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Posts
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What if repulsion field was a placed power rather then a toggle power? Sort of like how you can use a singularity's repel field. Place down a repulsion field and you have a larger safe zone then you would normally have with repel.
Actually... Repusion field could be an interesting containment now that I think about it. What if repusion field kept the mobs in. Place the feild down.. then when the mobs hit the primiter of the field they are knocked back inside of it.
Or they could be smaller allowing the defender to construct repel walls and contain foes that way. Quick recharging, taunting, no attack, wall like orbs which can be destroyed.
That is what is really missing for me.. the ability to construct area or walllike constructs which is a common forcefield thing in comics. -
My nephew has been playing and watching me play since I've started CoH. He's about 12 now... a mouthy, wisecracking 12 year old that if my sister has her way won't live to see 13.
He told me the other week that he was a better player then I was. I asked him how come he thought that. He said it was because I've only been playing for a few years and he had been playing for about half his life. -
Alternative means of travel powers would be nice. Right now we can use emotes on flight but it would be so much cooler to just have those as seperate customized flight options.
Perhaps a grapple hook/line for jump, even tumbling, perhaps even a rocket boost up and a free falling tumbling skydiver on the way down.
Superspeed going from glowy feet to distorted image, ground tumbling like super fast flips and twists sort of like floor show gymnastics. Another is the vanish and transformation into some sort of lightning, flame, darkness while you move around.
Propel.. rather then appearing from the ground and coming up with the portal and the portal/wormhole being next to the gravity controller.. have it appear someplace in the front or next to a foe and alternate the way objects leave the portal.. maybe from the side or from behind or above.. and anything in between.
Teleportation.. Opening a portal in front of you and steping into it or below you and falling into it and dropping down on the otherside.. like playing portal and placing one of your entrance portal on the floor and exit portal on the ceiling. Heck just random portal enter and exit would be a lot of fun.
I'd like to see that gut punch of Martial Arts I beleive its the first power.. slowed down a little bit. Just seems a little too fast.
The ability to choose between heroic or villianous color selections. Like blue electricity or red electricity.. custom colors are great but its hard to mimic the original colors and I tend to like the heroic versions over the villianous ones. -
Quote:Actually it might be possible. Just have the game look at the map you are on and choose from a list of items available from that specific map. Its not all that much different from choosing a pool of items to toss.. you just refine that pool a bit.I seriously doubt that the current game engine would allow that. As it is, each person sees a different item being thrown. The item is created on your computer, not in game.
But having said that.. I think time could be better spent on other things. -
Use the alternate animations that were provided with power customization. Some of the powers can use punch attacks rather then then everything being so kicky. That's what I did with my MA/shield scrapper and I like how he's turning out so far.
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For me the only giant monsters we actually have is Lusca and the sewer monster. Most of the others are just larger versions of things that we already have or the models/fight are not different from what we already. Its not that sense that you are fighting a giant monster but rather just a normal event.
I think that is key to a giant monster attack is that you don't see all of the creature and that the attack happens in stages. This makes a giant monster attack different from an event.
Paladin and babbage are so closely related that I actually can't tell the difference between the encounters. I would leave babbage as is but Paladin I would make into more like a giant monster attack.
For Paladin the object is to stop the clockworks from finishing building him. Its not really all that exciting though. What about if the clockworks are trying to build paladin inside of a building, and as they construct him various limbs appear to come out of the building like he's trying to step out of the building. You see his head on top of the building, and arms sticking out of the sides of it, crack down the front of the building for effect. The beauty of this is that the various buildings would give him a different sense of size, imagine him on a big skyscraper his head on the top and arms sticking out the middle maybe a leg out the front massive cracks and crumbling all around the building. Then imagine him in a smaller building where all you might see his his head and arms sticking out the side with the rest of him seen as underground. This leaves you with a massive sense of size and ugency in defeating him as well as a nasty fight incoming. First you need to stop the clockwork rushing towards the building, then once they are stopped defeat whatever has begun to emerge from the building.
Why doesn't the sewer monster attack locations with sewers? Just imagine tenacles coming out of manhole covers or ripping open the streets, through buildings at various heights and sizes. Basically a tenacle model with a different base to show it ripping up through the streets, buildings, ect. That would be a cool attack and give a sense of the size and threat of this creature that lurks deep in the sewers. I would love to see a hold from the attacks with the hero floating in the air and a tenacle wrapped around him that burst up from the ground, or immobilizaion by wrapping tenacles around their legs.
Rularuu could be seen as a set of arms and a head ripping through the fabric of the universe. You need to beat those back and then defeat the portal.
Hamidon could look like that rather then this.
Hamidon loses a lot of his current size because we fight inside of him so he becomes disconnected. You have the various parts of hamidon but the actual hamidon is perceived as that central giant oval. Imagine him more like that first amoeba image. You have a smaller central mass and off of that mass are interlocking models of nodules and tendirls. Think of it as stages.. beat the tendrils down to nodules, the nodules regenerate so they are beaten down and destroyed to the main body. Once all of those are destroyed Hami begins attacking using his various rays while the heroes bash on him until he is forced to divide and scatter to escape. That seems more like a giant monster fight then fighting a series of orbs and ovals. You could keep the raid as it is and use a different version of Hami to assault Founder's Fall.
Overall I really love the idea of fighting giant monsters. But that doesn't mean I want to just fight a large model. Rularuu as is would be kind of meh to fight imo as when you up close all you are going to see is the bottom of his robes and lose that actual sense of size because of that. -
Quote:I'm not invalidating my argument at all. My argument is that controllers don't stack well because of their primary powersets and you point out that some secondaries don't stack. After a certain point more control just isn't needed nor is buffing. If a mob is locked down even an AV once its permalocked no addtional control effects matter. If it takes 4 controllers to acheive permalock that 5th isn't making lockdown any better. If it takes 4 controllers to acheive buff/debuff caps then that 5 controller adds absolutely nothing in terms of buff/debuffing and outside of fire, illusion or AOE epics does not add all that much additional and meaningful damage.Your arguement is self destroying since controllers have defender primaries as their secondaries. The various caps also make your arguement moot.
A single FF defender can keep the team at the defense soft cap. More defense doesn't make you any safer it's just a pad against debuffs. A controller can almost do this solo as well.
Same goes for resistances your sonic/ can help you hit the hard cap on resistances when you have your own resistances.
A single kin can cap damage, etc etc etc,
The problem is that the controller can do it almost as well and can lock down the entire spawn on top of it.
Controls DO stack where buffs and debuffs hit the caps.
2 controllers can alternate AoE controls and keep every thing locked down (some controllers with massive set bonuses can do this by them selves.)
More controllers just make it better. Stacked mezzes lock down bosses, more stacked mezzes lock down EBs, yet more stacked mezzes lock down AVs even when triangles are up.
The best a defender can do is reduce incoming damage to 95% controllers can make it 100%.
When you look at the buff/debuffing control doesn't play well with much of it. -damage, +resistance, +defense, -acc, -end, +healing, +health regeneration. Those effects mean nothing when a mob his held. You don't take damage do you don't need to reduce incoming damage. They don't help to defeat that mob sooner, they don't keep you any safer. These are the effects that defenders leverage better then controllers because of the vary nature of control.
The effects that matters.. +damage, -defense, -resistance, +end recovery, +acc, -regen help you to defeat foes quicker. These are the effects that both ATs leverage and in specific cases (+damage, -resistance) controllers leverage better because of the nature of containment.
For a defender.. all effects matter and all effects keep you safer this means that various defenders are more likely to stack better then various controllers. If you have an FF/*, Sonic/*, and Emp/* defenders they stack better then a */FF, */Sonic, and */Emp controller as the control primary can negate the need for those secondaries.
If you have a Kin/*, Rad/*, Storm/* defender verses */kin, */Rad, */Storm controller both ATs make use of the effects but controllers make better use of them as they are safer to debuff mezzed foes and the +damage, -resistance of the powers aids containment better.
I like controllers, I like defenders. I'm not a numbers person but rather play by feel and the feel in my opinion is totally in favor of defenders while teaming. It has been my experience over the years and thousands of hours playing controllers that defenders just stack better then controllers.. unless you are building specifically towards controllers which stack well like Fire and Illusion.
The thing I dred most on a team is seeing another controller or any other kin while playing my Grav/kin main. If I'm the better player I negate the need for the other controller and the other kin. If they are the better player they negate the need for me. The team would always be better off dropping someone in favor of another character.
With my defenders I never run into that issue. Even if teaming with multiple same type buff/debuff defenders or same type buff/debuff controllers I know that I will always be able to leverage my secondary powerset to aid the team. -
Why choose a controller over a defender?
..multiple defenders stack much much better then controllers stack. Sure you can look at specific examples like all fire/* or Illusion/* controllers but largely controllers do not stack all that well.
Control as a function does not stack well. If a group is already held they don't need to be disoriented, knocked about, confused or slept nor can they be held more. Once under the effect of a mez its all about overriding the softer mez with a harder mez and about mez duration.
Control stacking only comes into play when you can't lock down a foe and need to overcome Mez Resistance. Once something is locked it doesn't care that you have pushed the mez to 10 or 10,000 the result is still the same.. locked down for as long as the longest duration control that was applied last was.
Control as a primary is unique not in the fact that it offers mezzing many other sets across all ATs offer mezzing and in some cases better mezzing then controller mezzing (sonic's cone sleep, dark and its fears, Ice and ice patch, Energy Melee and stun stacking for example). Control as a primary is unique in that it combines exceptional defense and offense in a single set. Taken by itself the control primary is all you need to play the game. A held mob does no damage and will die regardless of containment, containment just makes it less boring sub 32. As soon as the controller has control of his enemies he has won the fight and can not be defeated. Because of this design controllers solo extremely well and do so independant of their secondary set. The secondary set just improves on how much better a controller can solo by augementing their damage capabilities and the more powersets rad, and kin typically do just that.
Defenders I feel stack very well, and better then controllers. Their primary and secondaries are always going to be useful no matter the combination. Even if they offer the same primaries their secondary effects of blasting will always be useful unlike similiar controllers or a control/defender combo using a similiar buff/debuff set. Defenders are far more powerful then people give them credit for. There are some defenders that solo better then others just as there are some controllers which solo better then others. What I find hinders defenders is the beleif that they are "The Teaming" AT and the fact that people make pure builds. A balanced defender with a mix of primary and secondary powersets is hands down better then a defender that takes only two attacks and dips heavily into the pools. You can't defeat an encounter by using only the buff/debuff powersets, you must use your secondary powerset and the more attacks you have the faster your target dies.
I do wish defenders could self buff though.. only specific abililities though the various shields, the mez protections and maybe the fort like effects. -
Thank you for the reactivation weekend. I've really missed playing City of Heroes these last few months. My computer died back in april and I'm on a loaner that can barely play BUT I am really enjoying myself when I can play.
Hopefully I shall return fully sometime after the holidays with a new computer to boot.
Happy Holidays everyone -
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I used to get together with some friends once a week at a local Chili's to discuss our results/plans for the turn of Middle Earth Play by Mail wargame we were on. Imagine a couple guys in suits and ties, and a couple guys in T-shirts & shorts, all with briefcases sitting around eating chips, and discussing how best to assassinate the Witch-King of Angmar and mobilize troops to protect the southern flank of the Greenwood from the Dog Lords heavy cavalary.
I think we got the best looks when we pulled out the full size grid maps of middle earth and began putting pins and markers out to plot troop movements.
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That's ok I was talking about how best to assassinate Mr. Johnson at our table in a local dunkin donuts when two cops walked in. "Well the guns are in the car. I just say we walk in and shoot Mr. Johnson and anyone else in the room then frame so and so." Had to have a long talk with the officers to explain to them about shadowrun and role playing games in general. Best part was when they asked to see inside my trunk and saw the gun case.
"What's in there?"
"Would you beleive me if I said little green men?"
"...Are you trying to be a wise with me?"
"Officer if you'll just open the case its full of warhammer 40k models."
*opens the case* "Well I'll be. Hey Ted this guy really does have little green men in that gun case. You can go but I suggest you don't talk about your games in public. Someone could get the wrong idea."
I almost had a heart attack though when he opened that trunk with the gun case sitting right there. My friend thought I was going to get shot haha. Looking at it now its a riot but being there it was not all that funny at the time. haha -
Overall I enjoyed the winter and halloween event much more.
What I didn't Like....
Inability to rerun the side missions leading up to DJ Zero: This lead to fewer and fewer people who could get you to DJ Zero as the event went on. If you can't get to DJ Zero you couldn't complete the event.
Finding people to team with:
This was an event that required Heroes and villians to team up. But they did not have any means in finding each other other then 1. knowing each other already, 2. Broadcasting that they are looking for a team. If you did know someone you ran into the did they already do this mission. if you broadcast that doesn't do anything for the person who just zoned in who wanted to invite a hero to help them with their mission.
No side event... Halloween we trick or treated, holidays we opened gifts. This event had no little side event that really got everyone into the mood of the holiday.
What I liked...
I liked the mutiple rewards. It gave a reason to do the event more then once. This is also a downside to those whom play a lot of alts.
I enjoyed the side missions actually more then fighting snaptooth. I find snaptooth used so closely again after the winter event that he was tired and outdated.
Suggestion for Next Year...
If you complete the event working with someone of the opposing faction you get to choose 2 rewards rather then one. Maybe increase this for team size.. for every hero and villian pair on your team you can select 1 reward. 4 rewards awarded for a 4 villians, 4 heroes team. Rewards you for running in a large and mixed faction team.
Ability to run the side missions more then one time.
A new villian... -
Super Jump and Fly tie for me. I just love bouncing around while waiting for others to get to a mission zone and I like the fire and forget of fly as well as just flying around for no real reason.
Next is invisibility.. yes I count invisibility as a travel power. The slowest but by far safest travel power mind you. This can be just a fun power and mixes well with teleport or super jump. Its a wonderful concept power. I often take it in conjuntion with some other travel power but not always.
Then would come teleport. It was the first travel power I ever tried. And with it I came to hate Dark astoria. I actually liked the power more in beta then on live for the simple reason falling and teleporting didn't stop your inertia.. and if you timed it right you could slide forward at insane speeds. It took skill and was a lot of fun to do.
Finally would be superspeed. Its not a bad power but its not one I take all the time. If I am not playing a speedster then I don't want superspeed. Its a decent power but is definately one I use only on concepts that dictate they have it.
In CoV I always take fly its build into every concept for CoV.
CoH while I may like a power over another power in the end the concept dictates which travel power I will take. I do know that fly is taken more then any of the others. Something just feels heroic/villianous about flying around. -
I gotta take the unpopular side and go with states on this one.
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We spent more time developing [bases] than any other feature in City of Heroes or City of Villains, he says. Although bases are built by a team, Emmert and his team viewed them as being incredibly, incredibly individual because each piece of the base is designed and added by individuals.
What happened was players hated it. Its the most underused facet of the game. It received almost no coverage in the press. And theres nothing like it in any other MMP. Emmerts hypothesis is that people dont like contributing money to a group to express individuality. ... At its heart, these MMPs are individual game experiences in front of a computer terminal.
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What he says is true.. each supergroup base is different from each other. They are very indivdual. Its like creating costumes for our characters. Each supergroup will have its own look and feel inside its base. He's not talking indivdual as in one person but rather the uniqueness of the base itself from one base to another. A lot of fluff items are available to make your bases unique.. chairs, desks, tables, lab stuff, lighting elements. These fluff items largely go unused.
The other part "people dont like contributing money to a group to express individuality" is also very true. Players do not like putting in prestige to help the group express its own individuality. He's talking about the fluff items. A bookshelf, a computer table, a chair, vats, test tubes and other flavor items. All costing prestige. Bases are for the most part built bare. The walls are empty, the floor layout is designed for effeciency. The only rooms used are those that matter.. med bay, teleport room, storage rooms ect. Hardly ever is the prestige used to make a bedroom or a lab for example. Or even just a simple sitting room.
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Emmert realized, in developing City of Heroes that there is a deeply rooted fear in most people of, essentially, grouping with strangers. He asks by example do you know your neighbors well enough to have them over to dinner? Do you know and trust your neighbors well enough to let them take care of your children. These rhetorical questions beg yet another question about irrational fears, namely, if the odds are absurdly low that we should be wary of our neighbors, why do many people still not know or trust them?
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He talked about neighbors not knowing each other. We don't trust people we don't know. This ties into supergroups very well. The larger the group the more likely everyone is not going to know everyone else. By and large the group won't trust one another. They will be like renters all living in the same building paying rent to the building owner.
The SG base was meant to be about your group working together. Its about that sense of community and friendship within your supergroup. Its about pooling resources rather then hording them. This was the ideal bases were designed under. Billions in influence are floating around.. rather then horde it the devs thought (wrongly) it would trickle down to the newer memebers of a group. Only this didn't happen. People hated having to choose between running in SG mode or earning influence. SGs were meant to be a group effort and a shared group experience but not trusting your group mucks it up.
"At its heart, these MMPs are individual game experiences in front of a computer terminal"
An individual game experience in front of a computer terminal sums up this final thought well. Players don't want a group shared experience but rather an individual gaming experience. If they have to give up something for the group then that design element is gonna flop and be hated by your playerbase. -
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Aww man. Just won't be the same around here. You shall be missed Cuppajoe.
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Did you know
...that there was a bug in beta where you could use Burn while being phase shifted.
...That if you look on the inside cover of the CoH box you will see a gravity controller in a blue and brown costume. Her name is Controller Grav and she was my beta character. I play her to this day with the same costume (yes she had it washed). (( I don't know if others pictured are PC's or not would be cool to find out though))
...That during Beta Dimension Shift used to be a phase ally power. It was later changed into a phase enemy power but did not have an immobilization. It was later changed again to include an immobilization during release. At the end beta it was often called Dim Shaft.I'm really sorry I called it that turned out to be one of my favorite powers come release.
...that one of the things testers were asked to test was the ability to greif each other. Recall Friend and Fold space were used to drop a team below a map. Wormhole and TP were used to drop a mob off the map preventing kill all or kill boss missions from being completed. Dim Shift was used on the tank to cause a team wipe... And many more creative things were thought up.Was one of the most enjoyable beta test weeks. Much better then the "We just added boomtown so spend a week in there and let us know what you think" I still know the place like the back of my hand.
...That hardly anyone ever took the Fitness pool. Most just wanted to fly, teleport, run or jump.
...That the first round beta testers had to actually mail or fax in our NDA's. Electronic agreements via NDA's were added when the website was upgraded.
...That during beta we had a mission completion survey in which we would rate the mission and add what we liked/disliked about it. Was very cool.
....That in beta hunt missions sent you to specific locations and in those locations the mobs you were meant to hunt could not be found.
...That blasters were played so much after their secondaries were altered the devs asked the beta people to spread out our AT's as some were getting ignored.
...That missions didn't have difficulty levels and that bosses use to appear at the end of almost every mission.
...That a PvP switch did exist because the dev had turned it on at an office christmas party and controllers owned everyone.I remember I think it was Statesmen that commented about that.
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When a new area is introduced is the storyline static or does it change slowly over time?
Under what conditions do storylines advance? Do you track the number of missions done or do things happen after a RL date has passed? ? Are there any plans to advanced existing storylines or are they more or less static once they are in place?
I really love the new zones. Which of the zones added since release are you most proud of and which are you most disappointed with? If you could go back and change one zone's storyarc which would it be and what would you change about it storywise also why would you change it? -
A quiet day like any other as the people moved around uncaring of the looming threat. They all knew about the invasion going on but it was miles away so they were safe here. The heroes were off fighting the aliens and so nothing could happen to this small, quiet neighborhood.
The first sounds of the battle resembled thunder off in the distance. The people started to go outside and they could see the horizon like it was on fire. People scrambled into cars and began to flee. It was too late to run though. The first heroes began to arrive and tried to get the citizens to safety. They set up a line that they would try to hold for as long as they could.
The teleporting began to happen suddenly. All around there were brilliant flashes of light as aliens appeared. The heroes moved to intercept them but the aliens had learned how to distract the heroes and began firing not upon them but upon the crowd of people running away in terror.
In those first moments, many died beneath the energy weapons of the enemy. The heroes held off what they could but and tried to save who they could but they themselves were being overrun quickly and began dropping like flies.
Terrible seconds ticked past as the rest of the battle caught up with them. A women was running from an alien that sought to destroy her. A hero she recognized as Gravity Well bore down upon the alien from the sky sneering at it. She watched as the tar roadway cracked and buckled beneath the alien. He yelled something to her but the women just stood there in awe at what she was seeing. Gravity Well was on top of the women in the next instant as the alien soldier behind her raised a massive sword and plunged it downwards seeking the strike a killing blow.
Gravitys eyes went wide and his face paled. A bracelet on his arm began to flash and the women watched as Gravity started to fade from view. Gravity hit a button on the bracelet and snapped back into existence just in time for the kick of the alien soldier sent him flying a good fifteen feet down the road.
Gravity clenched his arm and struggled to his feet as the blood began to soak his clothes. The women turned and saw the alien struggling to move against some unseen force that held the alien trapped. My turn... Gravity said and sneered. This time the aliens eyes opened in terror at his own hopeless situation.
The women took a moment still stunned by what was happening to look around her neighborhood was gone and the battle was moving off into the next neighborhood onto more people who thought they were safe. Meer heartbeats away from the Death and chaos of the moving battle.
The women saw Gravity collapsed do to his wounds and rushed over to help him. He looked at the women and pleaded with her to get away before
CG opened her eyes remembering the day Gravity Fell with a deep sadness. The pain was not as fresh now. The passing of the years have seen to that. She often thought of the man who saved her life and ultimately changed it forever. Gravity Well she recalled the last moments of his life as he pleaded with her to run. She recalled as the alien broke free from the binds that held him and knocked CG on her back. Gravity threw himself once more, on top of her trying to block the aliens blade with his own body.
The memories quickly came to the surface as she touched the bracelet that teleports the heroes if they are in immediate danger of death. Gravity Well had used this same bracelet to save her life dying so the she might live.
Others may remember the invasion of 02 for the friends they lost, the heroes that gave their lives. It was the day she was reborn as Controller Grav. However, she remembered it the most as the day Gravity Fell -
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I'm wondering how many of you use dimension shift regularly?
I'd love to have this power but question it's day to day usefulness.
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I used to use it alot more when the recharge and duration matched so you could keep mobs permaphased. Then pvp came and you got longer recharge shorter duration with enhancements that don't increase the duration...
It's really only use at this point is argo from a secondary group or using it when your party is getting killed and you need a moment to regroup. The insane recharge time just kills the power for any other practical use. -
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Who uses Dimension Shift? It's a terrible power and you wasted 4 slots on it.
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I actually used Dim Shift a lot before the recharge/duration change that is why I've the power 5 slotted. To me it wasn't a waste of slots. But to each there own. *shrugs* -
quick dim shift comment... slotted 1 accuracy, 4 intang I was able to phase out Black Swan in one hit. So it could be possible the power could phase out monster or even Hamidon ((which is an evil thought for someone wanting to ruin an Hammy run))
I'd never get close enough to hami to find out on test if it could phase him. If I can phase an archvillian I don't think there is a limit on what can be phased. I won't test it on live and ruin a good raid. But its something you may want to check for. -
Wormhole... I've got it six slotted at the moment. 3 accuracy and 3 range. Will be going for HO's in the power. My major concerns are as follows... The activation distance doesn't mesh with TP foe. Even unslotted TP foe is squeeking out a few more feet then my 2 50+ SO and 1 50 damge/range ho. The activation distance should mesh with TP foe, this is our second form of control. Range slotting should be a secondary concern not a primary one. Recharge is far to long and you can feel the recharge vs duration when you use the power. We can't reapply or stack the effects to build up mag. Hastened might be able to do it but I know that as an unhastened I can't.
Primarily I've been using the power as an alpha strike when my hold is down. Overall I'm starting to like the new Wormhole but have yet to test it in a large group situation. I definately see the power as an area TP that happens to have disorient and knockback.
Dim shift is another story entirely. I've got the power 5 slotted as I used it a lot. Slotting was 4 untang, and 1 accuracy. With the shorter and unenhancable duration and the longer recharge a situtional power was made far worse. With this sort of power I really beleive the duration and the recharge needs to match, at the cost of having an unenhancable recharge speed.
The way I used the power was to phase the second group before the team dies. Often I would die in the process but it would buy me and my team time so I could get everything under control. If I couldn't handle that group I would phase them out again. Solo and prepets the power allowed me to take out larger groups of mobs which gravity has an issue with. I didn't pick up the power till my late 20's but it completely changed the solo game for me in a good way.
Dim Shift needs to be a quickly recharge, shortish duration phase out power. The long recharge makes it all but impossible for me to control two groups at once even taking into accout wormhole and sings. With a tank on the team it's less of an issue as the tankers control better then I can.
Overall I still beleive gravity still has it's control gap for the following reasons...
Recharge vs duration on our area powers. The recharge time far exceeds duration on our area powers for all but Crushing Field. We need either the duration increased or the recharge reduced to make Dim shift and wormhole viable forms of control and not situational/neat powers.
Secondary control lacking... While wormhole is a wonderful power it is an area teleport that has a few tricks. It needs to have a duration increased to 24 base seconds and enhanceable. Knockback removal would be nice but isn't required. I wouldn't mind it dropping in recharge back to where it was as a single target porter.
Trinary control... I like phasing of the mobs, others don't. But like all trinary control you should be able to skip it. Only problem is gravity will be without a true area control until 18 and then won't have a gheto hold slotted up until almost 30. This is far later then other controllers. While the late end of the game catches up the lower level Gravity controllers sufffers. Because of this I would switch wormhole and Dimshifts places and allow wormy hole to be taken at level 12. -
AV's in solo missions are a real show stopper. Personally I loved the way Doctor Vahl was handled. You had the choice of fighting the av at the end of the mission but it was not critical to the missions success. I didn't beat him, I avoided him and was able to continue on with my character.
They need to give the option to the solo player to complete the mission without having to defeat the AV. Dropping/failing the mission and not seeing the content to me isn't an option. Nor is spending 2+hours lfg or trying to assemble one during the odd hours that I play and not many higher levels are available. Sometimes you just have to solo if you want to get anything done. -
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It hit me today... Your attack powers come from epic pools now. We don't need two attack powers in gravity bringing the total to 3 single target and 1 area attack from most epic pools.
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There are a lot of Gravity controllers that are not level 41+. Please keep that in mind.
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I am keeping that in mind. Lift and propel just break the gravity set in terms of control. And in terms of damage they are lack luster... levitate is better then lift for example and they both do the exact same thing and the boost to propel is nice but the animation time will always kill the power until that is shortened.
Removing those two powers will allow you to get wormhole sooner, and have a team recall back in the set at the low levels before travel powers are available much like Illusion's group invis and Fire/ice steath abilities.
Wormhole in the early levels offers a great means of control in the terms of pulling or even just sending a mob away. Something that won't be missed in a team.
Changing propel into an area disorient or lift into an iceslick like power will allow you to have a gheto hold at level 12 along with all other controllers rather then getting dim shift as our first true form of control at 12 forcing us to wait until level 18 before we even begin to resemble a controller in terms of party friendly control.
The ability to pull party memebers at the low levels is VERY useful as is the ability to TP around foes. Wormhole is our 8th power.. that's a heck of a long trek for whats currently yet another form of trinary control as an area teleport KB/disorient
I'm only 39 myself. I don't have lift or propel in my build either, nor will I be taking them. Neither power offered anything in terms of actual control that I was willing to sacrifice something else for. If they offered these two forms of control I would take them in a heart beat.
By removing 2 low level powers and shuffleing the set around a bit you make the early levels MUCH more enjoyable, much more playable and much more in line with what typical controllers are expected to do in those levels. Plus if they could add a recall pet feature to fold space imagine how much that would rock in the later levels after sigs and teaming with other controllers.
I did think about it, and I honestly beleive it's for the best for the overall enjoyment of playing a gravity controller. We bring a utility to a party that no one else does making us unique without over balancing us as a set or giving up anything in terms of control.
Think about this... We give up control and yet don't really get damage in return. Levitate is better then lift, and Propel while nice is outshined by epic pools which everyone has access to.
What is the benifit of having lift and propel in gravity compaired to what can be gained by removing these powers and changing them with something else. -
It hit me today... Your attack powers come from epic pools now. We don't need two attack powers in gravity bringing the total to 3 single target and 1 area attack from most epic pools.
Put wormhole back to the way it was.
Remove either lift or propel. Whichever you remove replace it with Fold Space. Change the other into either an area knock up ala ice slick, or into an area disorient.
By doing this you get blended set.. we have our three forms of control. Hold, knockup(or disorient), and Foe phase shift.
Teleportation utility with Wormhole, and Fold space (group recall). Still making recall friend, TP foe, and team teleport useful to take.
Arrange it as follows...
Power 1 Crush
Power 2 Gravity Distortion
Power 3 Crushing Field
Power 4 Wormhole
Power 5 Fold Space
Power 6 Propel/lift (disorient or knock up area power)
Power 7 Gravity Displacement Field
Power 8 Dimension Shift
Power 9 Singularity
In the end that really makes a well rounded set that is very unique offering part of the teleport pool while not sacrifcing anything in terms of Control ability.