowl, even though no well built pve elec min/max would use it for st or aoe damage. Zapp has higher dpa
It is better to leave all low utility attacks in, since they are ALL of low utility. Everyone's got a power or two that they can skip, so treat them all equally. No one uses the snipes, for instance, so either remove them all, or keep them all. And since Ice has no snipe, that would throw off the comparison.
What do you say to Energy having such high recharge? Why is it good in that case and not good for your examples? -
Quote:Heh. I don't think the devs ever really designed a set with "we need a *this*" in mind. For the most part, their design process seemed to be "What would be really cool?"(Incidentally, the history of power design in this game in general and with respect to Grav in particular leads me to believe that the devs have had several "oops" moments...)
For instance: "What would be really cool in a Mind Control set?" "Oh, I know, you can pick up people with your mind and fly them around!" So, Telekinesis, a power that allows you to grant Fly on other people -- who then fall out of the sky when they get out of range from you. Oh, and you can't fly, too, unless you take that power.
Or: "What would be really cool in a Gravity Control set?" "Oh, I know, you can warp space to bring all your allies in the team directly to you!" "What about a pet?" "What pet, you can't make a pet out of gravity." -
Quote:I'm sorry if I come off that way. Frankly, I know exactly what Frosticus is talking about with the End costs and I can empathise. It's just that the problem is not as general as he seems to believe it is. It certainly isn't recharge time, because the set which is universally described as positively effected by this change has the slowest recharge time of them all. It's "clunkiness", which is not a measurable quantity, its a perceptual one, based on recharge time, animation time, early availability of attacks, and previous performance. Energy and Electric, the two extremes, are apparently less "clunky" than before, Fire, smack dab in the middle, is more.This has been an interesting discussion to watch; I'd say you both have half the truth and are busy beating each other over the head with them.
I personally think I can sum up Frosticus' End problems in one word though: Flares.
Quote:The Dominator revamp, in addition to shifting damage out of Domination and into the base AT mod, seems to have reconsidered the design of the other assault sets with the success of Elec in mind. [...] But Elec Assault was changed in a reverse direction - the melee attacks in particular were sped up and their damage was decreased. I'm honestly not sure why this was done [...]
I think it makes a lot more sense, though, if you consider that the Assault sets were moved closer to the midpoint, instead of Electric being moved where Energy was, and Energy being moved where Electric was. Yes, Electric is kind of fast, because on Brutes and Tankers Electric's melee attacks are kind of fast. But it still does way more damage than Energy used to. And Energy, in fact, which does so much more damage than Electric or Fire, doesn't have Build Up. So in fact Electric gets a damage boost with Build Up that gets its damage back closer to the midpoint. (And also makes that extra damage free of End cost)
If you look at the recharge time of the individual attacks, or the average recharge time of them all, as Frosticus did, it really shows that. It went from a range of 7 to 12 to a range of 10 to 12. A much tighter range. Now, this may be irrelevant in regards to the performance of the set, but the devs were not tweaking the damage and recharge times according to the set's performance, they were making changes to the individual attacks, and then seeing what effect that had on performance. And in fact the fastest recharge attacks underwent a lot of changes before settling on what we have now. -
As long as people continue to spread misinformation, like "All Dominators got their End costs raised to compensate for their higher base damage", despite the fact that that is not true, posts like the OP's will continue, yes.
-
Note I'm not picking on you here, I agree with the spirit of what you're saying, but there are other factors to consider:
Quote:The basic idea is this:Exemplaring
I'm against Exemplared characters keeping all their powers. I think the Exemplar system works in a fine and fair manner now.
Team Leader: Hey, wanna join us for a team? I'm level 31, and I've got a mission.
Level 33 Tanker: Sure, sounds like fun. Oh, wait, you said you were level 31, right?
Team Leader: Yeah.
Level 33 Tanker: No way. I'll lose Unstoppable.
Team Leader: But it's just two levels. You'll get XP...
Level 33 Tanker: I'll lose Unstoppable. Sorry, not interested.
Under the current system, you could at least team unexemplared and use Unstoppable. With Super Sidekicking you have to either accept the exemplar, or quit the team and not share the XP with your teammates.
Hopefully we'll be able to keep a couple of level's worth of powers, but won't have Nova at level 1.
Quote:Rush to 20
I'm against increasing the rewards for the first 40% of the game.Of course, you're making higher XP at higher levels, but you get my point.
I'm not sure we really need 20% more XP to get to 20, but it doesn't really take that long to get to 20 anyway. I would be more concerned about getting the jet packs and so on that how much time it takes me. -
Quote:Well, Mind is kind of unique. I'm guessing that the effect is really applying to everyone, it's just that only some of the targets fall asleep. Those that don't fall asleep, though, are still under a mild hypnosis and don't think to question that their buddies are asleep.Well sure. But isn't the same true of Mind's Mass Hypnosis? You're standing there and suddenly all your buddies around you just fall asleep standing up? I'd be thinking someone is pumping sleep gas into the room or someone is f'ing with their minds.
Mass Confusion is even easier. Maybe you are concerned about what made your friend suddenly turn around and attack you, but your attention is a little distracted by having to deal with your friend that suddenly turned around and attacked you.And unlike Seeds of Confusion, you don't have a visual indication of where the attack came from.
In general, though, I'd say Mind's ability to use its control powers without alerting the targets is a function of the Mind Control Set, not the Sleep or Confusion status effects in general.
And there's still the possibility that with Gravity you know where the attack came from, but can't do anything about it because there is this wavering field of distorted space between you and the attacker. -
Quote:That makes no sense. Your average isn't even a PART of the old Doms. I already said you had two "clusters" of values, one around 8, and one around 11. There's no Dom that actually had any recharge times around this hypothetical average you talk about.Take all the aggregate recharges of the "old" and determine the avg. You'll get a number that supports my reasoning that states new elec follows the "old" design almost to the letter.
Quote:*Don't assume the ranking are indicative of damage. I never said that. They are representative of base DS, but animation times, damage boosting powers and damage type will all play a role in shifting final damage output.
As I said, at best your table is a rough guide. It's useful only in pointing out the most extreme of cases.
Quote:*Interestingly enough, if I'm to believe my elec friends they have opted out of using thunderstrike due to its horrible DPA since the revamp. If I were to drop that power from the "used" list similar to snipes Elec goes down to an avg rech of 8.8, which further goes into supporting the elec:nrg role reversal.
Besides, you are already including Ice Sword Circle in Ice Assault because you claim AoE damage is extremely important to a Dominator. So you exclude an attack when it supports your claims, but insist on including it when that supports your claims.
Quote:What this is telling me is that Castle spent a whole whack of time playing with the base numbers and yet people blindly jump on board and say both new elec and new nrg are both great, but those same people would probably say the same thing if none of the DS values were tweaked and just the base modifier was increased.
Actually, I feel that the changes to the individual Power Sets, including and most especially the change to Psi Assault, could NOT have taken place without the change to Domination. Previous to I15, the fast attack that you could use to build Domination was extremely important, especially to the Sets that had only fast attacks and thus could not do significant damage outside of Domination. By making Domination less important to dealing damage, it became less important to build Domination to deal damage, thus making it possible to increase the recharge times and damage of attacks and delay Domination.
At any rate, if the powers had not been changed, then the Domination change as a whole would have been positive. There would still be a wide gap between Energy Assault and Electric Assault, however, whereas now that gap, while as you say reversed, is a lot narrower. It is kind of funny, though, that when you increase damage and recharge time, that is a nerf, and when you decrease damage and recharge time, that is also a nerf. -
Quote:Outside of a mission, you are SK'ed to the person with the star. So yeah, you can street sweep 50s in RWZ with a 47 on your team, but only as long as the team leader stays 47. He could turn off XP, I guess, if he wanted to be a full-time "bridger".Here's the thing. To Un-exemplar now, you apparently have to quit the team. Now, if they don't change this and still allow you to Un-Ex by choice, then this could happen:
Say you have another person the team with a level 47 mission. Mission is set, so everyone gets set to 46. You're farmer guy, or whatever 50's you got then, could un-ex themselves, leaving everyone else at 46. You then proceed to street sweep RWZ, or whatever depending on party level and you're basically still bridging.
The 50 that quit your team, though, he would not do your team any good. You wouldn't get any XP for kills he made, and he wouldn't get any influence for kills you made. If you both contributed to a kill you would split the XP, but you would split it according to the damage done. So likely he'd get all the XP. (and be unable to use it, since he's 50)
I'm guessing if they allow you to un-Exemp, it will be like this. You'll return to your previous level, but you're cut off from the team in terms of dividing XP. If you want to just steamroller through a level to get it out of the way, though, and not earn any XP for it, you can do that. -
Quote:Can't disagree with that.I suspect you'll find Castle chose that example, not because it was part of his original reasoning, but because the dominator forum itself was, at that point, peeing its collective pants over having our toys taken away. It was probably expressed that way for our benefit, not as an explanation. People are notoriously rubbish at understanding actual math when it's presented to them, reacting instead emotionally.
I'm pretty sure the stated goal to "minimize the effect to perma-Dom" was intended to keep it from being percieved as a nerf to permadoms, in order to bring them in line with non-perma-Doms. Which it still is percieved as a nerf, but at least we can say those nerfs were to the Power Sets, and not to Domination as a whole. -
Quote:Looks to me like all you've shown is that Elec, Psi and Thorns are all pretty much the same, instead of Elec being all that so much faster. In fact, nothing is down around 7 or 8, which were your previous "fastest sets". (And tellingly, both of those were underperforming, or relying on a single power to compensate for the rest)Code:
Fastest to Slowest elec new 10 psi new 10.4 Thorn new 10.6
And besides, an average across all attacks treating them equally is just as irrelevant as single power to single power comparisons. At best, you can say you show a shift away from the really low damage extreme, and more towards the middle, with Psi, Elec and Energy, which we know are the big changes, making the biggest shifts. Fire doesn't even really show up as that big a change, because looking at recharge time doesn't cover the loss of damage in Flares and Combustion.
Heck, just look at your chart. The old values are all clumped up together, and so are most of the new values. The old values you've got two ranges, one from 7.1 to 9.4, and then another from 10.9 to 12. In the 10 to 10.6 range, where you're saying Electric is "like the old Dom sets", there was NOTHING. Now the range is from 10 to 12.6, with really 10 to 11.1 being the continuous bit. If you assume the numbers are damage ranking as well as recharge, then Energy really is a lot more damage than the others. -
Quote:Granted, that too. But the starting point, the benchmark, was where a normal, unbuffed Dominator could perform under permadom. That was Castle's example when he made the comparison. It was in fact his argument that while double and triple Dom would lose damage under this new system, they could be buffed by teammates to be just as well off. They just could not do this ALONE.It's making the damage more than the damage was under permadom, making dominators more buffable, making dominators better when buffed, and that's all.
The changes did not move damage to Permadom and park it. For the most part, they moved further onwards, and increased damage past that point.
I am not trying to say that the new system is THE SAME as old permadom. Only that under the conditions set out for the baseline, the damage values will be equal.
(And just in case you're trying to say this, I'm not really considering 105.0 compared to 103.85, or 95.0 compared to 90.0, to be a significant amount of damage buff. Not when compared to the overall buff itself. Such a minor change is not going to be noticable compared to the greater changes to the individual Secondaries themselves) -
Quote:Well, what would you call permadom other than "having Domination up all the time"? So if the devs intended for the damage Dominators do to be the same as if they had (old) Domination up all the time, then wouldn't you say that's making the damage the same as permadom?That's not to say 'Permadom is the balance point on which we are basing Dominator performance.' You can read that into the writing if you want, but it's certainly not what I see.
Now, note that I said the damage done was equal to having Domination up all the time, not any of the other advantages of permadom. Permadom still has advantages under new Domination, just not damage. If you thought I meant to imply that, then that's not really what I meant. I'm talking about damage, and damage alone. And double and triple Domination don't enter into it either.
Quote:I'm not entirely certain how to express this without irritating someone, but the real shift was to give Dominators primary and secondary 'equal focus.' To let it control as good as a control AT, and assault as good as a hypothetical assault AT.
Permadom was not a benchmark, it was a ballpark.
In the end, though, they decided that it was not too much. The balance point was just about where the devs wanted it. (or they certainly would have changed it) So what we are talking about is what Domination is RIGHT NOW. Not what we were afraid it might have been, what it could have been, but what it is. Which is, under the judgement of the devs, that having permadom level damage at all times is NOT imbalancing.
Again, if you disagree, point that out to the devs, not to me. I can do nothing about that judgement.
Now, whether we agree that Dominators are overpowered or not, we are talking about a comparison between the various Dominator Secondaries. And if we take as the baseline of performance the original damage under Domination, then we can analyze that, and state that Electric is now doing somewhat less damage, but using less Endurance, while Energy is doing a really nice amount of more damage, but also using more Endurance as well. Such a comparison isn't really as obvious if you state, instead, that both Electric and Energy are doing more damage, which compared to pre-Domination levels they both are. But you lose the minor details, as well as allowing misperceptions, such as that all Doms got their End costs raised to pay for the new base damage, to creep into the discussion. -
Quote:There is another difference between your build and mine. Not only do I not have permadom, I am not trying to get permadom. Perhaps, contrary to having Domination up more often helping to solve your Endurance use issues, you are actually causing an Endurance problem because your recharge is so fast. Domination's ability to refill Endurance, while useful, is not enough to keep up.I also can't account for how slowly you do or do not play the game compared to me, but if you have no endurance issues now then you must NEVER have had any issues before with lighter attacks and additional efficiency gained through domination. You experience definitely runs counter to mine as I'm ready to call dominators as a whole "endurance pigs". I can count on one hand the number of times I've used domination for something other than the endurance refill since the changes went through. I can't imagine that is how domination was envisioned to be.
Also, I know I'm using more End on my /Fire now, and less on my /Elec. I just haven't gotten around to reslotting. The question is not whether or not I'm using more End, it's whether I can cope with it, or if it makes the AT unplayable.
Quote:The funny thing is that if elec is so good now then it just proves that the recharge numbers didn't need to be tampered with seeing as how it closely resembles the structure of "old" dom sets (fast and light). Proof imo that people have no idea what they are talking about.
Charged Bolts has a 1 damage scale, with a 4 second recharge and 5.2 End cost. Flares and Psi Dart are both faster than that, with a 0.84 DS, 3s rech and 4.37 End. (Flares is actually 0.88 DS, but close enough) So Charged Bolts was not adjusted to be 2.2s rech like Flares used to be, it is still slower than Flares. Power Bolt was and still is identical to Charged Bolts. (So it never had a fast attack like Flares either)
Lightning Bolt has a 1.64 DS, with 8s rech and 8.528 End. Fire Blast is now the same 8s rech and 8.528 End. (It does more damage due to its DoT) Power Blast, which was weaker and faster than Lightning Bolt, is now 1.96 DS with 10s rech and 10.2 End. Actually, Fire Blast, despite its greater damage, used to take the place of Charged Bolts and Power Bolt as the fast Dom building attack, since it had the same recharge that they do now.
Charged Brawl has been reduced from 1.96 DS to 1.32 DS. It now has 6s rech and 6.86 End. Havoc Punch went from 2.6 DS to 1.96 DS, 10s rech and 10.2 End. Bone Smasher matches Havoc Punch exactly. Incinerate has the same rech and End cost, but again does more damage because of Fire's DoT. None of the other sets have a melee attack as fast as Charged Brawl, but then it's still slower than Charged Bolts. Note also that Brute Charged Brawl is 0.84 DS and 3s rech. So Charged Brawl was not reduced as much as it could have been.
I don't really see that Electricity is that much faster than any other Secondary. If anything, the success of Electricity prior to the rebalance seems to show that high damage and long recharge is better for Dominators, rather than worse for them. The fact that it includes a mechanism to recover End might have covered up its higher End cost, or perhaps those used to playing the set unconciously adjusted to it. They didn't have to suddenly go from being very End efficient to having to spend a lot more Endurance. -
It doesn't really make sense for Dimension Shift to be aggroless. If I'm standing at a party chatting with my friends, and half of them suddenly fade away into nothingness, I'm going to look around for who did that. Or at least run for the nearest exit.
How about this? Alter the effect of Intangible so it has the current effect, but if you hit an effected foe with another status effect it breaks, like Sleep. The attack must be a status effect, though, normal damage has no effect, and further the attack must be a single target attack, an AoE will have no effect either. So you have to target that foe directly, and won't "awaken" foes accidently with an AoE.
My original thought was knockback to break the effect, since Gravity could use either Propel or Lift to knock foes out of the Dimension Shift, and Force Field could use Force Bolt to break Detention Shield. Sonic doesn't have a single target knockback, though. If we just make it a status effect in general, the Sonic Def or Corr could use Screech from Sonic Attack, or any other status affect power from their other set, while Controllers would pretty much be able to break it with any of their Primaries.
I don't think it would even be that difficult to implement, just make it so that any other status effect overrides Intangible and resets its magnitude to zero. Even teammates would be able to break through, if their attacks have a status effect, although it might take a while for a random effect to hit. -
Wow. You're really going to make me go search for it, with the Dev Digest broken and all.
Okay, the main point is what Castle says here
Quote:The gist of it lies with removing the Damage Bonus from Domination, and adding that to the Base Damage values for the AT.
In short, permadom damage was moved out of Domination, and made the base damage for the AT.