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RabbitUp

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Everything posted by RabbitUp

  1. Yes, you are free to further expose your hypocrisy. As for my argument, I see you don't bother reading what the person you are responding to actually said. My argument from the start was to leave the recharge the same, remove the accuracy penalty and increase the mag to 4. Because control doesn't stack, unlike damage. If you have 2 fast recharging AoE attacks, you use both. If you have 2 fast recharging AoE CC, provided that each is capable of incapacitating the mob by itself, then one of them is redundant. You have no reason to layer your cc when the mob will be dead before the first one runs out. So, as long as stuff like Stalagmites or Seeds of Confusion recharge so fast to be up for each spawn, you have no reason to take and slot your AoE hold. This is not a matter of powercreep. I actually said before that reducing the recharge won't make a difference, unless you lower it to the 60-90s range the other AoE CC powers are, in which case you are making those obsolete. This is about carving a niche for the AoE holds. When you see them bring skipped from most builds, this is something worth addressing. And since they *are* skipped, buffing them won't be straight powercreep, as you will have to give up on something else to make room for them. As for the niche, as I said, make them the hardest hitting CC in a Controller's arsenal. When dominators run around throwing mag 6 CC at everything, trollers can afford to have 1 mag 4 with a 4 minute cooldown.
  2. Not a quitter, just a hypocrite. When all other changes have gone through and the other ATs get to play with they shiny new toys, you can't just stand here and shake your cane and speak about power creep. This is the typical contrarian attitude you see at every suggestion ever made in the history of everything, while at the same time, conveniently ignoring what the actual state of the game is. Stunning every spawn good, nuking every spawn also good, holding every other spawn bad, City of Statues, gloom and doom. As for your other comment, you can't seriously compare what's happening here to a power like Confront. Scrappers are not meant to be the tank, having a taunt power is inherently niche. Controllers' job IS to control, so them skipping what's by default meant to be their strongest control power shows something's off.
  3. What if Sudden Acceleration actually gave some useful stat besides the conversion? Overwhelming Force at least provides some damage bonus. Accuracy I reckon would be a useful stat for the widest range of skills.
  4. Not really a problem when you would be taking and slotting your immob anyway, because Controllers have very limited AoE damage. But even if we remove the immob from the equation, is the fact that a stunned mob can wander a few steps really a reason for the massive difference of cooldowns? And if Plant is OP, how come nobody's complaining about it the way people complain about a potential AoE hold buff? Other powers overperforming is the reason not to take a look at a power that is supposed to be the crown jewel of every control set but is actually entirely skippable and close to a noob trap? Can't argue with that logic.
  5. I would assume there's a way using regular knockback. Say you make it a location targeted AoE power, which spawns a few invisible pseudopets in a circle and they all use Gale towards the center of the AoE. That's a rough description, you can fine tune it by having multiple rings of these pets that each have a stronger knockback they farther away they are from the center so that all mobs are pushed towards a singular point.
  6. With 300% recharge, I can use my AoE stun every 22.5s, does it really matter than I have to throw an immob after? And if I'm Plant or Elec, my AoE confuse is up every 15 seconds.
  7. I don't agree with this in terms of endurance management. Even controllers who I play a lot, have plenty of solo damage with prestige attacks and taking the attack from Sorcery or Force of Will, both of which work with Containment. It could be an interesting change, though, for the very first attack from Primary sets, who almost everyone skips.
  8. I think we can all at least agree that removing the accuracy penalty from a 4min cooldown power would be a good first step. Especially since it punishes average builds more than it punishes decked-out IO builds. As for cooldown, I don't think it would really help that much. As said before, common practice is to focus on a "available every spawn" power which typically have 60 to 90s base cooldown. Having your AoE hold up more often doesn't really offer much when the stun/confuse is pulling all the weight. This is different for Fortunatas, who have to cycle between 3 different AoE CC all with high cooldowns, but as long as control sets have a low cooldown option, that's what you will build around. That's why I prefer the idea of making the aoe holds the nuke of CC. Increase the Containment proc to 100% to effectively make them all mag4 so that you can hold bosses with 1 cast and elite bosses with the AoE+ST holds without relying on rng.
  9. You don't need them because there are other powers that do their job better, as I said above. If we didn't have spammable stuns and confuses, you would hear people complaining a lot more about the state of controllers.
  10. If you want to be very technical, yes this could be a small buff for Dark Servant and Voltaic Sentinel if you have no recharge and get -rech debuffed. This is not the case for Force Field Generator, though, since its recharge is tiny. But this is a game that, for the sake of QoL, ally targeted shields/buffs were made AoE. And now on homecoming, anchor toggles persist on dead targets. Were these changes not buffs? Do they not go against the original design?
  11. And let's not forget that pets and henchmen used to die when you zoned. And I believe the same happened with elevators, but I'm not sure. Playing MM was torture, and so it was changed. And that was as much of a QoL buff as it was an actual buff, because MM use their whole endurance bar to summon and buff their army.
  12. Recharge doesn't change a thing, my dude, the pets we are talking about already have recharge equal to or lower than their duration, so even if with no slotted recharge and 0 global recharge, the skill will be up by the time the pet expires. So, at that point, it's just an inconvenience that you have to resummon them every 4 minutes (or every minute for Voltaic Sentinel). MM henchmen and Controller/Dominator pets are all permanent. By permanent, we mean that they don't expire, but can be damaged and killed normally. (Technically, they just have a super long duration of 99999s). I'm not asking for buffs, invulnerable pets, or anything like that. The powers will be as effective as they currently are, the only thing different will be that you don't have to press the button every couple of minutes to resummon your pet. This is not a balancing factor, it's an annoyance.
  13. You can already achieve 100% stun uptime with Earth/Fire/Gravity/Darkness. You throw an AoE immob and you effectively have a perma group hold. Plant on the other hand has 100% confuse uptime. So, for all these control sets, their AoE holds are IO mules, or just a tool for when someone aggros a second mob and you already used your stun. We can clearly see that AoE holds are in an awkward spot and don't justify their current limitations when stuns are effectively the same thing. That been said, I don't think recharge reduction is what they need. Instead, I think increased reliability is the way to go. A power with a 4 minute cooldown should not have 60% accuracy. And for controllers only. I think the hold mag should be increased to 4 (basically increase the Overpower proc from 20% to 100% for these powers only). That way, these powers should feel like the CC version of a nuke.
  14. I never really understood the argument that Traps are bad because you can't set them up in fast-moving teams. The only trap you should be using when fighting trash mobs is Acid Mortar, which won't take longer to use than a /Rad needs to use their toggles or a /Dark to throw Tar Patch. Then, if your team is moving that fast, you spam your AoEs to kill stuff that much faster, plus you are still providing 15%+ def and mez protection to your team just for being there. Against bosses, you have more than enough time to use Poison Trap and optionally Seeker Drones. The latter two can still be used in slower/more fragile teams for the CC, defensive debuffs and alpha strike absorption. So, I don't really see the problem. I hope people are not trying to use Trip Mines in team scenarios. Especially as a Corr, you have access to more consistent damage, so leave the mines for soloing.
  15. Good call, completely forgot about Voltaic Sentinel. Both the Stalker/Defender/Corrupter Blast and the Dominator Assault versions are permanent out of the box with 60s duration and 60s recharge.
  16. Presenting this as a purely QoL change is quite disingenuous to be honest. It feels like the equivalent of asking for a global fear/stun to hold conversion so that the mobs don't wander off, which is a similar, even if admittedly milder, version of the KB situation. A global conversion would have to come with some kind of drawback. After all, the devs would never design a set with good chances of short duration holds in every attack, which is what Energy Blast essentially turns into. Currently, the drawback is wasting enh slots. A global conversion would have to at least reduce the chances of KD occuring. That way, the option is between using the dedicated IOs to maintain higher CC potency at the cost of wasted slots, or sacrificing some CC for the convenience of a global conversion.
  17. But Combat Jumping doesn't have any special animations. Same for Super Speed and Super Jump. Add the fact that the Runs actually work fine with Power Slide, and it makes me think this isn't an issue of clashing animations, but that they just didn't want you to use the Runs with other travel powers.
  18. Having the P2W vendor sell Sprint clones with these animations (like how Prestige Power Slide has its own animation) seems like a pretty straighforward way to implement this. Honestly, even the endurance drain I can tolerate, but not being able to use Ninja/Beast Run with Combat Jumping really hurts buildmaking.
  19. I'm talking about pets like Traps: Force Field Generator or Dark Miasma: Dark Servant (except the Mastermind version). These are pets that, out of the box, have recharge equal to or lower than their duration, which makes them effectively permanent, only you have to resummon them every couple of minutes. In the spirit of QoL improvement, like making anchor toggles persist if the anchor dies, how about increasing the duration to 99999s, like it is for control pets and henchmen?
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