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EA might lose the heal, since it has one in Energy Drain, and maybe gain some other bonus. That would make it different from Energize the same way Energy Drain is different from Power Sink.
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Quote:It's the ability to turn into a mutant rhino that balances that out. It's the Kheldians' version of Domination. The human form is a bit weaker because of that. Not that there's anything wrong with playing a Human Form Kheldian, but you know unless you've got a team behind you you're going to be a bit weaker than everyone else. (Well, everyone except maybe a non-offense boosting DefenderSpeaking of VEATs, I keep wondering why HEATs suck so much. I did a buff/stat comparison side-by-side and VEATs are pretty much superior to khelds in everything. My widow's BU is +80% damage, while my PB only gets +72% for some reason. My widow buffs more from powers like Maneuvers, and gets more out of powers like CJ. She has mez protection, and my PB doesn't unless she turns into a mutant rhino. Think it would go a long way into making khelds more playable if the little stats like those were adjusted, and they actually had mez protection in human form..
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Kheldians make themselves stronger the more people are on their team, VEATs make everyone else stronger. They're opposites. -
Well... it looks like the old "Cottage Rule" just got a new version.
Apparently, Build Up cannot be changed to build up a cottage at your location. However, if it JUST HAPPENS to build up a cottage at your location, while still increasing your damage and accuracy... -
Quote:Well, I don't see any reason why every Kheldian has to be the exact same shade of whatever color. So they are made of energy, not matter, does that mean their frequency can't vary to make one a little redder, or a little bluer? Each of us is not the exact same shade of whatever color we are, although given CoH's skin tones there are a limited number of those different shades.This is the only part i read that gets me.
Khelds are a new creation specific to the game, sure, but there are still at least a dozen RP reasons to modify the colors of kheld abilities. A couple of examples: Perhaps the character is a mimic/shape shifter who idolizes the Peacebringers, but to keep himself distinct uses red abilities, or the person who was joined with the Warshade symbiont has some natural aspect of him or herself that alters the energy generated to turn it blue.
So, yes, they're baked into the story one way, but there are ways that make complete sense in the universe the game is set to allow customization for those abilities.
If the mechanism is already in place to allow powers to only be tinted, or given a limited range of colors, then just do the same for Kheldians. Peacebringers get the light pallete, and Warshades get the dark one. It's really not the powers that most Khelds want to make unique anyway, I think, it's the forms.
Supposedly, Stone Armor will only be getting "limited customization". I'm guessing that what this means is that Granite Armor won't be customizable. This is likely because as a costume swap, it's a much more complex thing than just tinting a graphic. It requires a whole new level of changes to the engine that the devs just aren't ready for yet, having already spent so much time and effort just making basic color customization work. So Kheldians, if they can't be customized, I'm going to guess it's because the forms can't be customized. Stone Armor they figured most players would be happy with limited customization, but Kheldians would really not get to change what they want to change.
Give it time. I'm sure when they solve the issue of Granite Armor and Mastermind henchmen, they'll be able to make forms customizable too. -
Quote:Well, logically speaking then it should be possible to use the pistols to deliver gas grenades and traps, so you'll have another set like Trick Arrow for both Corruptors and Defenders. But just because you have Trick Arrow, that doesn't mean there's a Blaster Secondary that uses a bow. There isn't a Controller Primary that uses a bow. Saying that Dual Pistols should have a Blaster Secondary because Archery has a counterpart for some other AT seems like a non sequitor.Yes i mean TA.
Why TA? Simple -we already have an example of 2 entirely different sets which can use the same drawn weapon and function as a combination. So in short, you can have a pistol blast set and a pistol assault secondary which functions just liek all other blaster secondaries. Its really not that far of a stretch to see how that works, regardless of the actual function of TA...
Note also that this is unique to Archery/TA, AR/Traps doesn't fire grenades from the rifle, and neither does AR/Devices. The Assault Rifle/Trick Arrow should now even be possible, in fact, for both Defenders and Corruptors in I16, and so I suspect we'll start seeing this redraw problem where we didn't before. (Masterminds had it, though, with Mercs/TA and Bots/TA) In fact, it's a problem that there's no Blaster Secondary that doesn't require you to redraw your weapon, you don't have to draw a grenade or an Energy Punch to throw it (well, technically you do, but it takes only a split second) but you do put up your weapon when you do.
If you want to make it up to the player to choose a Secondary that matches his Primary, then there should be a match for every weapon. There should be an Archery Secondary, an Assault Rifle Secondary, and a Dual Pistols Secondary. And there should be an Assault Rifle Buff/Debuff set, and a Dual Pistols Buff/Debuff set as well. Not to mention that Controllers need a Control set that uses the Trick Arrow bow as its launcher. Masterminds are fine, they've got Ninjas.
I suppose the alternative is that if you have an Assault Rifle, then Traps or Devices uses it. But that's basing the animation on another power set, which I'm guessing at this time is impossible. Or at least, altering it based on if you have a weapon out. Shield is able to change the animation of the melee weapon attacks, so some mechanism must be in place to do that. But that doesn't really help Pistols, they don't really have an option to launch grenades. -
Quote:What? Archery cannot be used in Melee. Are you talking about Trick Arrow? That's not a Blaster Secondary, it's a Buff/Debuff set. It doesn't deal damage, (well, not primarily) and it isn't melee.It would be very interesting to have a pistol melee secondary set. Very interesting. I see no reason why this shouldnt be possible since the precedent has already been set with Archery.
Quote:As long as its more Gunkata than Thug MM rip-off animations, ill be happy...
The problem with pairing any Blaster Primary with a weapon using Secondary is that unlike Dominators, you can't be assured the same weapon will be used in both cases. If you had, say, Archery/Dual Pistols then you would draw the bow to shoot arrows, and then draw the pistols to do your Gunkata. Unless there was a generic Weapon Manipulation in which you used whatever weapon, bow, machine gun, or pistols, to hit your foe over the head with it. But making that work with the same animation would be impossible. You would reverse the machine gun to use its butt end, slap with the pistols, and probably strike directly with the handle of the bow.
Even a similar but related weapon would introduce redraw problems, like Archery/Sword. Kicking attacks are really the only thing that would be globally accessable to all three weapon types. -
Quote:The AT descriptions only have "low", "medium" and "high", there isn't enough precision in such a simple ranking to clearly show the difference between Tanker HP and Brute HP. You certainly couldn't call a Brute's HP "moderate", it's the second highest in the game. But it's NOT as high as the Tanker.if thats the case on tanks why is it when you go to make a new hero/villan if you look at brute it says high dmg high hp but when ya look at tank it has mod dmg high hp
And evil being stronger is only if you look at those two stats alone, without looking at any of the other abilities of the Archetype as it is described. Tankers have way more defense than Brutes, and take less damage when hit, above and beyond their higher HP.
So yes, villains are stronger and do more damage than heroes. Heroes are tougher, steadier and more consistent, and work better as teams.
As for kick, as already mentioned, Brawl is a kick attack for many weapons sets. If you have a hand free, though, why are you going to kick someone instead of punch them? A kick is slower, and leaves you more open for a counterattack. I would like to see Brawl customizable so you can do a kick, but given the choice, I think most people would go with the punch.
Also, while you may be able to punch or kick anyone naturally, because it's a "basic skill you know from birth", you do NOT know how to punch or kick someone who is wearing a suit of armor, or whose skin is made of rock, or who is surrounded in energy shell. You know the ordinary people with the punches and kicks that they learned from birth? Those are the people on the street getting mugged by the Hellions and Outcasts and calling for you to help them. Unless you have super strength, or claws on your hands, or know how to aim for a pressure point, you'll probably break your fist before you do any real damage.
That's why your Blaster blasts with a machine gun or uses punches charged with energy, instead of trying to use his bare fists. Mind you, I would love to see a Martial Arts Secondary that mixes some kicks with Energy Manipulation type self buffs. -
The best way to play a Dominator is not as a controllery Blaster or a blastery Controller, but as a controllery Blapper or a blastery Scraptroller. You've GOT to get in and mix it up in melee, unless you're /Fire, and even then getting close to the foe can help.
Both Controllers and Blasters have the strategy of standing back out of the melee, Controllers to wait for the foe to die, and Blasters to wait for a chance to run in. With the Dominator first you want to divide up your foes, hold down as many at a time as you can, and then run in and take them out. Hesitation is not good to a Dominator.
And trying to take on large groups isn't really a lot of fun either. A Dominator is more of a stealthy subtype, only without the actual stealth. Using your holds or even soft controls to divide up the foes and throw them into disarray, though, will help you single them out. You're not really a heroic type, you're a sneaky, take advantage of any opportunity type.
You really had to play that way back in the old days of Domination, but even with almost Blaster-level damage with new Domination, you still can't play strictly like a Blaster. It's not about overpowering your foes with damage, it's about overpowering them with controls, and then taking them out while they're helpless. -
Quote:My personal guess is that it's going to be similar to this, but over a larger number of missions than just one. First of all there are the "Hero" and "Villain" missions that have been pointed out. Plus, there's games like Knights of the Old Republic that have an alignment system that could be easily adapted here.Possibly a choice must be made. If choice 1 is made you walk in darkness if choice 2 is made cotuine the path of justice. Perhaps we're going to get branching arcs
In short, the more "Hero" missions you play, the more heroic you become. The more "Villain" missions you play, the more villainous you become. There will likely be "Neutral" missions introduced in Going Rogue that allow you to do more questionable acts if you are a Hero, or some good deeds if you are a Villain. I like the idea of being given multiple choices, and I hope that shows up, too.
So a Hero becoming a Villain is something that will take effort. First of all, you will have to become Neutral, which will require taking more Neutral missions than Heroic ones. Then, presuming you get access to the Rogue Isles, you'll have to start taking Villain missions over there to truly "Become Fallen". Praetorian Earth and its shared missions, where you will obviously be teaming with both Heroes and Villains, will be the path to that.
Now, for those who don't want to wait, I understand you will be able to create characters already Neutral. So you'll already be halfway there, you won't have to work as hard to "switch sides". You can start your character off grey to start with, or work your character to that point and stay there. (I know I will have a bunch of characters that will "go grey") -
Quote:Doesn't it also have a greater radius than any other damage aura?I would be happy if they actually buffed Orbiting Death. Currently it costs significantly more than any other damage aura and does the lowest amount of damage of all damage auras.
This is not to say it wouldn't be more useful with an 8ft radius. (It would certainly draw less aggro) But we know the devs include the radius of an AoE in calculating its damage to End cost ratio. -
I just noticed you've got Body Mastery twice. Amusingly, Body Mastery IS Energy Mastery. The sets have exactly the same powers in them.
Okay, here's an interesting thought. It is impossible for "Body" to ever have a Ranged, Buff/Debuff or Control counterpart. Unless you assume that some sort of "stretching" power will be added to the game. Have you noticed, though, that the Family Bosses not only have Super Strength, they have Gravity Control as well. In keeping with the post I last replied to, which said that Gravity shouldn't be matched with Energy, maybe Gravity, and Kinetics, should matched with Body. After all, Kinetics does grant a number of powers which seem related to making the target move faster (SR) or be invulnerable. (Inv)
Perhaps the concept could be called "Density". This would match Super Strength, Invulnerability, Gravity and Kinetics, which even has a power called Increase Density.Martial Arts and Super Reflexes are a bit harder to fit in the concept, but if you consider them as reducing density, or concentrating it at the point of impact, it might fit.
Tying it to Martial Arts might even suggest a blast set, you might make it a Chi blast set, something like energy, but with slightly different secondary effects (as you would expect for something like Light Blast) or make it a "bending" type set, which fires waves of distortion at the target instead of solid blasts. (The latter would look cool, and could have disorient as an effect. Which would be funny since Energy Melee disorients and Energy Blast knocks back, while Super Strength is knockback and would be paired with disorient)
This would also open the way for a Super Strength or Martial Arts based Dominator Secondary. (Although personally I would pair Martial Arts with a weapon like a bow or pistols, which could be kept out during MA attacks since they would be in the same set on a Dom)
Note that the implication of some of this, including the first comment on Body/Energy mastery, is that Super Strength and Invulnerability are themselves a form of Energy. Which does fit Inv, and could fit SS as well. That energy is internalized, though, instead of externalized as in Energy Melee. (Note Blaster Force Mastery gives you Invulnerability powers?)
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I noticed Demon Summoning is on the list, but not Dual Pistols.
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Ooh, good point.
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Also, Gravity doesn't really fit "Energy" except in an incredibly vague, loose, and debatable sense. In fact, it really doesn't fit any of those elements at all.
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Perhaps not, but if you relate Gravity to Kinetics, it seems like more of a match up. The graphics even have some striking similarities. (Which I only noticed the first time I played a Grav/Kin)
Illusions and Force Field seem more like manipulating the solid, physical forms of energy that you can use to blast people with, while Gravity and Kin are more fields of energy that are more subtle it their appearance and effect. Plus, the "Primal Forces Mastery" is clearly energy powers, but suggests by its name that it is a manipulation of the primal forces of the universe, such as gravity.
Besides, if Gravity isn't a Force, what is it? -
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Empathy is an emotion, the full Empathy set is driven around pure emotion. There is little else in this game that is as mental as that without being stamped with the world Psi or Mind.
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All I know is that I made the same argument, and someone had to go on for pages about "The description of Empathy in game says nothing about mental powers. It's all about healing." In fact, IIRC there were several replies to BaB's post claiming that he misinterpreted the concept behind the Pain Domination set.
Yeah, I know. It seems obvious enough to me that Empathy is intended to be matched up with the concepts of Psychic Blast and Mind Control. Maybe it is that some people are trying to consider the concept more on its own, and are concerned about making it too limited by clarifying its concept.
I am trying very hard to be understanding of such points of view, rather than just questioning their intelligence.
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Although I can see renaming Plant to Nature and having spines tossed in there, I can't see claws there since all claws in this game are pieces of equipment.
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Well, first of all, all claws appear to extend from inside the wielder's body. They do not "flip" out as you would expect from a device. Plus, several choices for the Claws come very close to looking like animal claws, particularly the villain style claws. Given the limitations of the engine, that claws on the ends of fingers would have to look like "mittens" as BaB described them, small claws that appear to extend out of the first are as close as you can get.
Second, it is not about the appearance of the power in game, it is about the concept or archetype behind it. And the base concept of claws is an animal. Whether that be a cat, a wolverine, a werewolf, or whatever, the idea is that you have a feral, animal-like person with great agility and fighting skill. That person could be a mutant, he could be magically imbued with an animal spirit, or he could be emulating a clawed animal using devices.
Body would fit that, but it is not really a weapon, in the same way as a sword or a machine gun. It's drawing from a force of nature, not a strictly man-made technology. And the nice thing about a Nature category is that you can put Poison in there too. (Plant and Poison -- Think about it!)
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I went for Body instead of Unarmed because, theoretically speaking, all elemental forces are unarmed.
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I like your choice much better because, for one thing, it matches Body Mastery.If I'd thought of it, I'd probably have done the same.
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Although I can also see players conceptualizing Invuln into many things, as it's set in the game, it's really your body in action so I can't see it as weapons. I set Ninjitsu in weapons due to its heavy reliance in tools (caltrops, smoke bombs, etc.)
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Well, again, in this case I have the opposite of the Claws case. I can make Invulnerability look like I'm wearing armor by choosing a specific costume. However, the base concept of invulnerability is that, well, bullets bounce off your skin. If you use a device to accomplish that, you are still emulating an invulnerability of the body. So yeah, Body is the right category. Shield has Weapons covered.
I originally fudged a bit, though, because prior to Shield appearing in the game, what is the Defense set that matches concept with Broadsword? What about Battle Axe? You mention that Ninjitsu is the Weapon concept, but Scrappers don't get access to that. Actually, it's kind of funny that a meleer currently can get Shield OR Ninjitsu, but not a choice between both.
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Hm. Okay, a few corrections and minor notes.
It's not "Plant Assault" it's "Thorny Assault". Or just "Thorns". Thorns are also Toxic, but I'm not sure you want to make that an element. (It's possible to attack with toxins, but how do you defend with them?) Spines and Poison could be considered a weapon. (You already put Claws there, although I would consider Claws Body)
You left the "a" out of "Dark Miasma". (All 3 locations)
For Defenders and Controllers, you call Sonic Resonance "Sonic Debuff".
"Illusion Control" not "Illussion Control".
Extra L in "Ice Control". (Controller)
Stalkers get Regeneration. (should be in Body)
I would call Ninjas Body, even though Jounin use weapons, and Mercenaries should be under Weapons. Demon Summoning I'm assuming is a guess, but it's probably a correct guess.
You have Leviathan Mastery twice. I don't know if that's intentional or not.
I would put both Teamwork and Training and Gadgets under Body. While there is Foresight under Teamwork and Call Reinforcements for Soldiers (and the armor) I don't know if I'd really call that "Gadgets". The majority of the powers are the Leadership clones, which aren't really weapons or devices, they are innate skills, like Super Reflexes.
I would also call Widow Training Body and not Weapons, but I already said I consider Claws Body and not Weapons.So I'd rather it be consistent either way. Again, you've duplicated Night Widow Training, I see why but I think it fits Weapons or Body more than Mind. (The mind powers are the exception to the base Widow Training, not the rule)
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Empathy and Pain Domination don't have anything to do with mental powers! It's about medicines! Don't you know anything!
Or that's what I keep being told when I mention it anyway...
I have a version of that table. The categories are Fire, Ice, Earth, Nature, Electric, Energy, Dark, Sonic, Radiation, Mental, Weapons and Unarmed. I put Illusions in Energy and Storm with Electric, although really Storm is more like Nature.
Nature is Plant, Thorns, Spines and Claws. Regeneration and SR I also put in the theme because they could be matched with Spines and Claws, but SR could be Unarmed, too. Actually, both SR and Inv could be either Unarmed (Body) or Weapons, depending on whether you give your costume armor or not.
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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.
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. 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.
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.
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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Well, a Scrapper does have 112.5% damage, compared to a Stalker's 100%. And if you Crit once out of every four blows, that's the equivalent of +25% damage. So 125% damage compared to about 118% for a Scrapper with 5% Critical. And the Scrapper has more hit points.
If you're critting every time you attack, then yeah, maybe.But I think if you're just in there scrapping, while you may Crit fairly often, it's probably not more than 25% of the time.
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If containment was delivering too much damage, it makes more sense to simply lower containment damage.
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It makes the glaring assumption that all controllers are overperforming with containment across all levels.
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I don't necessarily believe that's true. If you assume that some Controllers are overperforming with Containment, and others are not, then the logical conclusion is that prior to Containment, some Controllers were underperforming, and others were not. As with Defenders, we have a situation where with some Power Sets the Controller can buff his damage to reasonable levels, and with some Power Sets he cannot. Containment was obviously meant to address the issue of underperformance, but managed to buff the Controllers that performed well to a point where they overperform. Obviously this is a danger for Defenders as well, should a bad solution be implemented to raise their damage.
Should the imbalance between Buff/Debuff power sets be corrected, though, the disparity will be reduced, and thus Containment will perform more equally across all Controllers. Under the circumstances, it may be appropriate to reduce or limit Containment.
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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.
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I don't believe that's necessarily true either. Here you are assuming that in able to solo, a Controller must have an effective doubling of his damage modifier, from 0.55 to 1.10. Yet, Defenders and Corruptors are able to solo just fine (apparently) with a damage modifier of 0.65 or 0.75. It is certainly not a given that the Controller must have his damage raised by exactly that amount.
The purpose of Containment is the same as the purpose of a Mastermind's henchmen. It is not the Controller's damage scale that makes his damage low, it is the lack of dedicated attacks. He is essentially limited to two to three attacks, of basic attack damage levels, until he reaches level 41. If he chooses attacks from the Power Pool, however, or his Secondary happens to provide him with some damage, or he chooses to use a Vet Reward, he can fill out his attack chain to at least do the moderate level of damage that another AT can do.
Given my experience with Controllers, particularly with some Pool attacks thrown into the mix, I don't see why a bonus of anywhere between 50% and 100% would not be more than sufficient to solo. A 50% damage bonus would be a damage scale of 0.825. And I mentioned before, a 100% damage bonus is 1.10. The truth is, there is only a small amount of damage that is needed to make the difference between easily soloable, and frustrating to solo. A Defender can get by on 30-40% more damage. Even given that Containment is not up all the time, ~75% Containment should be able to match that.
The question is whether that should be done, or whether Defenders should be given an Inherent that addresses the issue of the disparity in offense, and does it better. For instance, one idea I had was that a Defender Inherent could give an offensive buff every time a Defender uses a defensive power, and a defensive buff every time the Defender uses an offensive power. This would by definition balance out some of the disparity in Buff/Debuff sets, because it would make defensive sets more offensive, and offensive sets more defensive. However, it's a clumsy idea, and really only an example, there are too many details like how a control power would be handled, or what effect toggles have compared to click powers, that I wouldn't want to address. So that's not really a suggestion. -
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A scale 1.00 attack (unslotted) would become effectively a scale 1.95 attack when slotted 95% for damage. If you don't read what I type then I have no idea why you bother trying to reply. That is why (until I heard otherwise today) I ignored anything under scale 1.64, which I also explained in the post you quoted.
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Oh, I see. You weren't saying that the scale 1.0 attack was useless. You were saying that the table for the scale 1.0 attack was useless, because no attack would have such a low damage when slotted.
I'm sorry, but that was far from as clear as you seem to believe it was. It is clarified now, though, so no need to discuss it further. Obviously, although I read it, I did not understand the meaning of your post. -
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Thank you for repeating my point, that weaker attacks receive a greater benefit from Scourge due to less wasted overkill.
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No, you said:
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anything less than 1.95 scale was completely useless to use for a slotted attack given that the comparison was between damage of the attack to mob hit point levels.
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Now, was that a typo, and you meant that anything MORE than 1.95 scale is completely useless? Or did you mean that anything less than 1.95 scale is BETTER for Scourge, because of the damage compared to the MOB HP levels. Because your statement as you made it seems to be the exact opposite.
I can understand if you mistyped, or if I misunderstood, but I can only reply to what you type. I am not a mind reader.
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Since the only real issue is when comparing them to Controllers, I feel that you're looking at changes to the wrong AT.
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Since I repeatedly stated that both Defenders AND Corruptors could use a damage boost, I don't think I am.
Now, I do feel Defenders could use an Inherent comparable to Scourge because, as I said, you really cannot balance Defenders to Corruptors on 5% damage increments, it is closer to 2-3%. It would be a lot easier to provide such a small boost in the form of an Inherent, which could be made more useful than that under particular conditions. (That is, Corruptors get a bonus from Scourge beyond just the damage because it makes their attacks less End costly when they are getting close to finishing off the foe, and also gives them a greater role against Bosses and AVs)
The real issue, I think, is that there are Buff/Debuff sets that provide no damage boost at all, which are available to Defenders, but not to Corruptors. I think that issue will have to be addressed before Force Field is ported to Corruptors, because it will be more difficult for a Corruptor to accomplish its primary task as a damage dealer with no damage boost. This is already an issue for Sonic, Cold Domination or Thermal, although not to this extent.
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Similar reason for no EA for Scrapper/Tanks I imagine. Can we say perma-conserves?
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Right. I'm guessing we're going to find out very soon if Electric Scrappers and Tanks are going to get Conserve Power or something new.
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Just curious. Do you feel that the issue is wholly different with TA which has both a ST and AOE hold power?
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One thing I noticed about both Ice Arrow and Petrifying Gaze is that they do no damage. So they would NOT substitute straight for a Controller single target hold. (1.0 scale damage would need to be added)
I'm betting Dark Control gets Fearsome Stare (with less -Acc and more fear -- well actually just the AT mods should be fine) Black Hole, and a different Dark Servant. I also bet Dark Pit replaces one of them. -
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The explanation is, there are a couple powersets that would be sharing an interesting combination of powers. For example, Controllers want Dark Control and Dark Miasma, except Dark Miasma is already a very control heavy set which would supply a lot of Dark Controls powers. Combining Dark/Dark this way could lead to a lot of overalap.
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Two words.
Trick arrow.
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He doesn't mean overlap as in Ice Arrow and Block of Ice. He means overlap as in Block of Ice and Block of Ice.
Dark Control would have the exact same power with the exact same name as one currently in Dark Miasma. Personally, I see this as meaning Fearsome Stare and Parylizing Gaze. Possibly Black Hole. It would fit with Dimension Shift.
Dark Servant could also be redundant, but I see Dark Control getting something like MM's Lich, which actually does damage. While it might be redundant to have both a Dark Servant and a Superior Dark Servant (whatever) MM's currently have that situation anyway. Of course, they got Dark Servant nerfed because of it... -
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Dark Control/Dark Miasma for Controllers
Dark Control/Dark Assault for Dominators
Dark Blast/Dark Manipulation for Blasters
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Just to say it, I see this as working very much like Psi Blast for Defenders. When it was ported to Dominators to make Psi Assault, a number of new powers had to be invented, including some melee. Then when Psi was Proliferated to Blasters, Psi Blast and Psi Manipulation was made up of powers from Defender Psi Blast and Psi Assault. (Plus World of Confusion)
The net result is that Defender Psi Blast got two powers pulled out of it, Subdue and Psychic Scream, and put into Psi Manipulation. Working backwards, we could say that Defenders got Psionic Dart and Psychic Focus taken out of Psi Blast, and got Subdual and Psychic Scream from the Blaster Secondary.
Likely the same thing is going to happen to Dark Blast, which will probably end up gaining a Build Up power anyway. Dark Miasma could similarly end up losing some powers that go into Dark Control, and trading them for powers more useful to a Controller, such as Dark Pit, or even Torrent. (Tentacles or Life Drain, I think, might be a bit too much damage when paired with Containment. However, Tentacles or a sphere AoE variant could be Dark Control's AoE immobilize)
The good side is, Dark Melee already exists, so Shadow Maul, Shadow Punch, Touch of Fear and all the rest are all ready to go. And you know, while the idea of giving Blasters and Dominators a heal seems risky (not to mention all that -Acc...) it just wouldn't be Dark without feeding on the life force of others. So if not Life Drain, perhaps Soul Drain? You get a heal, but you've got to go into melee to get it...
Or perhaps, if that seems too much, a form of regeneration that feeds off foes. Not Dark Regeneration, of course, that's not a regeneration power, it's a heal, but a power that boosts your HP regen rate based on the number of foes you drain with the power. It seems like an AoE toggle is the obvious implementation, but it could be similar to Drain Psyche, only draining HP instead of regen and recovery.
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It is a very complex issue if it even exist. A can of worms maybe Castle would prefer not to touch at this point.
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I'm afraid that's true. The cat is out of the bag. It may be necessary to try to do something to control outliers, but to seriously nerf Containment would be badly recieved.
The best bet would be to redesign Containment completely, so it gave the same benefit or even improves performance in 90% of the cases, but eliminated the outliers. As was done with Domination. And that will do nothing to help the Defenders that are outliers in the other direction.
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Having seen Tornelco's defender solo AVs and Giant Monsters, I think I'd be happy with that damage on my dominators.
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Having seen some of the perma doms in action, I would be happy with their damage and control.
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Now all Doms are perma Doms.