Peacemoon

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  1. The other problem with measuring the rate at which Defenders can solo is it depends greatly on the powersets chosen.

    Having a -res primary such as Rad, Dark and Storm does help compared to say Empathy or Force Fields.

    They are still slow but for me its the difference between bearable and not.
  2. Quote:
    Originally Posted by Fulmens View Post
    I'm talking about most of the Controller population being three combos out of 56; you're talking about most of the Defender population being 30 combos out of 72.

    You do see there's a difference there?

    Anecdotally, I grabbed the first six people who wanted to come along on a Manticore the other day and I got two controllers, both Fire/Kin. What are the odds?
    Well the Fire/Kin population is rising fast, so that doesn't suprise me. Its always been popular among farmers, but now it is getting to rediculous levels. Just yesterday I was stood in Talos AE with 6 Fire/Kin Controllers and a Stone Tank.
  3. Quote:
    Originally Posted by Scorpious_EU View Post
    Exactly what i was trying to get across in my posts, but people dont seem to understand this. Regardless of how much people think their defender sucks solo, give them enough damage to 'solo well', in a vacuum, would result in defenders stepping all over blasters toes because blasters dont also have the ability to debuff enemies into nothing or buff themselves silly. As i also said, it would make a team with multiple defenders 'i win', leaving everything way behind. It wont happen.
    This is debateable to be honest. Giving Defenders better damage does not mean they eclipse Blasters.

    If Defender Damage + Defender Debuffs = Blaster Damage

    Then

    Blaster Damage + Defender Debuffs = Even Better Blaster Damage

    My point is, that aslong as Blasters inherently do much more damage then Defenders, there isn't a huge problem.

    Also, no one is saying to buff Defender damage by quite that much. Blaster damage is much higher then Defenders, and they themselves have an inherent which further widens this gap.

    Quote:
    I do however disagree with your option to fix defenders, because it also involves balance to ATs outside of defender and i would prefer that defenders issues could be solved within the AT alone - it would cause less hassle.
    The problem is, Defenders and Controllers are in direct competition. The reason people want Defender damage buffed is not only because its low, but because Controller damage is so high in comparison.

    If anyone should be doing Buffs/Debuffs and Damage, it should be Defenders, not Controllers. This is where the heart of the imbalance exists. Things like Containment and Fulcrum Shift are contributing factors for why Defenders feel sucky.

    To make Defenders able to compete with Controllers on this level, you are going to make them overpowered with Blasters. It is a no win situation until Controllers are nerfed.
  4. Just to quote myself:

    Quote:
    This is why I always view the Defender as a low level archtype, they get their powers nice and early to help low level teams. Whee Fortitude at 12! However once they get towards 30's, Controllers are more then capable of taking over the role to 50 without any drawbacks and with significantly more tools at their disposal.
    I think this is still a big issue. Defenders are good only when they get access to powers Controllers can not obtain due to level. Once Defenders and Controllers both reach high levels, the Controller wins hands down.

    Controller: Strong Control Primary/Debuff+Buff Secondary.
    Defender: Debuff+Buff Primary/Weak Blasting Secondary.

    I mean to me, it is obvious. Getting the powers earlier is the only advantage. Especially as with Containment and the strong Control powers, Controllers both do similar damage and can better utilize the buffs/debuffs to their own gain.

    I think if we are to really achieve balance here, we really need to adjust the levels of damage both AT's have access to. It is the best way to create a difference between the two.

    Containment needs to be removed/adjusted and Defenders need to be looked at closely. Once this is done there will be a clear reason to take a Defender over a Controller, the damage. Trying to make Controller debuff+buffs weaker or Defender debuffs+buffs stronger is not going to change much in my view.
  5. It is like I've always said, Defenders do well at low levels when they get access to all the buffs/debuffs that are wanted early. As soon as Controllers reach their 20's and have access/room in their build to acquire all these powers, they completely overshadow Defenders.

    By the time you get to the 40's, most Controllers can do everything a Defender can with the debuff/buff powerset, and bring a huge amount of powerful control as opposed to an entire set of very wimpy damage.
  6. Quote:
    Originally Posted by Castle View Post
    So, what you are recommending is we add 33 Attributes which have an Area effect which checks each server tick per defender? I can tell you now that that *would* have a significant impact on server performance.
    It is really good to see you in a Vigilance thread Castle, I am pleased

    My own personal opinion is we need to take Vigilance away from being a Team-Orientated Inherent (Defenders are very good on teams anyway) and use it as something to ease soloing. It could even help them do damage while on a team.

    Also moving it away from the health of a team mate. My Forcefield Defender never got anything as all her allies were always at 100%.
  7. Peacemoon

    Gravity (Again)

    I think there is some appetite to fix old stuff, but as Gravity Control falls under "just about workable" and as you said Controllers as a whole are pretty overpowered, there is less of a need to make deserved changes to the set.
  8. Quote:
    Controllers achieve more that mez protection with their controls. In pracsis they also achieve defense/resistance from the controls. Not to mention getting outright mez protection and armour in their epic pools. If anyone should have mez protection in the epics, it should've been Defenders. That said, I feel mez protection in the magnitude given is outright detrimental to the game. Even for melee ATs. Being constantly mezzed is extremely annoying, but being made virtually immune is incredibly boring. Mez resistance however, is something I can get behind.
    I have long thought this as well. Complete immunity to status effects vs complete vulnerability is something really silly in my mind. Scrappers and Tankers should have high levels of resistance but not so much protection, then maybe the devs could create creature-powers designed to effect everyone to some degree and more interesting encounters.

    I also agree with you regarding Fulcrum Shift, which with Containment is a major playing in making Controllers too powerful, and even Defenders given the right team setting. I liked someones idea earlier in the thread that some powers which rely on recharge, like Recovery Aura, should have a bigger recharge for Controllers as well.
  9. Peacemoon

    Levitate vs Lift

    You know I am not even going to touch this Mind Control debate that has risen in this thread by certain individuals. If you want to shout about how Mind sucks be my guest, it is completely false and just absurd.

    Quote:
    Originally Posted by Chaos_String View Post
    Since I play a grav/kin controller, I would have liked to see Lift get a damage boost for controllers too, but the fact is that as a controller primary, Gravity already has good single-target damage. While I understand and largely agree that "good" single-target damage doesn't justify or outweigh Grav's AoE control and damage shortcomings, I'm also aware that the set has never been as sub-par for controllers as it has always been for dominators.

    For dominators, Gravity has always been borked. While contained Lift and Propel may be viable sources of direct damage for controllers, in the dominator primary they were completely eclipsed by damage powers from the secondaries.

    For controllers, particularly solo controllers, Gravity's early access to damaging attacks helps the set to solo well. But Lift and Propel were almost entirely superfluous to a dominator with an entire secondary of superior damage powers.

    Therefore dominator Lift was buffed. Now it provides viable direct damage, a bit of soft control, and an alternative damage type to what's offered in the dominator secondaries. In other words, it's as good as Levitate.

    But among controllers, Gravity already had more ST damage prior to pets and APPs than any other set besides Mind, so the devs didn't give Lift a damage buff.

    Frankly I'd be happy to see controller Gravity buffed in any way; the set needs it, I think. But controller Lift didn't need adjusting the way that dominator Lift did.

    The tradeoff of AoE control for ST damage may be a bum deal, but it's especially stupid if the damage you gain is utterly irrelevant and superfluous in light of what you already have. And that was the tradeoff for dominator Grav. And that's why the set got a buff for doms that didn't carry over to controllers.
    I know what you are saying Chaos_String and in some ways I can agree with you.

    However to me, Gravity has 4 single target attacks, Crush, Lift, Gravity Distortion and Propel that should all do good damage.

    Punishing Gravity powers so you get "less bang for your buck" because of its quantity of single target attacks is wrong. The reason I say this is because in my mind, Gravity gives up other powers to have access to them, so they should be each be individually good.

    If gravity didn't have lift and propel, imagine what could take its place? Powers like quicksand or shiver? Room for more early AoE control at least. I'm not saying Lift or Propel should be removed, but their existance needs to be justified. Lift should do equal damage to Levitate, irregardless of its other attacks. Currently is does almost half of levitate and less than even air superiority.
  10. Peacemoon

    Gravity (Again)

    Quote:
    Originally Posted by Seraphael View Post
    I wholeheartedly agree with the original poster. Gravity is the weak sibling of Controlers (along with Mind) and is in need of some developer TLC.

    Here are my suggestions:

    Lift: Change damage scalar as they did for Dominators so it compares better with Levitate. At present Lift is even worse than the pool power Air Superiority and Gravity Controllers are forced to take one of two very skippable primary powers at level 1 (Crush or Lift).

    1. Air Superiority: Dmg: 30.6, Rech: 4, Cast: 1.5
    2. Lift: Dmg: 24.5, Rech: 6, Cast: 1.03 (damage incurs after a couple seconds delay)

    Propel: Damage is sufficient as is. Lower animation time somewhat to limit the amount of corpse blasting on teams. Change feedback (on hit and miss) so it comes at the end of the activation and not the beginning. Knowing you'll miss somehow makes the seconds it takes to animate fully extremely long.

    Dimension Shift: Turn into toggle. Decrease radius of effect. I absolutely love the idea of making it a sort of reverse Earthquake/Ice Slick power with knock up instead of knockdown though! The reverse repel idea also has a lot of merit. Both suggestions have a much better thematic fit than an intangible power.

    Wormhole: Increase radius to 20. This is still less than other similar powers in other sets.
    Great information regarding Air Superiority, I am assuming this is correct

    Your suggestions are good and perhaps less then I would argue for, perhaps there is some middle ground but first we need Gravity to actually get some attention!
  11. Peacemoon

    Levitate vs Lift

    Quote:
    Originally Posted by Local_Man View Post
    This is one of those "dead horse" topics. It comes up on a regular basis. The Devs have never given a specific reason why Lift has such a lower damage level than Levitate, but I suspect it is a balance issue. Grav does a lot of damage in Propel, and if the damage was increased to Lift, then the Grav set would probably do too much damage in their eyes.

    The damage in Propel makes my Grav controller particularly good for solo. I use Crush instead of Lift in my Grav controllers current build. If Lift's damage were increased, I would find something else to drop to fit it in, but since Castle made the adjustment to Dominators and not Controllers, I would bet that this issue was looked at and left as is on purpose.
    I think it is only a 'dead horse' topic because people have given up figuring out why, not because there is an actual answer.

    I really don't think everything in this game is designed the way it is for a reason, more like because 'thats the way it has always been'. I would love to see the Devs or anyone try and rationalise Lift, Propel or Dimension Shift in the context of the set as a whole and compare it to other Control sets. To me, the reason Lift does less damage is not because the devs want it to do less damage, but because that is the way it has always been and no one has ever re-evaluated it.

    If this was Super Strength we were talking about, you would have 10 people demanding an answer, but because it is Gravity Control, hardly anyone cares enough to do anything.

    Gravity gives up a lot of control for having both Lift and Propel. Despite this both powers are gimped. Lift does less damage then even Mesmerize and ST Immobalizes, and propel's damage is not enough when taking into account that Gravity loses a control power to have it, and that Propel's whole design is to do damage.
  12. Peacemoon

    Gravity (Again)

    Do people think that Dimension Shift is bad enough that it could be seen as an exception to the 'cottage rule'? (god I hate that name)

    I'm really hoping we can make some progress with Gravity Control, it really deserves some attention and a bit of an overhaul.
  13. Peacemoon

    Levitate vs Lift

    Ever since I've played this game, their has been a damage difference between Lift and Levitate, why? They are identical in every other aspect.

    Lift: 24.47 Damage
    Levitate: 40.37 Damage

    This really needs to be changed, Lift is doing almost half the damage it should be and makes soloing with a Gravity Controller unecessarily more difficult and slow.

    Whats more:

    Quote:
    Lift: Increased this powerÂ’s damage scale from .8 to 1.32.
    In Issue 15, this was fixed. However only for the Dominator archtype, Controllers still have a broken version of lift. The above change effectively made Lift and Levitate do equal damage.


    Apperantly Lift's damage was nerfed in CoH Beta due to a fear that with Propel, Gravity would do too much damage. I have never been able to confirm this 100% but, how annoying that such a silly change was made and then left and forgotten about for 5yrs? :/
  14. I think what Billie is trying to say, is if you choose "Kick" from the fighting power pool, you expect it to be a super powered awesome looking kick.

    The very basic animation for "Kick" is probably why he is implying it should be free for everyone. I do kind of agree with him. I remember I was disapointed by it a long time ago when I chose it for my Earth Controller
  15. The visual effects for Gravity are in error. Why am I the only person who can see this? :/

    Crush and Crushing Field :- They play the "hold" visual, with the swirly effect underneath to signify that gravity is being distorted.

    Gravity Distortion and Gravity Distortion Field: They play the "immobalize" visual, which makes the enemy look like they are being crushed by gravity.

    The effects of these 2 sets of powers are inversed! Now, unless I missed a patch note and a very odd reason, this is completely wrong!

    BaBs, please please do soemthing for this, it would be greatly appreciated. Everytime I try to play my Gravity Controller, I notice the mistaken visuals straight away. :/

    P.S While on this note, Gravity Distortion and Gravity Distortion Field lost their floating animation, where held enemies are forced to float helplessly. That was such a cool feature why oh why was it removed?
  16. Please can you fix the memory leaks with testing AE arcs, I swear after about 6 tests of a mission CoH melts down and I have to restart it. I have a good computer and rarely get slowdown, yet testing gives such a huge memory leak. Have others experienced the same?
  17. ID: 260284
    Title: A Warrior's Journey - The Flower Knight Task Force

    Anyone else played this and loved it? I just did it and it was great. Well written, great customs, awesome theme, lovely references to canon. I wont give away the story past that, but I would advise taking a friend or two for the EB's.
  18. Storm is a great set, but it can be quite endurance intensive, especially early on. Things do get a lot better as you obtain Stamina, +recovery enhancements, -end set bonuses on your powers and +recovery set bonuses.

    Having said that, I would becareful with choosing too many end heavy powers early on. Running Snow Storm, Steamy Mist and Hurricane all at once will be very taxing on your endurance.
  19. Storm is a great set, but it can be quite endurance intensive, especially early on. Things do get a lot better as you obtain Stamina, +recovery enhancements, -end set bonuses on your powers and +recovery set bonuses.

    Having said that, I would becareful with choosing too many end heavy powers early on. Running Snow Storm, Steamy Mist and Hurricane all at once will be very taxing on your endurance.
  20. Quote:
    Originally Posted by Turbo_Ski View Post
    More like I mark them as a failure for failing at mitigating damage through Repulsion Bomb, Ally shields, and Dispersion. OP already stated he didn't have Repulsion bomb so that's a rather large damage mitigation and damage loss right there and instead used a power that does almost no mitigation, pisses off melee players in general, and is far too large to be used surgically for repel positioning.
    Except he already stated that he positioned them all in a corner, which is very easy to do with Force Bubble actually.

    Then you rode in here with your "FORCE BUBBLE SUKCS!" babble, ignoring all the counter-arguements and just repeating the same tosh until people give up and either leave the thread or put you on ignore.
  21. Looks like a certain amount of time and effort went into this guide, its very good.

    I was wrong about you perhaps PhiloticKnight, I am big enough to say I take back what I said in the other thread

  22. Unfortunately you are going to see me disagreeing with anyone who doesn't find Mind/Storm one of the most awesome powerset combos available. I've soloed the combo through every storyarc and done almost every TF and have never found it anything less then amazing at lockdown, damage and buff/debuffs.

    Quote:
    Originally Posted by Enantiodromos View Post
    Mind really can't. Thunderclap is far too small and low mag, TK is likewise tiny and end-intensive, Total Dom is up only half as often as FR, Mass Hypnosis gets broken by FR's damage ticks. Terrify + Fireball are fun to hammer foes with, when you can contain 'em, as became my habit while I was playing my late-game Mind/Rad. And you could still use EF there.
    Thunderclap, small radius? Your Mind may be Mind/Rad, but please don't disregard Thunderclap just because most people do. For Mind Control it is very powerful, because it fills the containment gap which you described. Here are the stats for my Thunderclap, just to bring some numbers in:

    End Cost: 10.4
    Acc: 1.44
    Recharge: 18s
    Duration: 34.1s
    Radius: 25
    Mag: 2

    This sets up containment on minions, and combined with Psychic Tornado + Terrify, I can almost 2 shot every minion in a pack. Again, this is something that has been missed in this conversation, Mind Control actually brings 2 AoE attacks to the table for even more AoE damage. It is rivalled only by Fire/ because of hot feet, but Mind's combo works much more frontloaded. If you pair up Mind Control with Storm, you can really leverage the double AoE damage due to the extra containment option.

    Now you may be right in saying that one cannot expect to set up Thunderclap when in big teams or TF's, and you would be right if not for Mass Hypnosis and Steamy Mist. This allows you to creep into the middle of a slept spawn and Thunderclap without fear. I've done this on many TF's to great effect.

    So really, this notion that Mind Control and Freezing Rain don't work together is only accurate at low levels or play, in my experience. When all you have is Mass Hypnosis and Total Domination, and you aren't properly slotted.

    Quote:
    Originally Posted by Freem_NA View Post
    Secondly, the inability to leverage solo AoE-containment is a feature of Mind rather than a peculiarity of its combination with any particular secondary. Unless one is fighting cons so low one single AoE from mass hypnosis clears them out.

    Thirdly, thunderclap does indeed have a small magnitude, but it is not small in radius of effect, as suggested by comparison with TK radius (which really is tiny).
    Well I do agree, containment is Mind's weakness. However like you say, Thunderclap does have a big radius and I posted the stats of it above. Really, Thunderclap is an excellent power to fill this gap and is one of the reasons Mind/Storm is so great.

    Also while Mind has more difficulty setting up AoE containment regularly, it does have higher AoE damage then most sets since it has its own AoE damage, Terrify.


    Quote:
    Originally Posted by Freem_NA View Post
    But, as much as I like to give a rousing defence of the combo, game design and game population neither needs nor welcomes what Mind/Storm brings, and the combo also lacks what game design and game population wants from a controller. By this I mean that the game runs on the grease of 1) just enough control and AoE damage on large spawns of easily controlled, tightly packed mobs, 2) destruction of single AVs with all that it entails.
    I completely disagree (not suprisingly perhaps >_>) I can't see how you can argue that the population neither needs nor welcomes what Mind/Storm brings to the table.

    Mind Control may suffer with AoE containment, but it does not suffer from a lack of AoE control. Mass Hypnosis, Mass Confusion, Total Domination, Terrify, these are more than enough in my experience. When you get really high amounts of recharge, Mass Confusion and Total Domination can easily do most of the control, and you have plenty of choice for when neither are available. The debuffs Storm brings such as Freezing Rain and Hurricane, but also the buffs such as Steamy Mist and o2 Boost are amazing for teams.

    As for AV's, I've always felt that I am a big player when fighting AV's at the end of a TF. Hurricane brings -45% to hit, meaning that they rarely land an attack. Freezing Rain, Tornado and Lightning Storm add to the damage. If I am lucky to pair with someone who grabbed their single target Immobalize, my Mind powers can do a lot of damage to.

    Really the only thing I cannot stop is their regen and to be honest, when I bring so much to a team already, I honestly don't feel that -regen is my responsibility.
  23. Quote:
    Originally Posted by Turbo_Ski View Post
    Repulsion Field is the same as Repel from kinetics, but it's not about positioning, it's purely about damage mitigation since it spams a base mag 6 KB (16 mag 3 slotted with SOs) every 0.5 seconds. Neither Force Bubble or Repulsion Field should be needed in normal missions if you're tossing Repulsion Bombs, shielding your teammates and keeping Dispersion up.

    In the incredibly rare situation where you need additional mitigation then Repulsion Field ends up being the better option since it actually stops foes from attacking compared to a power that simply forces them to only use ranged attacks. Also using it for positioning foes seems overly pointless when foes are already nicely clumped together foe AoEs before you ever engage them and people always unleash their AoEs right at the start of battle anyway.
    Please tell me how "saving the team" and "pinning all the mobs into a corner" is some how bad for melee players and cripples AoE?

    You are talking absolute rubbish, seriously. Just... wow.

    Do you know what you sound like? Someone with a grudge against force bubble who isn't thinking logically.
  24. Quote:
    Originally Posted by PhiloticKnight View Post
    F is for facepalm. Actually, scratch that, this post deserves ALL the options below. That's a first!
    I always thought the options in your sig were a description of your own posts, sort of like a list of ingredients. It seemed to be pretty accurate, to.
  25. Quote:
    Originally Posted by Techbot_Alpha_EU View Post
    I see some things never change...
    English people speak English.
    American people speak American.
    Lets just put them as two seperate languages, leave it at that, and then move onto the next shouttyscreamyhissy topic of the day.

    Of which there are possibly many.
    I don't know, when people start trying to call the language "American" and not "English" I get pretty annoyed. Whether its a forumite or Valve on Half Life 2. Just because a few letters are changed does not mean the creation of a whole new language.

    This whole topic is stupid, only created by some annoying person desperately trying to make a name for themself and cause some drama.

    Evolution of language is a very interesting subject, but not from the perspective or intent of this thread.