-
Posts
661 -
Joined
-
Plant was created after all the other sets; I feel that the Devs were over generous in their numbers to make it attract new people. They also didn't repeat any of the mistakes they made before, and make bad powers. So Plant has no Dimension Shift or Telekinesis style power for example.
As for Seeds, I don't like to compare it next to Mass Confusion because they are not the same. Having said that, I think the original devs knew that Area Effect Confuse is one of the most powerful abilities you can have; not only is everything not attacking you, but they are attacking themselves. Hence its position at the top of Mind Control in place of a pet.
Before Seeds, the only AoE confuse power was Mass Confusion: 34s duration and 240s cooldown.
Seeds kept the 34s duration but as they turned it into a cone, they justified it to themselves to lower the recharge to 60s. However, as the cone size on Seeds is so huge it could be argued that this was a mistake; it isn't really the drawback it was intended to be. Almost a back door way of making it overpowered.
They also didn't seem to factor in the sheer power of confuse; leaving it as a 34s duration on such a fast charging power showed poor judgement by the designers in my view. If it was "Seeds of Strangulation" which held enemies, you can bet the numbers would have been more realistic.
Now, I disagree that Mind is anything but very powerful. I also have no issues with Plant Control really; however I do feel the way Seeds of Confusion was designed shows very poor design skills by the CoV team at the time. Unfortunately, Seeds is so powerful that for me it makes the set boring. You don't really get to play with the other powers much unless you really go out of your way.
If I was the designer, I would have given it the same duration and recharge as disorient powers. That is 14.9s duration 90s recharge, which seems more of a reasonable place to start from. -
Quote:I apologize then Talen, when you take the time to articulate your position it becomes much more understandable.Irony.
Back when DarkCurrant, CzarBal, Demodand and others whose names escape me were holding up their crusade of GRAVITY IS FINE it was I who was standing up and saying that they were demonising the opposition needlessly and that I figured Gravity needed help. I argued at length with people who claimed that anyone who disliked Gravity was just powerlevelled crybabies (and this is before AE!), with people who claimed that Gravity had as good area control as Earth control, and with people who said my opinion couldn't count because I didn't have a high-level gravity control character (without any proof of that fact, either).
Now that DarkCurrent has decided that actually, no Gravity isn't fine and could do with being buffed, and I point out that his reasoning for how it can be buffed is flawed, and that people need to consider play styles other than his own, I'm now the *******. I don't like Dimension Shift either, but it's sure as hell not my place to say that the people who do like it don't matter. I don't like Snipes or Smoke or Wormhole either, but my non-standard operating parameters are not predicates for game balance. There are people out there who like Dimension Shift for its truly unique properties, and weird as the power is, it has its place. Lots of people don't want it, but okay, fine. Look into solutions that don't negatively impact them before you leap to the solutions that do.
Besides, the Bible Verse in question grates for another reason. If someone has a plank in their eye, they know how bad having a mote in yours might suck, and how, and they're pointing it out. This argument basically says 'Nobody who isn't perfect can criticize anything,' which is exceptionally retarded and yet another demonstration of why bronze-age philosophy isn't quite as applicable to sophisticated modern dialogue as it'd like to be. But it does let people who can't support their arguments offer up snide commentary written better with an illusion of authority.
In essence, what I'm saying is, if the solutions to Gravity's problems were easy, they'd have been done by now. There's more nuance to MMO changes than saying 'Just' before your suggestion and assuming it's easy.
The reason I get so annoyed about Gravity posts is i) Gravity/Kin was my first ever character and I have an attachment to Gravity. ii) Even back then I posted about Gravity as underperforming, back under my old username KineticKat. Seeing nothing major has been done in the years following is just painful. I can't help but feel that it has been neglected.
Gravity has had some attention mind, the introduction of Singularity as a pet to replace team recall, the addition of a disorient to wormhole back when it was just a teleport power. However these are just patchwork fixes and in my mind, we end up with a set which just about works but is essentially flawed and mismatched. This is why Wormhole still has its knockback feature, a feature which dramatically hinders its use. All because one designer stubbornly refused to remove it due to the description saying "you push them through a wormhole". Make them land on their ***, with a knockdown then!Also, all these changes happened many moons ago, nothing has been looked at since.
I will concede that I alone don't have the right to say Dimension Shift should be yoinked and altered/replaced. My personal view is that if the devs changed it to a sleep, it would still share its current use, but make it much more applicable to the game as a whole.
Really, Wormhole should have been properly updated in the first place all those years ago with matching radius, lower activation time, no scattering knockback. If all that happened, Dimension Shift would be an inconvienience but an afterthought. -
Quote:Do you have a Gravity Controller/Dominator?I'm flattered that you talk about me in private. On the other hand, I'm not the one advocating changing a power just because I don't like it and to hell with the people who like it how it is... so I disagree with your assessment of myself as having a log in my eye. In fact, as my understanding of the game has developed I have become more and more aware of how what I like cannot be used to define a game for thousands of people.
So where's the hypocrisy here?
Do you have Dimension Shift?
I do, so I think that qualifies me to have an opinion and be able to express it.
I think Gravity Control players are entitled to have an opinion and offer suggestions, just like any other set.
I think you are being deliberately obtuse Talen Lee, as usual I might add. -
Mezz animations seem playing the "stunned" animation incorrectly a lot.
Example:
Mesmerize -> Stun animation instead of sleep
Dominate -> Stun animation instead of gripping head
Gravity Distortion -> Stun animation instead of floating.
It doesn't seem to happen 100% of the time, but it does happen a lot.
As for the teleport to base animation bug, I'm guessing it is related to interruptable powers somehow, specifically ones which target yourself. -
By the way, when did Gravity's holds and immobalizes have their visual effects reversed? I noticed it a few months back and it has been bugging me ever since. Was there a specific reason given?
-
Quote:Is this effecting snipes? Could it be related to interruptable powers perhaps?In a possibly related bug, I've repeatedly had the Aid Self animation demonstrate a similar jerking-to-rest effect.
Base teleporters, recall friend and Aid self/other are all interuptable.
If not snipes, perhaps interruptable powers that effect self? -
Quote:Well I have to agree with this.Heck, you say you don't do good aoe damage and you can't stop your foes from hitting each other... uhm hello? Terrify only lets enemies attack each other ONCE until they take damage. And Terrify does the same damage as all your other ST attacks! It's not Mind that's bad, it sounds more like the Player behind it.
Terrify minimizes the damage confused targets deal to each other and actually a very good AoE attack, doing 130 damage with containment to all foes that are hit, more if you put in a Positron's Blast proc, more if you factor in something like Freezing Rain.
Combine that with your EPP AoE attack and you have a set which offers great AoE damage, more then most sets I would argue.
Mind's weakness is lack of containment, granted, however as a Mind/Storm, you can use Thunderclap to fill any holes you encounter. When your mass hypnosis and thunderclap have a recharge of less than 20 seconds, its something you exploit to the maximum. -
Quote:Mind/Storm is an amazing combo and I have shared your experience. It is no suprise to me that you have had a great experience, it mimics mineWell, that's weird.
My Mind/Storm was a quick, fun ride from 1 to 50, I enjoyed every minute of it, I still love breaking it out every chance I get, it's effective solo and on teams, has all sorts of nasty tricks and tactics available to it... all in all I thought it was pretty good ride.
Then I come on here and find out that my AoE Confuse is useless, that I can't finish my own fights, that I spend more time waiting on endurance and absorbing damage than I do actually accomplishing anything, that I should have given up on it after 32 because it doesn't get a pet, that it's more fun to press the same 4 buttons in sequence for every encounter than to have options that vary in usefulness in a given situation...
I guess it's a good thing I actually PLAYED the character instead of let others speculate for me. -
The "Cottage Rule" (what a name..) was designed to protect powers, so that otherwise good powers would not be changed and confuse people.
Really, saying that Dimension Shift shouldn't be changed because of the "Cottage Rule" I consider to be a manipulation of the rules true intent, especially as Gravity is the worse control set in the game and Dimension Shift is a key reason for that.
Quote:Arcanville you are a clever person and I know you know that Dimension Shift is a bad power, but at least let me try explain it to you form my perspective.Originally Posted by ArcanavilleThe spirit of the rule applied to dimension shift states that before the devs change the power to something else completely different, it must first be demonstrated that the power itself is problematic (debatable, but at least a reasonable assertion).
The power is problematic because:
I) Dimension Shift causes foes to be unattackable for 30 seconds, it has no use on a team which is doing well.
II) Dimension Shift is therefore only usable as an escape tool to pause or halt combat.
III) Dimension Shift can not be stopped, the team must wait for the full duration to initiate combat. This often slows down a team and is counter-productive.
IV) A lot of people do not understand what Dimension Shift actually does, by the time you've finished explaining to people what has happened, how it works and why you've decided to single handedly stop combat, the phase has almost ended.
V) The Gravity set as a whole relies heavily on single target powers. With the exception of Crushing Field, Dimension Shift is the first AoE control power it has access to. Due to this, Gravity is found lacking early on,
There are more arguments, such as the lack of intangiblity sets but still, I think this is enough.
Quote:Originally Posted by Arcanavillethat the suggested change would be beneficial and resolve the problem (not difficult),
Is this not reason enough? What are trying to do here, fix issues regarding Gravity or deliberately adhering to a rule despite all the signs and numbers and experiences staring us in the face? I mean, what is it goign to have to take, seriously.
Quote:Originally Posted by Arcanavilleand no other suggestion that preserves the intangibility aspect of the power is likely to work. The last part is the difficult hurdle, and I did suggest a possible way to address the problems of foe intangible powers without eliminating the actual foe intangibility aspect of the power for people who use it as such. So I believe its not true that all other possible solutions have been reasonably addressed.
I) An immobalization effect was added to stop Shifted enemies from running around amongst the team trying to attack but being unable to.
II) Graphical effects were increased to make it more "visual" since people complained it was hard to tell when Dimension Shift was used. This wasn't enough.
III) Intangibility enhancements were changed so that instead of increasing duration which was thought to be a redundent effect, they would increase magnitude. Statesman (I think it was Statesman) stated that this was so that Gravity controllers could decide wether they wanted it to effect bosses or not or even Archvillains I guess. I haven't seen this work in my experiences and actually, even without enhancements Dimension Shift still captures Bosses sometimes.
IV) The words "Dimension Shift!" were added as overtext to further help distinguish between shifted targets, however in my experiences (as recent as today) all this has caused is people grunting and moaning immediately after it is used rather then 10 seconds later when they realise it has taken effect.
V) Any changes I've missed when I was away.
I mean, it has been 5 years. Is this the best the Devs can do?
If the Devs are really determined on keeping its functionality as a fight pauser, why not change it to an AoE Sleep? It has a similar effect, but gives Gravity more control and utility atleast its something. You could fit it in thematically similar to Flash Freeze and Salt Crystals.
Your mastery of gravity allows you to manipulate dimensions, bringing multiple foes out of sync with reality. Any harmful attack will cause these foes to return to normal space.
Thanks for reading. -
Quote:Stated much better then I could have, thanksYou misunderstood. We mean a +Dam buff for the power when it is used upon a locked-down target, not a +Dam buff to the user for a period of time.
Currently, a power like Blind does 30 damage (enhanceable), +30 damage (enhanceable) if target is locked. If instead it received a +100% damage enhancement to its values if the target is locked down, then we wouldn't have Containment breaking past damage caps.
Granted, I'm not sure if this is possible to code. The way powers have their abilities coded, I'm not sure that a power can self-affect its own values.
I don't think it would necessarily be quick because my understanding is containment is coded on to each Controller primary power individually, the containment icon you get as an inherent doesn't actually do anything. This is why some powers such as repulsion bomb and sands of mu don't get any bonus, it isn't a blanket thing. -
Quote:Yes, we need to buff Defenders, but you are being naive.All this talk of nerfs to this or that controller ability would do NOTHING to get me to play defenders if any of them went through.
I thought the issue was improving defenders?
The only way to make Defenders balanced and worthwhile given Controllers current overpowered state is to make make Defenders overpowered as well. Then Blasters are upset and soon, everyone is upset.
"Nerfing" containment is completely justified. Its not even a nerf, it is just a way to stop it from being abused with massive +damage from /Kinetics, it would have no effect on most solo controllers. -
Propel becoming a cone would not really fix anything for Gravity.
It would still lack AoE Control and damage. My opinion is that propel is fine except the animation time. It is lift and dimension shift which are the best candidates for change.
I agree with Uun though, try and keep the Gravity posts into one of the already existing threads. -
Quote:Are we talking Seeds of Confusion slotted with Coercive Pursuasion? Numbers such as 20s Recharge, 1min 20s duration, chance for overpower and chance for contagious confusion?I don't disagree with anything you said, but I'll just point out that I'm currently running (solo) a +2 boss map and I engage 15-17 bosses at the same time. If I felt my plant troller was limited to 4 bosses at once I would have never rolled it, I would have just done some kind of perma dom. I generally only die once every 4-5 runs of the map.
Granted IO's are doing some of the leg work here (3% def unique, 1kb protection, 2 full sets enfeebling), but my mind/kin is very similar to my plant/kin in terms of survivability numbers and maybe it is just me, but can't do squat in such a demanding scenario.
Once you can quickly control such a situation virtually everything the normal vanilla pve game throws your way is... pretty easy because it can all be one shot controlled (for the most part).
If anything you are just proving what I said before about A) Seeds being overpowered and B) Plant being the 'newest' kid on the block so the devs were not clever in how they designed it and just "lets make it cool!"
For the record my statement regarding Mind I was talking more with just single target abilities and not counting the AoE ones. I was thinking of a lower level range also, more like 12.
My Mass Confusion is slotted with Coercive Pursuasion as well and with Overpower and Contagious Confusion it can take out most bosses by itself. It does have a long recharge to go with it (93s), but I consider that more balanced then Seeds recharge, which is just silly and ultimately, boring. -
Quote:Well Fulcrum Shift is overpowered no matter what set it is combined with. Its just Ice/Kin and Earth/Kin don't leverage it as much solo as Fire/Kin's do.The problem with nerfing Fulcrum because of farmers is that you are nerfing the rest of /kin controllers as well, and we all know those Ice and Earth/kins are so overpowered. *ahem*
In teams however, Fulcrum Shift has the same effect on Scrappers, Blasters and Tankers whether you are a Fire/ or an Ice/
In that sense, it is overpowered in every regard.
Having said that, Kinetics without Fulcrum Shift is not a great set really, so I wouldn't propose making changes.
A more strategic way would be to tackle it through changing containment, an inherent that is fundementally broken and combining it with fulcrum shift almost takes Controller damage into the realms of exploitive. Hot Feet, not Fire Imps is the key. -
Quote:Fire does not have weaker control, Fire actually has pretty good control.It is hard to argue that Fire shouldn't do more damage than other sets since it has weaker control, and Fire is always considered to have more damage as its main characteristic.
Quote:Similarly, Kinetics isn't an overpowered set on its own, but its main weakness (lack of defensive ability) is perfectly covered by Controllers, while its main strength (damage increase) works great with the higher-damaging primaries to separate Fire/Kin from Earth/Empathy.
Quote:Another solution is to make Containment deliver a +Dam effect. This would be a benefit to sets such as Empathy that don't normally have this effect, and a nerf to Kinetics that normally delivers a lot of +Dam. Still, might be the best solution.
If containment did +100% damage, it would still have the same effect yet would also fall inside normal damage caps. You would only feel it as a nerf if you were damage capped, and that is the is the situation where Controllers are too powerful. -
This was already done, Defender blasts already have elevated secondary effects such as -hit and -defence. Improving these further will not solve the low damage of Defenders and actually could cause more imbalance.
Not to mention some sets like Archery, Assault Rifle, Energy and Electric would gain minimal from this. -
It is worth noting that not only is an AoE lift power or a "Reverse Gravity Field" (Think opposite of Ice Slick) a really really cool ability but,
as Crushing Field does not grant Knockback protection, it can be used with the AoE immobalize!
This is one of the reasons it is such a good idea and would slot easily into Gravity at 12. -
I think the title says it all, Player Skill does matter. Even though some people like to pretend otherwise.
I mean, I play with my bf a lot who is not very good at the game. We could do the same mission with the same character and while I would blitz through easily, he would have a much harder time and possibly even die occasionally.
I've got a MA storyarc called "Peacemoon's All-Star Challenge" - no customs but even then, some people can't get past mission 2, where as others complete it easily -
Weatherby I think your suggestions have some merit.
Quote:I think you are right here in that Gravity is meant to be more damage and less control. Although comparing it with Fire is a battle which cannot be won, good for comparison though.To me, it seems apparent that Gravity was intended to be a light control/heavy damage set. It has only two regularly useful lockdown tools but two extra attacks. If this is true (and until Castle tells me otherwise, I'm going to assume it is) then it suggests a useful comparison to Fire Control (Fire also trades some control for extra damage).
Personally I would like to compare it to Mind/, both Gravity and Mind have many single target attacks and if Gravity had an attack chain like Mind's, then things would be much better.
Quote:The long DoTs in Crush and Gravity Distortion mean that most targets are dead before the full damage is applied. Propel is even worse on a team, since many targets will be dead before the power is even done animating! Combined with a low damage pet, Gravity will contribute less damage to a team than even an Earth or Ice controller.
Again comparing Crush and Gravity Distortion to Mind's Mesmerize and Dominate, while the damage is equal, Mind does its damage initially in one quick shot where as Gravity does its damage over time. In the case of Crush, I discovered it does its damage over 9 seconds.
To further compound this, Lift does far less damage then levitate. It has a slightly shorter recharge and activation, but this does little to compensate. It needs to do equal damage to levitate really.
Propel has always had this problem with activation time as well. Otherwise it is a very decent attack but due to the long cast time, I found it actually can leave you very vulnerable even when solo.
Quote:Even the star of the set, Wormhole, has issues. The long animation time and high tier placement mean that when it arrives it is too little, too late. The Singularity helps some, but with it's unreliable targeting it is also too little, too late.
For me the big problem with Wormhole is the way using it is like simulating the feeling of being caught off guard. The animation is so long, it scatters and worst of all, the mobs retaliate before the disorient is applied. A truly said state of affairs.
All your suggestions are logical. The problem with Gravity is almost every power could use some tinkering with to make the set work. At the moment it somehow pulls itself together but really it could use a complete overhaul. Every power in the set changed.
Here is my list of reccomendations:
Crush: Remove the DoT and make the damage direct. As if it was one big initial crush rather then crushing them over time.
Lift: Increase the damage to match Levitate.
Gravity Distortion: Remove the DoT and make te damage direct. Consider changing the damage type to Energy.
Propel: Lower the activation time, as Weatherby suggested, remove the bit where the object is summoned. 2.0s is a long activation time, let alone 3.5s. With the damage it does, 2.0 would be bearable.
Crushing Field: No change.
Dimension Shift: Enant's suggestion of it being no aggro has some merit I think.
I think the best change short of completely removing it would be to turn it into an AoE Sleep. This would give Gravity some much needed exta AoE control. Think Salt Crystals and Flash Freeze for thematics.
Your mastery of gravity allows you to manipulate dimensions, bringing multiple foes out of sync with reality. Any harmful attack will cause these foes to return to normal space.
Gravity Distortion Field: No change
Wormhole:
- Lower the activation time by a lot. My suggestion would be to remove the animation where you raise your hands in the air, and just have the "push" part. Like a *snap* and the enemy is ported.
- Increase the radius to 25
- Change the Knockback to Knockdown - seriously! Gravity is the only Control Set which scatters mobs when it attempts to disorient them.
Singularity: No change, although adding Propel to its list of attacks would be fun - if its activation is lowered.
These changes would make Gravity so much better and more fun, and it wouldn't be overpowered which is the temptation when overhauling a set. -
Quote:I didn't really want to be drawn into a Mind vs Plant argument that is why, both sets are very good and both are capable of single handedly controlling for a team.I'm left to wonder if everyone who disagrees with you is automatically "shouting about how something sucks."
Also left in doubt: why after saying you were "not even going to touch" the conversastion, you assert a position. This is your way of admitting you can't at all defend it, I assume? Hit and run opine?
Actually, there has been some pretty reasoned discussion of mind control here, though I'm not sure remarks that summarily declare straw men "completely false and just absurd," show our best work.
Needless to say, nobody's "shouting that mind sucks," that was your own invention. So. Hopefully that's clear now.
Plant has the advantage of being the new kid, it was designed much later then other control sets and this gives it an advantage. The devs were much more clued up when they created it. These days new powersets are created with so many jewels in the rough its more like rough in the jewels, but I digress. This is not to say Mind is bad, just its a minor miracle that its so good compared to what it could have turned out like (Gravity..)
Quote:And Plant doesn't toast Mind into ignominity. It toasts it into oblivion. The comparison:
Plant is a good set, no one is debating that. But saying what you said there to me strikes as someone deliberately trying to make a point and perhaps even an argument. You are obviously a Mind/ player who played a lot of Plant/ and prefer it, but let me tell you a little about me. I have played many Controllers, Earth, Ice, Plant(Dom), Gravity and Mind. For me, Mind Control was the last one I chose but also the one I fell in love with the most - it became my first and only level 50.
Why? Because it has powerful solo capabilities and powerful team capabilities. Mesmerize, Dominate and Levitate all slotted as attacks will make you one of the best soloing Controllers you can make, right from level 4. Gravity should be at this level or even better, since it has 4 not 3 attacks.
Mind's powers are not so straightforward though and to some extent must be used with finesse and elegance, but to great effect. It requires a certain amount of stratergy but when it works well there is a whole lot of satisfaction. This is the kind of challenge I enjoy, I like sets that make me think.
In comparison I find Plant to be very boring once the novelty of Seeds being overpowered wears off. Yes it has other tools in the box, but they are rarely needed and completely surplus. Its one power for almost every situation and requires no skill or stratergy which to me, is a huge turn off.
Remember, before Plant Control there was only one set in the whole game which had AoE Confuse - Mind. That is what made it unique. Some people used it as justification for lack of a pet (I remember the threads). Personally I prefer not having a pet, especially with Mind's strong attack chain. Also I fell in love with Mind far after Plant had already been released, so its not an issue I'm worried about but its one worth remembering.
The devs gave AoE confuse to Plant in a manner which to me, shows a complete lack of clever design. It strikes me that they wanted to make the set very good, and not necessarily very balanced. They didn't alter the already VERY long duration of confuse at all (37.3s base). A duration which is fine for a single target attack or a long recharge Mass Confuse but on a short recharge, excessively wide cone? If you consider that its effectively an even better version of a hold, the duration really seems out of line for all confuse powers.
As for more about Mind vs Plant, I disagree with your assessment that AoE is always better then ST for control. I mean, it has huge advantages but ST controls are good for taking out the big threats to your team. They rehcarge fast and have long durations.
Mind offers a team no aggro sleeps and confuses. Plant even though it mirrors Mind's powers, does not have access to this. Mind has access to 2 powerful AoE's for full lockdown, Mass Confusion and Total Domination. Mind can back this up with 4 very strong ST attacks, confuse, 100% knockup, Mag 3.5 Sleep (1 shotting bosses and AV's) and of course the hold.
A mind controller can easily control 3 bosses at once, 4+ if you have oppertunity to sleep them, in comparison a Plant Controller has to rely on immobalizes for bosses it can't hold using its single target hold, or chance it with an overpower.
A mind controller also brings AoE damage to the table with Terrify. A wide AoE fear which is pretty much Seeds of Confusion but fear instead of confusion and excellent damage.
Both sets can get the job done easily, but to me, Mind is more interesting, more challenging and more rewarding. Its variety of ST attacks in combination with its AoE's make it for me, the set with the most tools for when things go wrong.
The only drawback to Mind is its reliance on Mass Hypnosis at early levels. Now, you can either fight against it or you can embrace it. Personally I found many ways you can use it to very good effect, I've written enough without going into that here though.
Getting back on topic:
Quote:Originally Posted by KetchIf legacy and fear of overpowered solo grav's are the only thing holding back the damage on lift, well... that's just a sad state of affairs. Grav hurts in so many departments, please throw it a bone somewhere. -
Come on Enantiodromos, you litter this forum with how Mind Control sucks and now you start on poor defenceless Gravity, is there any set you do like?
Ok well atleast Gravity is actually a bad set (see sig) but the the Mind Control stuff was just boring and wrong. So now I'm not sure if Grav/Sonic is a bad combo or you are just playing it incorrectly. -
Quote:So Defenders can't get increased damage because they are "Force Multipliers" and it would be overpowered. However you yourself admit that Controllers are "Force Multipliers" and thus its okay for them to not only bring more to a team but also bring more damage?Controllers aren't not force multipliers. Wait, how many negatives was that? I mean to say, sure, I'll go with you on that and say yes, controllers are force multipliers.
Six of one, half dozen of the other. I view controllers and defenders as different but roughly equivalent and mostly interchangeable. They fill the similar roles but do it differently so it just depends on what your style preference is.
No.
Only if one accepts the premise that having a better inherent makes controllers inherently better. I don't accept that particular premise.
To me, any arguement that Defenders shouldn't get more damage is an arguement for why Controllers should have Containment nerfed. -
Quote:Here's a question, how are Controllers not force multipliers?Defenders are force multipliers and that potential is wasted solo. I don't consider it a problem that this feature makes the AT less popular.
Does a team consisting of a
Kin/Rad Defender
Rad/Energy Defender
ForceField/Archery Defender
really that much better off than a team consisting of a
Ice/Kin Controller
Earth/Rad Controller
Illusion/Forcefield Controller?
Is it not the case that the higher level these team go, the more Controllers edge farther and farther ahead?
Once you get to the 40's and EPP's, there is effectively no more reason to BE a Defender over a Controller.