Muon_Neutrino

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  1. Quote:
    Originally Posted by Tife_the_Gilded View Post
    True. But It would take at least 2 of the other concealment powers to have. and I assume most of the pvpers would rather go for something that helped their build against more AT's rather than dipping 3 powers into a set that helps their build only against 1. Cant guarantee it, and I def don't think it should negate Stalkers Hide. the fine details would have to be worked out of course. But it should help a little.
    Actually, I believe a lot of PvPers go into that pool anyway for phase shift and LoTG mules. And due to the way perception and stealth works in PvP, adding almost any form of additional perception would allow a significant number of characters to see through hide better than they can now (sorta).

    Stalker PvP stealth cap is 1143 feet. Non-VEAT PvP perception cap is 1153. So, at the perception cap you can see a stealth capped stalker 10 feet away. While this doesn't seem like much, it's enough that you can see one who's trying to melee you. However, you have to *get* to that cap, and a lot of characters can't get there solo. At base, you have 500 feet of perception, so you need at least 653 additional perception. Most primary/secondary/ancillary powers that provide perception give 300 feet of it. The rectified reticle proc gives 100, and tactics gives 242-432.5 depending on AT.

    Therefore, a melee type with an armor that gives +per, focused accuracy, and a rectified reticle proc or tactics, will be at the perception cap. However, some squishies can't do that, since they end up lacking either a primary/secondary +per power or focused accuracy (or both), or tactics is not as strong. For example, a /dev blaster with targeting drone, tactics, and the rectified reticle proc sits at 1142 - one foot less than a stalker at the stealth cap. Controllers, defenders, and corruptors can reach the cap thanks to their higher modifiers on tactics and having focused accuracy in the mace epic, but masterminds and doms can't.

    Add another perception power (which would probably be of the +300 feet variety, given the name), and suddenly things change. Now *every* squishy AT can cap themselves with tactics, see invisibility, and the rectified reticle proc (and targeting drone, for blasters). Additionally, any melee with a perception power in their primary/secondary can now cap without focused accuracy, freeing them to take whatever epic is the most advantageous. Also, a melee *without* a perception power can now cap with see invisibility, focused accuracy, and the proc, where before they couldn't since for them tactics isn't strong enough.

    Basically, adding another form of perception bonus, in a pool that most PvPers already take anyway, would allow every AT (and almost any powerset combo) to see through maxed out stalker stealth. And it's worth noting that hide is only 500 feet of stealth by itself - only enough to hide from people with no perception bonus at all. Stalkers at the cap are also running stealth and a stealth IO to get there, yet all that effort would be wasted.
  2. Quote:
    Originally Posted by Smersh View Post
    That'd be a lot more tempting if I had an e-reader... reading books on my desktop computer screen is not my cup of tea, and I just don't have anywhere else to put an e-book.
    Hmm, well e-readers aren't too overwhelmingly expensive nowadays...
  3. Quote:
    Originally Posted by Smersh View Post
    I, also, liked the Zahn trilogy. He really got what made it Star Wars. I tried to keep up with the EU early on, but true duds like Darksaber and The Crystal Star drove me away. I got rid of most of them... but I kept the Zahn trilogy.

    I enjoyed On Basilisk Station - it reminded me a lot of Horatio Hornblower. I didn't go past the second book in that series, though.
    Best of the EU, in my opinion, are the Zahn trilogy and the x-wing books - or, at least, they're my favorites. I, Jedi is also good, although you do have to deal with the blah-ness of the jedi academy books that overlap with the first half. And yeah, darksaber and crystal star were crap.

    And if you liked Basilisk Station, you might want to do yourself a favor and pick up the hardcover of Mission of Honor, the most recent main storyline novel. A *very* nice thing Baen is doing is packing CDs full of ebooks into some of their hardcovers - explicitly marked 'you may copy and share this'. The CD should include every single previous book in the Honor universe, as well as a healthy selection of Weber's other work as well as that of some other Baen authors (who also have some pretty good stuff). It's a ridiculously good deal, especially since it'll fill you in on all 10 main storyline Honor books between Basilisk Station and Mission of Honor, as well as the first 4 short story anthologies and the 4 (so far) books in the two side branches of the story. It's definitely a hefty series by now, but they're very good in my opinion.
  4. Yay, the Zahn trilogy was on there. I enjoyed the star wars EU for quite a while (until the NJO, anyway), but I can't say I'd put any of them on a list of 'top 100' books - except the Zahn trilogy. Many of the other EU books were quite good, but none of them feel like 'star wars' as much as the Zahn trilogy.

    There were some tough choices on there, even though I haven't actually read a lot of those - even for just the ones I had read it was tough to narrow it down. Especially since I felt I had to toss votes towards a couple of my favorite authors, even if I'm not sure their stuff really qualifies as 'top 10 ever' when stacked up alongside all those classics.

    Rather surprised they chose 'Basilisk Station' to represent Weber's honorverse series. I suppose it's because you *really* can't jump into that series in the middle, but I definitely wouldn't call it the best of the bunch. I'm also surprised at the inclusion of the Silmarillion on that list - it's definitely interesting for a Tolkien fan, but it doesn't really compare with LotR in terms of influence or storytelling, in my opinion.
  5. I actually get *all* of those - logout, read marked as unread, everything marked as read.

    Logout is of course random. Read marked as unread is basically continuous but erratic - most of the time it won't mark things as read, but eventually after i read something a few times it'll usually get the message. Everything marked as read usually happens only when it logs me out in the middle of a session (as opposed to logging me out sometime between sessions), when it happens almost every time. Very annoying.
  6. I could see - maybe - possibly using time bomb on a grav/traps, when that combo becomes possible. Other traps - trip mine - time bomb - trip mine - wormhole might actually be an OK use for it, as long as you've arranged things so that the trip mines are just blowing them into a corner rather than blowing them entirely out of the range of the time bomb. It still wouldn't really be any better than just setting an extra trip mine in its place, but it might not actually be *worse* - its about the only way I can think of to get a time bomb, other traps, and a trip mine all into a spawn without interfering with each other. Apart from that, though, yeah it's pretty worthless.
  7. I can't say for sure on the DoT question since I haven't tested it myself. However I would guess, based on how other procs work, that an attack being DoT or not wouldn't make any difference. IO procs, for instance, have one chance to go off per click no matter if the attack is a DoT, and I would think interface procs would work the same way. Best way to stack quickly then would be to just fire away with AoEs as fast as possible.

    As for the regen question, though, I can tell you it'd be completely useless. The regen debuff is only 15%. The problem with that is that minions, LTs, and bosses regenerate health slowly enough that debuffing it doesn't really matter, while EBs/AVs/etc that actually regen enough that you might want to debuff it will completely ignore such a tiny debuff since they resist it so heavily.

    For example, even a level 54 boss regenerates only ~6 HP per second. Debuffing that by 60% brings them down to ~2.3 HP/s, a difference of a paltry ~3.5 HP/s. That's basically nothing. On the other hand, a level 54 AV regenerates just over 100 HP/s, however its resistance to -regen debuffs reduces that 60% debuff to under 8%, and you end up debuffing them for a paltry (again) ~8 HP/s. Even if you can reliably quad stack the proc, it's just not worth it.
  8. Challenge, to me, is the finely balanced point at which an encounter becomes hard enough to be 'tactically interesting' without being 'cheap'. I get most of my enjoyment in this sort of video game from trying to outwit the game. If, in an encounter, I come out the other side with the feeling that I could have *easily* lost but didn't because I made the right decisions and used my character's abilities properly, it probably qualifies as challenging.

    That's not to say there aren't subtleties, of course. There needs to actually be some element of decision involved - the correct actions need to neither be obvious nor completely obscure. Also, the solution should require some element of *tactics* rather than merely requiring you to throw powerups at the problem in the form of mass inspirations or similar.

    A good example of encounters which do fit my definition are the incarnate trials. While each trial does have its own bits which I dislike and while I don't really agree with the structure of the system as a whole, overall the trials themselves do a decent job of making players actually think instead of just smash.

    Something that falls into the completely opposite category of 'cheap', on the other hand, is fighting a PToD EB solo on a dom. It's not that the fight is impossible. It's that it's dumb. There are no particular tactics involved anymore; barring extreme edge cases you die if you don't spam purples and you are fine if you do. It's no longer interesting.
  9. Quote:
    Originally Posted by pinrail View Post
    This is all very true, except 3.75% is not very small in my view. When coupled with defense set bonuses, as far as I can tell, it can bring up the attack calculation to softcap in normal settings (when you're already at ~41%). If you're scrapping on regular missions solo, with the added taunt of RttC, an 8 foot range is within melee and is often ok. 10 targets at a time is fine if you're solo, provided you're not playing at more than x3 heroes (or so) in your notoriety settings. All I'm saying is to keep it in mind. I would never encourage anyone to slot for the -tohit over something else but you're slotting and have a couple slots available, I'd say it's reasonable (e.g., to use extra slots to perhaps raise your HP with two Dark Watcher).

    The resistance debuffs do happen on more than AVs (and I knew someone would bring this up hence the qualifier, "most non-AV situations" :-). Slotting approaches and skill levels vary so wildly, that it's easy to start flame wars (and in my forum lurking, I've seen plenty). I am just saying that it still seems like a valid thing to consider given the OP's stated intentions, i.e., soloing through the CoH storyline.
    I'm certainly not trying to start a flame war, and I do agree that the tohit debuff is worth noting and could occasionally be useful. I simply disagree that it'd ever be worth using slots on.

    It is true that 3.75%, as a simple amount of equivalent defense, isn't 'very small' - after all, look at how much effort people go through to chase defense bonuses smaller than that, and to only one type to boot. What I suppose I didn't make clear enough was that I think that 3.75% is 'very small' in light of the other factors reducing its effectiveness.

    You're only going to get the full 3.75% against even level minions (I haven't been able to track down the proper numbers, but I definitely recall higher ranks of foes having some resistance to tohit debuffs). The problem is that a WP scrapper with a mature build, especially one that is also concerned with improving survivability through things like tough/weave and set bonuses, isn't going to die to even level minions anyway. By the time you get to opponents who you might actually have to worry about, the amount of debuff you're getting has significantly decreased. When you add to that the fact that it has a target limit significantly less than the aggro cap and doesn't do anything about ranged attackers who aren't going to obligingly come into range, I simply question the assumption that it'd ever be the best use of a pair of slots to enhance it. The two slot bonuses of 2% damage or 1.5% HP that you could get from 2 slots of a debuff set are nothing so earth-shattering that you can't get elsewhere, and the actual enhancement values aren't especially useful either. Obviously you can't say with absolute certainty that it would never be the best use of slots, but I think it'd have to be a *very* unusual build that could do so.
  10. The problem with the tohit debuff is that it's very small (3.75% for scrappers), resisted by both the purple patch and rank resistances (AVs are not the only ones to resist debuffs), only applies to targets within 8 feet, and only to up to 10 targets at a time. If you're in a situation dangerous enough that you might actually *need* the debuff, you're probably fighting foes against whom the debuff will have almost no effect. I certainly won't turn down the presence of such a debuff, but neither would I use slots to enhance it or count on it to do anything in particular.
  11. I just want to chime in on the hands issue - it might seem trivial, but given that about the only thing that is on our screen 100% of the time is our character, it's important. The hands thing in particular is the most visible aspect at the moment, but the whole model is just as important.

    The hand thing in particular bugs me a lot, though. Of all my male (non-huge) characters, exactly zero have just the basic 'smooth/bare' style gloves on bare arms, because of how ugly they are. Every last one has some alternate glove model or long sleeve in an attempt to disguise or distract attention from just how ridiculous looking those huge mittens are. Seriously, why are my character's fists 3/4ths the size of their heads?
  12. Muon_Neutrino

    Storm Summoning

    I cannot disagree more. The repel is only very slightly less important than the tohit debuff on that power. AoE tohit debuff is nice. However, the ability to position mobs wherever you want them is also very nice. I actually think it has a great *synergy* with immobs in that they prevent the enemies from trying to escape your herdicaning.

    To give just one example, last night my mid-20s plant/storm was soloing a mission with arachnos, and I ran into an objective spawn that had 4 different LTs that were resistant to my controls (silly arachnos... ). After tossing seeds and promptly faceplanting, I came back and destroyed them by rounding them up and pinning them into a corner with hurricane, keeping them from escaping with spammed immobs and snow storm. Since they were ranged attackers that felt no need to clump up around me, if hurricane didn't have any repel (or it was negated by roots) it would have been much, much more difficult to debuff them properly.
  13. Quote:
    Originally Posted by Jibikao View Post
    The staff attacks we have in this game are "ranged". I don't know if they are going to make it a melee set or does the link show that?

    Staff...as in a "fighting stick"?

    I can see a Staff range set for sure. We have veteran staff attack and we have Vanguard Sorcerer (I am using Vanguard Sorcerer now and she is pretty good).

    I anticipate Staff set having a mix of elemental attacks just like what Sorcerer has.
    It wasn't a 'staff blast' set, it was very much 'staff melee', lots of thwacky spinny beatdown goodness. Some of the moves looked similar to that dude from the soul calibur games who uses a staff, if you've ever seen him (I'm sure you can find youtube videos of him). There was a leaked video of the attack animations that (briefly) made the rounds, but the mods have been pretty relentless in nuking any links (which is one reason we're pretty sure it's legit).
  14. Quote:
    Originally Posted by Lobster View Post
    [edit: If anyone knows what the powers do, especially ComicCon folks.... ]
    We can't say for *sure* what any of them do (well, at least those of us who weren't at comiccon can't say), but we can make some educated guesses based on the icons:

    1. Time Crawl

    The icon has the ST border, and the interior symbol implies a slow of some sort. The devs aren't always consistent with their power icons, but I think rings around both the torso and feet might denote both movement and recharge slow as well as a regen debuff - the only power I could find that used rings around *both* areas is lingering radiation (rings around just feet is usually movement only slow, combined movement and recharge slow seem to mostly use rings around just torso). That doesn't necessarily mean, of course, that the power *only* does slow, just that the devs consider slowing to be the 'main' effect.

    2. Temporal Mending

    Has the standard icon for a PBAoE heal, such as healing aura, radiant aura, or warmth. There were rumors, however, that it had an additional effect.

    3. Time's Juncture

    Icon has the unbroken outer ring that indicates a PBAoE, and the inner symbol suggests a tohit debuff.

    4. Temporal Selection

    Again, single target border, and the inner symbol is a fairly generic 'damage buff' symbol; also used for siphon power, fulcrum shift, and forge, for example. However, since we know it takes healing sets, it must also include either a heal or regen component.

    5. Distortion Field

    Border is the 'location AoE summon' ring; the inner icon is the 'speeding fist' icon used for hasten. Probably a placeable patch recharge debuff, possibly with other effects as well. Not sure why they didn't use a more standard slow icon, however - only thing I can think of is that it might do *only* recharge slow and not movement slow, and the normal icon might be reserved for things that include movement slows.

    6. Time Stop

    Standard icon for a single target hold.

    7. Farsight

    PBAoE border, generic defense and/or resistance buff inner symbol (usually used by powers that provide defense or resistance to all positions/types).

    8. Slowed Response

    Targeted AoE border, generic defense and/or resistance debuff inner symbol (used by such powers as freezing rain and melt armor).

    9. Chrono Shift

    PBAoE border, hasten 'speeding fist' inner symbol. PBAoE recharge buff, presumably with other effects since it's the tier 9.

    Note that the set's shtick was supposed to be that if a target is under the influence of one of the two single target powers (presumably time crawl and temporal selection), other buffs/debuffs from the set cast on them would gain additional effects.
  15. Quote:
    Originally Posted by Deacon_NA View Post
    Arcanaville, would you be so kind as to explain this relationship formulaically?
    I'm not arcanaville, but *assuming* I'm understanding it right (I think so, after arcanaville's confirmation), I can put it into a formula for you.

    As far as I understand it, the final damage debuff on a target can be calculated as:

    Final damage debuff = initial damage debuff * ( 1 - base resistance + [ resist debuff * (1 - base resistance) ] )

    and the debuff strength is calculated individually for each damage type. Basically, it's 'figure out total resistance debuff, since resistance resists resistance debuffs, then subtract that from the base resistance to get the current resistance, then use *that* to figure out how much the damage debuff is resisted'.
  16. And emails have a nasty habit of vanishing occasionally when the global chat systems go down.
  17. So, the hero menu music? Recall that drumbeat near the beginning, before the brass comes in? Yaknow, BUM BUM.... bum, bum, BUM BUM.... bum, bum, BUM BUM.... bum, bum, etc?

    Well, today I'm standing at the bus stop on my way home when suddenly I could *swear* I heard that drumbeat coming from somewhere. Look around, can't see anything, I'm kinda confused, wondering if somehow there's actually someone around there playing CoH who left the window open.

    Then I spot a guy walking down the sidewalk on the other side of the road with a wheeled suitcase. Turns out, somehow between the pattern of cracks in the sidewalk, the arrangement of wheels on the case, and the exact speed he was walking, the 'thump' of the wheels crossing the cracks *exactly* reproduced that beat. And I mean *perfectly* - exact spacing of beats, exact speed of repetition, everything. And it instantly grabbed my attention, stood out like a sore thumb. For a moment I almost swore I could hear the fanfare starting.

    So I guess you might be a CoH addict if you can hear the game's theme music in the thump of a suitcase's wheels on cracks in the sidewalk from across a busy street.
  18. Hmm. Are we actually talking about the same thing here? It sounds like you're talking about the damage debuff making the *resistance* debuff stronger - I was looking at it the other way, the resistance debuff making the *damage* debuff stronger. I think I'm going to do some experimenting when I get home today.
  19. I know that -res debuffs don't improve other -res debuffs since it's calculated off the unmodified resistance, but are you saying that -damage debuffs are also calculated off the unmodified resistance? I was under the impression it didn't work that way.
  20. Damage resistance resists damage debuffs of the same type, so yes, applying -res will increase the effectiveness of -dam.

    The calculation actually ends up working the same way as for damage - applying a certain % of -res will always increase your damage debuffs by that percentage. If you stick a -30% resistance debuff on someone with 50% resistance (thus dropping them from 50% to 35%), a damage debuff of, say, 30% base would go from 15% to 19.5% - a 30% increase. And, of course, if they didn't have any resistance to start with then the damage debuff would improve to greater than its base value.
  21. Quote:
    Originally Posted by Snow Globe View Post
    And that "streak breaker" is used for other things, hence the objection to the random tables. Effectively, it is a double punishment for the "unlucky".
    This is the real sticking point. Back when there wasn't anything to do with the merits, it didn't matter as much. Get unlucky, oh well you'll get it eventually with merits.

    Now, though, the person who gets lucky not only gets their VR quickly, but then is free to spend their merits to unlock all those goodies. Meanwhile, the unlucky soul who's on his 60th trial is feverishly saving 30 emps to blow on a VR instead of costume parts.

    ~60 trials in with this defender, 1 VR. Far as I can tell, at 10% the odds of having less than 2 VRs after 60 trials are about 1.3%. I suppose there always has to be the one really unlucky person, but why does it have to be me?
  22. Can everyone please pester them with questions about the lack of dom proliferation? I have a feeling a fair number of people would appreciate some sort of straight answer on that, rather than a vague 'Soon(tm)'.
  23. Quote:
    Originally Posted by Arcanaville View Post
    They may even be contemplating something similar to Empathy, where villains didn't get Empathy at all because they wanted to use the opportunity to create a completely different set (Pain Domination) to be the anti-Empathy instead. That option is also on the table for Illusion Control, and its a reasonable option to at least consider in the grand scheme of things.

    Many things about CoH development become easier to understand when we eliminate the subtle but often very strong inclination to think of Paragon Studios as a hive mind.
    The 'anti-empathy' pain dom precedent was more or less what I was thinking when I was worrying that they would remake the set into something new. However, I hadn't thought of the possibility that they simply hadn't decided yet what they wanted to do with it. You're certainly right that it's easy to assume that the devs always already know what they want to do. I know what *I* want them to do, but...
  24. Quote:
    Originally Posted by Benchpresser View Post
    I want to first say Muon, great post. It is well spelled out and nicely put.
    Thanks for being so reasonable in your reply; there's so much vitriol in this thread it's nice to see an actual discussion. As to the topic, while I don't think PA is necessarily *overpowered*, it's definitely the biggest potential trouble spot.

    The way I see it, completely independent of the PToD EB issue for doms, I don't think PA is overpowered in regular PvE play, without absurd levels of recharge. That is, going spawn-to-spawn in regular missions, or fighting regular task force/story arc AVs with a team, on a non-IO'd character.

    Going spawn-to-spawn, PA suffers due to its uptime (only 50% with recharge enhancement) and recharge (60s up, 60s down means it's not an every-spawn power as it might be with a 30s/30s arrangement), as well as the fact that it has no AoEs and isn't very smart and so has trouble holding the attention of a crowd. It's certainly great for taking alphas and can somewhat divert the attention of a spawn in an ongoing fight, but it's certainly no better than many other controller AoE controls against a regular spawn. If PA is enough to make tanks redundant against normal spawns, so is any other controller primary, and these make up the vast majority of the game's content.

    In regular play against normal AVs, it again has issues due to the uptime. On a non-uber team an AV might well outlast its 60s duration, at which point aggro-holding melee characters are no longer upstaged. Two or more illusionists working in concert could keep it up permanently, but in my opinion *two* players cooperating being able to duplicate the effects of one other character in a normal team situation is fine given the game's design goal of not having any particular mandatory team composition. It's not an AT being sidelined by one power - it's an AT's usual role being covered by multiple characters using specific powers, something which is *supposed* to be possible in this game. And if the AV has a spawn or there are ambushes/etc, PA will again have trouble due to having no AoEs and being dumb.

    Where PA gets problematic is in special situations and non-standard character builds - the old hami raid and perma-PA IO builds being good examples. I just don't think that these are enough to call it overpowered in general.

    For special situations, if an encounter can be trivialized by PA I'd be inclined to call it a problem with the encounter, not PA. Like what happened with old hami, I'd rather see them tweak the encounter instead of nerfing PA. For the most part I think the devs have been doing this pretty consistently with newer content - so much of it demands mobility, intelligence, management of dispersed foes, and coordination, all things that PA is bad at. PA isn't replacing a tanker in keyes, for example, because PA isn't smart enough to lure anti-matter to a terminal. PA isn't replacing tankers on the BAF, since it's not smart enough to avoid getting everyone sequestered.

    When it comes to making PA vulnerable, one thing I don't generally see in the suggestions is an answer to the question '*How* does this balance PA?' - that is, what is the specific problem that the change is intended to address, and how does it do so? In my opinion, it would actually make PA somewhat underpowered - it's already no better than a standard AoE control against regular spawns, and hard targets would be able to reduce them to jelly in short order. At that point, what exactly is their role - what are they supposed to be able to do? Currently they only outperform a traditional control exactly in situations where their invincibility is actually relevant - if that's no longer the case, why even bother with them instead of just using spectral terror?

    Recall, also, that if PA is overpowered, then they're certainly not going to change it just for doms. In the grand scheme of things controllers are almost certainly more powerful overall thanks to the potency of buff/debuff sets, so if it's broken for doms it's definitely broken for controllers. So, any changes to illusion for doms intended to nerf PA would have to also go to controllers, and then you run into the cottage rule when it comes to modifying an existing set. If PA is changed for dominators in the context of a revamped set (which it would *have* to be, in my opinion, given the power's current status as a cornerstone of the set), then what do they do with controller PA since making identical changes would grossly violate the cottage rule?

    If they had to make a change to nerf PA, about the only thing I can think of is to (if the tech exists) make the power unaffected by external recharge buffs - so you can reduce the recharge with enhancements (and so also the alpha slot), but not with hasten/set bonuses/buffs/etc. It's not really a problem when it can't tank something indefinitely. Now, I don't really think it's warranted given the degree of power IOs afford *other* ATs and power set combos, but if you had to do something I'd prefer to at least leave their tanking ability intact for the current design duration.

    On a completely different tangent, while I agree they might be holding it back to remove an invisibility power for something else, I don't necessarily think it'd just be because dom's aren't allowed ally buffs, since we already get spirit tree's +regen buff and the recovery boost to allies who stand in static field. It'd be more because two invisibility powers are just redundant.
  25. Forget the silly argument about how many combinations each AT has. Forget the arguments about whether it's reasonable to get upset about an AT not getting a proliferation or not. What scares me about this is that it indicates that, at least in the minds of the devs, there must be something wrong about proliferating illusion to doms as-is.

    Think about it. This round, they went entirely for low-hanging fruit. Things which could be ported unchanged or nearly so (with the exception of cobbling together a blaster secondary), and that didn't require any art work. Even then they were still willing to do a fair number of power tweaks - poison's tier 9 and splash effects, the EA revamp, stalker /ice's tier 9, and combining night fall and torrent in blaster dark/.

    Now, if the devs were planning on proliferating illusion to doms soon, and with at most minor changes, why wouldn't they have done it now? Even if they're planning something special for the AT soon, there'd be no point in holding off on proliferating illusion just so they could do the exact same thing later - one extra set with at most minor changes would not add significantly to the proliferation workload they've already set themselves. So, whatever the devs are planning, it must involve illusion in some way, and it must involve changes to illusion that are substantial enough that they felt they couldn't proliferate it in this round.

    That's scary, because while I very much want illusion as a set, I also don't think it needs any changes. And I don't think any changes would be in the direction of buffs. Given the level of changes they were already willing to make in the sets they *did* proliferate, I'm worried that, if they felt the changes they had to make to illusion were *more* drastic than that, then the set might be on the chopping block to be remade into something significantly different.

    And if they're going to be making significant changes, I'm afraid those changes would involve phantom army - the signature power and the one that breaks the most rules. I don't think the set is overpowered, but if it was PA would certainly be the thing most would point at. And PA is also the single power I most want from the set - not because I want to bling a dom out for perma-dom/perma-pa and go solo AVs or something silly like that, but simply so that I'd finally be able to play a dom whose primary could actually do something against PToD EBs (yaknow, the ones in solo story arcs) rather than being replaced by a tray full of purples. That outdated design decision needs to be dragged out and shot, and illusion would at least be a step in the right direction.

    Best-case scenario is simply that the devs want to replace one of the redundant invisibility powers, they want to replace it with something new rather than something borrowed, and therefore the proliferation is being held off because it'd require art time. In that case I wouldn't have any real complaint, and I certainly hope this is the explanation. I'd still be slightly annoyed that they couldn't have cobbled together a secondary in the meantime, but I'd understand. However, I definitely am worried that this isn't the case.

    Worst-case is that the devs don't intend to proliferate illusion at all, or at least anytime soon. I don't think this is the case either (especially since they've said they want to eventually proliferate everything), but I can't rule it out. Obviously, in this case, I'd be pissed (and I think rightfully so).

    Almost as bad, though, is what I'm worried is happening - illusion getting drastically changed and PA nerfed in favor of other controls. Especially since that could easily mean that the devs still agree with the whole stupid 'doms should be helpless against PToD EBs' design choice. I hope the devs wouldn't do something so dumb, but that's why this non-proliferation choice is so worrisome.