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Everything posted by oedipus_tex
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Make Ice Control Cooler: A Control Powerset Buff
oedipus_tex replied to Blackfeather's topic in Suggestions & Feedback
In general I am fine with cones, but in the context of Ice Control they pair poorly. Shiver has always been a power you could mostly ignore because its effects duplicate other effects in the set, so it hasn't been a big issue. I'd be against turning it into an actual attack or anything other than either a single target mezz that happens to have AoE debuff, or else a very light touch mezz. I would be strongly opposed to it becoming a staple power if it remains a cone. Your idea isn't a bad one, I just don't like it for Shiver. If a power like that is needed, Flash Freeze is already an alpha breaker, does damage, and is spherical and is a better power to elevate in importance than Shiver. I could even see it applying to Ice Slick, which currently accepts no sets at all.- 202 replies
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Make Ice Control Cooler: A Control Powerset Buff
oedipus_tex replied to Blackfeather's topic in Suggestions & Feedback
I think the Control sets could use some definitions around how much damage they are "supposed" to do. Most of the sets were not given the attention to DPA that blast, melee, and assault sets were. It would be nice to have a baseline of how much DPA a single target immobilize, single target hold, and AoE immobilize do. Beyond that, there is the question of the "blast" powers some of the Controller sets get. Part of the challenge is the Control sets are shared by Controllers and Dominators. Most Controllers are expected to rely on the Control set for damage, while Dominators have a secondary devoted to damage. However, a conundrum arises. Because of Containment, Controllers actually do more damage with Control powers than Dominators do. In some cases, like Gravity>Lift they actually do better DPA than most of the Assault set powers. Because of Shiver's huge area of effect, much bigger than any Assault power, this is something to watch out for. Controllers would do more damage with it than Dominators; this might be okay but also might be the start of problems. I do think Ice Control needs more damage, but also think that should be part of an overall evaluation of the Control sets.- 202 replies
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What would be the best way to keep players retention?
oedipus_tex replied to spartan52's topic in Suggestions & Feedback
Limiting Level Shifts to incarnate content and taming iPowers are the two things that would extend my interest. -
Make Hasten Increase Max Run Speed
oedipus_tex replied to Monos King's topic in Suggestions & Feedback
IMO Super Speed is currently the "best" of the high run speed options because of its Stealth capability and because it is in the Speed pool. Flight, in the Fly pool on the other hand is a truly bad travel power. -
Make Ice Control Cooler: A Control Powerset Buff
oedipus_tex replied to Blackfeather's topic in Suggestions & Feedback
May be worth noting that Chilling Embrace on Dominators got a buff on Homecoming that's not reflected in Jack Frost (yet). On Doms it's a 15ft radius -Damage and damage aura that won't wake sleeping enemies (nice touch!) Might make Jack stand out a bit more.- 202 replies
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Make Ice Control Cooler: A Control Powerset Buff
oedipus_tex replied to Blackfeather's topic in Suggestions & Feedback
While we're on the subject of Arctic Air it also features a weird-maybe bug: If I'm reading this right, Arctic Air's anti-stealth mechanic (which, mind you, I've never actually seen work) disables for 10 seconds if you click a glowie. That's probably an indication that Arctic Air was cloned from Steamy Mists, a stealth aura which does in fact suppress stealth if you click a glowie. I think someone used similar code for AA's anti-stealth and accidentally left that flag in. It's not a huge bug, just a weird minor detail I doubt anyone would notice without the JSON readouts.- 202 replies
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Been a while since I played Illusion Control, but I believe the benefit of Superior Invisibility is the invisibility doesn't suppress while you are fighting. Because of this you can fight one group of enemies while standing in another group of enemies and the ones you're standing near won't alert or attack you. Note however that PA and the Phantasm still aggro these enemies and they can attack you even though you technically still have Stealth radius. It's mainly just a bit of added insurance against aggroing enemies in groups you're not ready to fight. On live, many years ago, Illusion Controllers occasionally ran a few steps ahead of the team stacking Confuse on bosses using this feature. I could be remembering incorrectly or it could have changed since then, of course.
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Make Ice Control Cooler: A Control Powerset Buff
oedipus_tex replied to Blackfeather's topic in Suggestions & Feedback
It's one of my biggest complaints about Ice Control on Dominators. There are a few powers in other sets that don't Dominate, mainly ones that summon psuedo pets. On these, Controllers and Dominators usually have identical mezz durations. On powers that Dominate, the duration out of Domination is shorter than Controllers, and in Domination is longer than Controllers. Arctic Air though is penalized twice. It both has a shorter mezz duration than the Controller version, and can't Dominate. It's locked at a 3 second Mag 3 Confuse (where Controllers have 3.7 second Mag 3 Confuse). It should have an additional mag 3 Confuse with a duration of about ~4 seconds. Note that because AA's Confuse is a 30% chance every 2 seconds, just throwing a second 30% chance for Mag 3 Confuse might result in the power providing too much coverage. For that reason I think the power should have a Mag 3 Confuse out of Domination (as now) and a 30% chance for 4 second Mag 6 Confuse in Domination mode (not two independently rolled 30% chances for Mag 3 Confuse). Worth noting, Dominators also have lower -Recharge multipliers than Controllers, which seems wonky, because Controllers and Defenders have the same -Recharge multiplier. -Recharge in the context of Ice Control is meant to be a form of Control, but Dominators have lower values than Defenders. If -Recharge is a "control" Dominators should have identical values to these other archetypes.- 202 replies
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It definitely took some work to fit Fold Space into the build, and sacrifices had to be made on the Defense side of the equation. In the end it was worth it because of how strong Drain Psyche and Power Sink are. DP in particular benefits because even though Fold Space doesn't TP bosses, the ability to gather up a bunch of minions to use as a health/recovery battery greatly increases survivability. Here is the Elec/Psy build I am running for any interested. Fold Space and Combat TP aren't in Mids yet so I took similar powers. Fold Space gets x2 Rech x1 Accuracy. Defenses are in the 32 (Ranged) to 28/27(S/L/Melee) Range. This build is played with Destiny Barrier to close that gap, which it can get away with thanks to the Recovery in Drain Psyche and End Restoration in Power Sink. Hero Plan by Mids' Reborn : Hero Designer 2.6.1.25 https://github.com/Crytilis/mids-reborn-hero-designer Click this DataLink to open the build! Social Medium: Level 50 Magic Dominator Primary Power Set: Electric Control Secondary Power Set: Psionic Assault Power Pool: Speed Power Pool: Teleportation Power Pool: Leadership Power Pool: Fighting Ancillary Pool: Mu Mastery Hero Profile: Level 1: Tesla Cage -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(3), BslGaz-Rchg/Hold(3), BslGaz-EndRdx/Rchg/Hold(5) Level 1: Psionic Dart -- Apc-Dam%(A), Apc-Dmg/EndRdx(5), Apc-Acc/Rchg(7), Apc-Acc/Dmg/Rchg(7), Apc-Dmg/Rchg(9) Level 2: Chain Fences -- PwrTrns-EndMod(A), PwrTrns-Dam/EndMod(9), PwrTrns-Dam/Acc/Rech/End(11), PwrTrns-Dam/Rech(11), PwrTrns-+Heal(13), PwrTrns-Dam/Acc/End(13) Level 4: Mind Probe -- SprBlsCol-Rchg/HoldProc(A), SprBlsCol-Acc/Dmg/Rchg(15), SprBlsCol-Acc/Dmg/EndRdx(15), SprBlsCol-Dmg/EndRdx(17), SprBlsCol-Acc/Dmg(17) Level 6: Telekinetic Thrust -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(19), KntCmb-Dmg/Rchg(19), KntCmb-Dmg/EndRdx/Rchg(21), OvrFrc-Dam/KB(21) Level 8: Conductive Aura -- PreOptmz-EndMod/End(A), PreOptmz-Acc/Rech(33) Level 10: Hasten -- RechRdx-I(A), RechRdx-I(23) Level 12: Static Field -- SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(A), SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(25), SprAscoft-Rchg/+Dmg%(25), SprAscoft-EndRdx/Rchg(27), SprAscoft-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(27), SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(29) Level 14: Teleport -- BlsoftheZ-ResKB(A) Level 16: Recall Friend -- WntGif-ResSlow(A) Level 18: Paralyzing Blast -- BslGaz-Acc/EndRdx/Rchg/Hold(A), BslGaz-Acc/Rchg(29), BslGaz-Rchg/Hold(31), BslGaz-EndRdx/Rchg/Hold(31) Level 20: Drain Psyche -- TchoftheN-Heal/HP/Regen/Rchg(A), EffAdp-Acc/Rchg(31), DctWnd-Heal/Rchg(33) Level 22: Teleport Foe -- Empty(A), Empty(23), Empty(50) Level 24: Maneuvers -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(50), Rct-ResDam%(50) Level 26: Synaptic Overload -- CrcPrs-Conf(A), CrcPrs-Conf/Rchg(34), CrcPrs-Acc/Conf/Rchg(34), CrcPrs-Acc/Rchg(36), CrcPrs-Conf/EndRdx(36), CrcPrs-Conf%(36) Level 28: Boxing -- Empty(A) Level 30: Tough -- UnbGrd-Max HP%(A), UnbGrd-ResDam(37), UnbGrd-ResDam/EndRdx(37), UnbGrd-EndRdx/Rchg(37), GldArm-3defTpProc(39) Level 32: Gremlins -- ExpRnf-Acc/Dmg(A), ExpRnf-Acc/Dmg/Rchg(33), ExpRnf-Dmg/EndRdx(34), ExpRnf-+Res(Pets)(48) Level 35: Psionic Lance -- StnoftheM-Dam%(A), StnoftheM-Dmg/EndRdx/Rchg(39), StnoftheM-Acc/Dmg(39), StnoftheM-Dmg/EndRdx(40), StnoftheM-Dmg/ActRdx/Rchg(40), GldJvl-Dam%(40) Level 38: Psychic Shockwave -- Obl-Dmg(A), Obl-Acc/Rchg(42), Obl-Dmg/Rchg(42), Obl-Acc/Dmg/Rchg(42), Obl-Acc/Dmg/EndRdx/Rchg(43), Obl-%Dam(43) Level 41: Charged Armor -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(43), UnbGrd-EndRdx/Rchg(45), UnbGrd-Rchg/ResDam(45), StdPrt-ResDam/Def+(45) Level 44: Ball Lightning -- Rgn-Knock%(A), Rgn-Dmg/EndRdx(46), Rgn-Acc/Rchg(46), Rgn-Acc/Dmg/Rchg(46), Rgn-Dmg/Rchg(48), Bmbdmt-+FireDmg(48) Level 47: Power Sink -- EffAdp-EndMod/Rchg(A) Level 49: Weave -- LucoftheG-Def/Rchg+(A) Level 1: Brawl -- Empty(A) Level 1: Domination Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Empty(A) Level 2: Health -- Mrc-Rcvry+(A) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- PrfShf-End%(A) Level 1: Quick Form Level 50: Musculature Radial Paragon ------------ ------------ Set Bonus Totals: 21% DamageBuff(Smashing) 21% DamageBuff(Lethal) 21% DamageBuff(Fire) 21% DamageBuff(Cold) 21% DamageBuff(Energy) 21% DamageBuff(Negative) 21% DamageBuff(Toxic) 21% DamageBuff(Psionic) 19.75% Defense(Smashing) 19.75% Defense(Lethal) 6% Defense(Fire) 6% Defense(Cold) 17.25% Defense(Energy) 17.25% Defense(Negative) 6% Defense(Psionic) 20.38% Defense(Melee) 21% Defense(Ranged) 6% Defense(AoE) 3.15% Max End 4% Enhancement(Held) 4% Enhancement(Stunned) 4.4% Enhancement(Terrorized) 5% Enhancement(Max EnduranceDiscount) 8% Enhancement(Confused) 8% Enhancement(Sleep) 96.25% Enhancement(RechargeTime) 8% Enhancement(Immobilized) 48% Enhancement(Accuracy) 141.2 HP (13.88%) HitPoints Knockback (Mag -4) Knockup (Mag -4) MezResist(Confused) 36.25% MezResist(Held) 36.25% MezResist(Immobilized) 36.25% MezResist(Sleep) 36.25% MezResist(Stunned) 36.25% MezResist(Terrorized) 36.25% MezResist(Teleport) 100% (20% chance) 16% (0.27 End/sec) Recovery 34% (1.44 HP/sec) Regeneration 35% ResEffect(SpeedFlying) 35% ResEffect(RechargeTime) 35% ResEffect(SpeedRunning) 20.25% Resistance(Smashing) 31.5% Resistance(Fire) 31.5% Resistance(Cold) 24% Resistance(Energy) 24% Resistance(Negative) 18% Resistance(Toxic) 18% Resistance(Psionic) 20.25% Resistance(Lethal) | Copy & Paste this data into Mids' Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1494;698;1396;HEX;| |78DA6594594F135114C7EFB4534B8152B6B2C85E856281D20AEAA3318026D026557| |C54EBA44C6092D2693AD3441F7D56E216E3B7F0D9F533681497075FFC002AFB1297| |F1F49EBF2DC94CDAF975FE67BBE79EB94DDF9A6D7C76E9CE79A18466F29A656567C| |D55A3A0D966C997D6968D9CA02BB868E60C2D3F98D6978CF2AA9F9448D52B3B6316| |EC92998FCFE5F59C5D3272FF85A19ACB05CBD2CA793B9EB10CB3401E7816F519930| |2178BBABED42A7F5ED5F37AD12CD99A4D8E2129A5746D492F592B4631289F2F1ACB| |2BB65158EE9E2B1AB978AD46BA9C4D6B96AD976E77D1FAA2F4DD6A16B81CAF58F70| |8D1A70ACF47F01353FDCCF47BABBEAA489296245B82796C128C33EB2698DB945FE1| |189FB2A1B26D9B59BF0B6E321BF7C01DF8513D2FEA799FB0D6F4187CC46C7E083E6| |00628C087185FA6320455B45E06AF30DB17C16F5E19B34B6BF42B759518C57FC079| |06F799111A644036E028813121B50E708FE21AD8E66B78CEB9BA5E836F98C75F822| |F98BDAF9851CA1BE4758AE057DEAB61D242D0423DECB74F355A309F962F3C875ECC| |A71FF3E9C77C1A29A44DD4577C3D6DED1CDF7F9F730FA615C911AA11E67C9EB0439| |7E890F7A4BCB790B5933BF274863922B9C09992DBCC035A5137BAEEBEC6D987AE83| |379827B2E04D50632A94BF071DF6C88A5E52FA389BDA77C8154EEE80BBE01E73E43| |4F3905630803D19D8407F5B58C126737287D9442111BC7F91759EDBC807F02D33FA| |0E7C0F8E739D106118B1C3BF38DFA9DFE01FF02F33E6808263EF1146D1D728FA89A| |19F71F433BE0F56B69CE6B7468F63A837768EF34D9C05CF80D3E86F0AF4F824EF52| |6C5C9E3447C4D77036696F13BC0691C0347BD5EA19A64F6502919AE2C45CD6844B4| |9BA94299732ED52522E25A356FF198422954073F5BC3BDFE9355694A3D69F479579| |FA1155C50F97D7C651E529EFC342ACD661AA8D24B63BFF00E868136D| |-------------------------------------------------------------------|
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Make Ice Control Cooler: A Control Powerset Buff
oedipus_tex replied to Blackfeather's topic in Suggestions & Feedback
I don't think we're going to agree on this, which is fine. I've used this power a lot and found it unwieldly. I have dropped it every time I've taken it on something like 10 different Ice Control characters who have hit 50 on Homecoming and live. 130 degrees is wide but not that wide. The immediate issue is you don't have a lot of control over the center point. It has to be centered on an enemy. Dominators in particular spend much of their time at point blank range, where moving a little to the left or right swings the cone in a different trajectory. The logistics of the power lead to a lot of awkwardness. I can count many deaths where the huge size of the cone aggroed the wrong group (while still missing most of the nearby enemies) when the power fired in a direction I didn't originally intend or a rogue +Range buff increased the size of it beyond reason. There a handful of powers that are cones that don't require a target that I could see making this power less frustrating. One of the powers in Martial Assault for example. But overall I'd rather it was either a spherical power or less left superflous to the set to not disrupt the flow.- 202 replies
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IMO if you're going to be skipping Hot Feet it might be worth thinking about whether you'd be happier committing to a different primary powerset. Hot Feet along with Flashfire is one of the main signature moves in Fire Control and usually worth pursuing. If you dislike it and the concept works better for you, a switch from Fire Control to either Gravity or Earth Control would likely be a power upgrade. If you don't mind losing the AoE Stun you could also consider rerolling as a Defender. Ice, Electric, Water, Assault Rifle, Archery, and Beam Rifle all offer ranged nuke options. Concept is important of course, so if you picked Fire Control for the cages and Gremlins it's not a terrible choice. The main draw of Hot Feet is its absent cast time, which allows you to dish damage without committing to animation lock. Hot Feet deals a fairly respectable 10 damage per pulse which doesn't sound like much, but Containment doubles that to 20. With slotting that rises to around 40 "free" damage every 2 seconds, which is then amplified by your -Resists. Once upon a time Fire/Rad Controller was considered a decent Controller build thanks to the combo of -Resist debuff and +damage paired with Hot Feet. Trick Arrow does better -Resist than Radiation does, particularly to single target and should be fairly viable.
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It is weird to me that Regen doesn't have among the best Regen, Healing, Recovery and Recharge resists.
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So I was fooling around with my Elec/Psi Dom and decided to try something different. I played around a little and conjured up a way to fit Combat Teleport, Teleport Other, and Fold Space. I had tested Fold Space on the test server and not thought much of it but also didn't play it on a completed Dominator build. Turns out I'd overlooked how good it actually is. The synergy for Elec/Psy is obvious. Drain Psyche is a point blank debuff that requires grouped up enemies. Although Electric Control itself doesn't have any similar powers, Mu Mastery has Power Sink which crashes endurance of anything within 10ft. The combo is pretty hilarious in actual gameplay. There's also obvious synergy with a few other powersets: Dark Control because of it's PBAoE Stun. Ice and Fire Control because of a PBAoE aura and Hold power. But it turns out to have more uses than that. You see, if you use it while hovering, the enemies will appear beside you and fall to the ground. You can then nail the tightly packed group with any of your various AoEs. Relevant to Mind Control characters: the Teleport doesn't seem to awaken Sleeping enemies, even if they fall from a height (they don't take damage from this it seems). The downside is of course you are trading away one of your pool sets for the Teleport pool. You also need 3 powers to sacrifice. But on some builds its definitely worth checking out.
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It's a shame Necromancy has no way to resurrect defeated enemies to replace their zombies. Soul Extraction for sure seems like it should be castable on dead enemies in a similar vein.
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Make Ice Control Cooler: A Control Powerset Buff
oedipus_tex replied to Blackfeather's topic in Suggestions & Feedback
I like your ideas about Sleep and generally have no objections to changes to Flash Freeze. The one thing to keep an eye on is that powers with mezz should theoretically double their Magnitudes in Domination mode. Not every power does this, but it's the general rule to keep Dominators and Controllers differentiated. Somewhat related, I've also been pushing Dominator powers to retire the DoTs in the Assault sets in favor of direct damage wherever it makes sense to do so. Dominators are damage/control specialists, DoTs interfere with their lineups. This was done for Electric Control early in its design and why its immobilize doesn't have DoT while most older sets do.- 202 replies
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Make Ice Control Cooler: A Control Powerset Buff
oedipus_tex replied to Blackfeather's topic in Suggestions & Feedback
I hear you. The reason I lean toward Confuse for Ice Control is how the mezz combos with -Recharge. If enemies are Held at the start of a fight, they break out with powers fully recharged, so the -Recharge debuff doesn't contribute. If they break out of a Confuse though they've been expending their powers on each other, so the -Recharge dings them.- 202 replies
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Make Ice Control Cooler: A Control Powerset Buff
oedipus_tex replied to Blackfeather's topic in Suggestions & Feedback
Thanks for your thoughts and for pinging me. I do think you have some good ideas and I'm always delighted to talk about Ice Control. Over the years I've both dreamed of and dreaded updates to Ice Control. Dreamed of because I don't think the set reaches its potential, dreaded because I knew there would be some possibility of the style of gameplay being altered too drastically and the basic nature of the set altered. Specifically, I was afraid the cone power, Shiver, which has always been a superfluous power, would overtake the set and radically alter the experience. In previous posts you compared Shiver to relatively short range attacks. But paradoxically, the larger a cone is the better it is to use from further back in order to maximize the blast area. Dominators have lots of medium range cone attacks in their Assault sets but don't step backward to use them out of AA. But with a modified Shiver they would. The reason you can ignore this right now is you can more or less get the effects of Shiver from other powers. Hopping back and forth to fire a power on a 30 sec recharge (which works out to a ~7 sec recharge on a perma dom build) would change the sets meta too drastically and make me want to avoid it. The way to avoid this is to make the effects somewhat duplicative of AA or else make the main mezz effect the main target only. The set already has a ranged spherical alpha breaker in Flash Freeze if Ice Control needs a mezz breaker/damage power.- 202 replies
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Make Ice Control Cooler: A Control Powerset Buff
oedipus_tex replied to Blackfeather's topic in Suggestions & Feedback
I think all of them should have a 15 second recharge like the Electric one. I could see Ice Slick being changed to no longer knock over enemies who are Sleeping. Might be a bit of a stretch for Earthquake but maybe we could justify it somehow.- 202 replies
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Make Ice Control Cooler: A Control Powerset Buff
oedipus_tex replied to Blackfeather's topic in Suggestions & Feedback
Would you be willing to trade the Hold for Confuse? The Confuse in Arctic Air is one of the genius bits of design by the OG developers. Normally, -Recharge doesn't have a lot of value because enemies have to use their powers for it to mean anything. But since AA Confuses them into attacking each other and thus forcing their powers onto Recharge without expending the power on the player the -Recharge is useful. In my previous suggestion I suggested the Confuse affect only the main target. That's because when you add Dominators to the mix things start to get weird. I wouldn't mind a Mag 6 Confuse on a single target with the ability to proc Contagious Confusion (which is a proc so never Dominates). I could see Shiver having a very low duration AoE Confuse identical to Arctic Air (~3.5 seconds on Controllers) without disrupting too much either.- 202 replies
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Make Ice Control Cooler: A Control Powerset Buff
oedipus_tex replied to Blackfeather's topic in Suggestions & Feedback
I've been giving more thought to how to update Shiver and wonder if this wouldn't be a decent compromise: Shiver v2.0 135 degree arc, 60ft range, recharge 30 Targets in cone: -81.25% Recharge for 1 min -81.25% RunSpeed for 1 min Main target: -20% Recharge for 30 seconds (unresistable) Mag 3 Confuse for 37.25 sec (Dominator: 29.8 sec) In Domination mode: +Mag 3 Confuse for 44.7 sec Mind you I'd still dislike the cone shape, but if the main effect was centered on one target it would be easier for me to justify not hopping out of AA range to fire it. There's also a general rule that Control sets don't get AoE Holds outside their 240 second one (though Mind Control contains an exception). They're allowed to have single target Confuses tho. The normal recharge of a Controller single target Confuse is 8; this one is 30 since its also a debuff. With this change, Shiver would be slottable with Coerceive Persuasion in a much more sensible way than Arctic Air currently is. The ability to proc the short duration confuse in the Contagious Confusion set would pair nicely with the -Recharge in Shiver by causing enemies to use their powers on each other and then not be able to cast anything else. The unresistable portion of Recharge more or less matches the unresistable portion of Siphon Speed from Kinetics and gives Ice Control some limited ability to control AVs. I do think Dominators should get the same -Recharge as Controllers because Defenders and Controllers also get identical values. I'd still much rather a sphere than cone mind you. Years of wrestling with the awkwardness of Shiver have left me skeptical of its value paired with AA. This is less a judgment of its power than the fusiness of having to hop back and forth to use the power optimally.- 202 replies
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Make Ice Control Cooler: A Control Powerset Buff
oedipus_tex replied to Blackfeather's topic in Suggestions & Feedback
I appreciate that we both have strong feelings about Ice Control and I value your suggestions. I'm glad you raised the topic of Ice Control because it is a set that is dear to me, my favorite in fact, even if I think it underperforms. The builds in the video I posted don't have Shiver. It's a power I've taken numerous times thinking it won't be that bad, and then spec out of because it turns out not to be worthwhile. 135 degrees is about 1/3rd of a circle. That's a big area if the enemies are in front of you. If they are inside Arctic Air though it means 2/3rds of the area is unaffected. That is why I think Shiver is a better power on Blasters than Controllers/Dominators. The context is different. Part of the reason for skipping it is the short duration. If it was updated for the newer Blaster version it would only be slightly more attractive. The issue is the blast area and the fact that a huge cone used at close range has a hard to predict area of effect that tends to needlessly aggro far off enemies. For close to two decades Shiver has been a skippable power, which has prevented the optimal strategy from being hopping back from melee to use the cone and hopping back in. Any substantial buff to Shiver without modifying its blast area would make the set less unenjoyable to me rather than more.- 202 replies
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Make Ice Control Cooler: A Control Powerset Buff
oedipus_tex replied to Blackfeather's topic in Suggestions & Feedback
A compliment I'll pay to the original development team is that all of the Control sets have unique mechanics. Some of them underperform in various ways, but at least they do so in beautiful ways. I think the Control sets, including Ice Control, are some of the best work the development team has done, even if I would like to tweak some of the specifics. That said, some criticisms of Ice Control are more than anecdotal: Cast times on the T1, T2, and T3 powers. These are longer than other sets, hurting Ice's DPA. Arctic Air and Domination. Paradoxically, this power is less powerful on Dominators than on Controllers. It should benefit from Domination somehow. We can't just not have Domination affect a power because it would be powerful. Domination is supposed to be powerful. Are -Recharge and -RunSpeed a "Control"? The OG developers thought so when Ice Control was made for Controllers, so they gave Controllers identical -Recharge and -RunSpeed modifiers to Defenders. However, Dominators get weaker values. Why? Effectiveness and duration of knock patch powers. Ice Slick (and Earthquake) was designed before Bonfire became a knock patch. Ice Slick has 30 duration, 90 recharge, which is an identical uptime ratio to the APP versions of Bonfire, which have a 45 duration,120 recharge. Missing out on key slotting options. It didn't seem like a big deal at the time, but Ice Slick not taking KB sets forfeits some of the best slotting in the game. Jack Frost. Jack isn't the worst pet. But, he also doesn't stand out.- 202 replies
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Electric Control relies on pseudo pets for many of its powers. This has led to it not benefitting from Domination mode in its key mezzes like most other Control sets do. 1. Synaptic Overload Should Dominate Sub-Targets Current Behavior: Synaptic Overload Dominates the first target but not subsequent target. Desired Behavior: Synaptic Overload should Dominate all targets in the chain. Technical Background: This power is a "chain" mezz that summons psuedo pets to spread a Confusion effect to subsequent enemies. Currently both Controller and Dominator use the same pseudo pets. The pet should either be updated or replaced in Domination mode so that subsequent enemies are Dominated. 2. Static Field Should Dominate on the First Pulse Current Behavior: Static Field behaves identically to the Controller power, and behaves the same in or out of Domination. Desired Behavior: Add a Mag 3 Sleep for ~6 seconds, 20ft radius, on first pulse, with the "Domination!" splashup text. Technical Background: This power is a pulsing psuedo pet that pulses a short duration sleep. The suggestion is to add an additional Mag 3 Sleep on the first pulse. This would allow the instant Sleeping of bosses. (Note this power can already Sleep bosses because it stacks with itself. The suggestion is just to make the first pulse have better reaction time. The effect is still ruined if the enemy takes damage or is knocked down. The main benefit is distinguishing Controller and Dominator Electric Control).
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The stats on Ice Arrow are pretty eye popping too IMO. I think that power may now qualify for best Hold in the game.
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Make Ice Control Cooler: A Control Powerset Buff
oedipus_tex replied to Blackfeather's topic in Suggestions & Feedback
The original developers had some strange ideas about Ice Control. They gave it both Shiver and Arctic Air, which conflict with each other for positioning, and gave it Ice Slick and Frostbite, where Frostbite was needed for Containment but canceled knockdown (the latter was finally fixed by the Homecoming team over a decade later). Flash Freeze contains nuisance damage to prevent Sleep stacking, and the knockdown in Ice Slick cancels Sleep. In short, Ice Control has always been a mess. The Shiver/AA conflict is a big part of it. There's one other set that mixes ranged and PBAoE mezz, but unlike Arctic Air, you don't need to stand on top of the enemies to keep the mezz going. If you don't mind the choppiness I have some old videos from live of Ice Control characters. Video quality isn't great. You can hopefully see here how awkward a cone power would be in these situations. Builds have changed a lot since those days, but this may give a sense of the combat flow. (I'd post more recent videos but the dev team has asked us to refrain from that.) Notice the corner-casting Ice Slick in particular. Not possible with Shiver. Shiver is not a power that really fits into any easy rotation, because cones require line of sight and when they are as huge as Shiver is in length but lacking coverage near the point of origin they just aren't that useful. This one is mostly for the LOLs since I don't think anyone does this fire farm anymore altho you can really see why I wouldn't be using Shiver here.- 202 replies
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- ice control
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