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Trickshooter

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Posts posted by Trickshooter

  1. "What are Wild Instincts?"

     

    Well, the set started as me trying to come up with a new Support set, but it just made more sense as an Armor set. From there, I really wanted a set that was a little different from the others we have available. The idea was that your ability to defend yourself didn't necessarily come from superhuman abilities or years of training, but maybe just a lifetime of living in the wilderness. For inspiration, I looked to comic book characters that might fit the theme, such as DC's Vixen or Marvel's Ka-Zar.

     

    I hope the idea of the set is fun, because I know it's probably not meta or PvP-friendly to have an armor set that has a pet. 😅

     

    Some notes:

     

    Effects-wise, I envision activating the toggles to have an effect like Vixen does; that is you activate your toggles and a kind of spirit animal is overlaid on your character animating. For example, you activate Wolf's Endurance and you do the Howl emote while a spirit-looking Wolf model appears over you also howling.

     

    For the pet, I would like to see the ability to choose between a feline or canine, and I would probably limit it to that since they have the same "skeleton" so there would be less differences in movement or animation times.

     

    Numbers-wise, for a Tanker at level 50 with just SOs, the set would be looking at:

     

    Without the pet

    ~23.4% Def(Melee, Ranged, Area)

    43.25% Res(DefDebuff)

    ~23.4% Res(All but Psi)

    ~98.5% Regen

    ~389.178 MaxHP

     

    With the pet (and within 10 ft of each other)

    ~30.9% Def(Melee, Ranged, Area)

    43.25% Res(DefDebuff)

    ~23.4% Res(All but Psi)

    ~248.5% Regen

    ~389.178 MaxHP

     

    All the numbers below are for a Tanker at level 50. Take a look and let me know what you think!

     

    Wild Instincts
    Through training or perhaps a life spent in the wilderness, you have learned how to survive and defend yourself like a wild animal! You can move faster, see farther, and heal quicker than the average person and your connection with nature can even afford you an Animal Companion to assist you.

     

    WildcatsReflexes.png.805d74f554373f673b5e708a54021cbd.png Wildcat's Reflexes

    You can move with the reflexes of a wildcat! You more easily evade melee attacks and can avoid being knocked off your feet. You are also able to slightly run faster, jump higher, and resist defense debuffs.

     

    Toggle Self: +Def(Melee), +Res(Knockback, DefDebuff), +Speed

     

    +15% Def(Melee)
    -10 Knockup, Knockback
    +21.625% Res(DefDebuff)

    +Speed, I don't want to type all that out


    Recharge: 2s

    Endurance: 0.26/s

     

     

    ImprovedConstitution.png.cb96d158ba1bea071098ec67875f8c87.png Improved Constitution

    Being tested by the wilderness, your constitution has been improved, granting you increased health regeneration and resistance to Smashing, Lethal and Toxic damage. You will also be slightly resistance to regeneration debuffs. Your Animal Companion will share these effects with you.

     

    Auto Self: +Regen, +Res(Smash, Lethal, Toxic, Regen), Special

     

    +50% Regeneration
    +15% Res(Smashing)
    +15% Res(Lethal)
    +15% Res(Toxic)
    +20% Resistance(Regeneration)

     

     

    HawksVision.png.40298f6ca004ca01507b3ec6928b97d3.png Hawk's Vision

    Your vision is like a hawk's, able to see farther and react quicker to incoming danger. You can more easily evade ranged and AoE attacks. Your perception and chance to hit are also increased.

     

    Toggle Self: +Def(Ranged, Area), +Perception, +ToHit

     

    +15% Def(Ranged)
    +15% Def(Area)
    +5% ToHit
    +300% Perception

     

    Recharge: 2s

    Endurance: 0.26/s

     

     

    WolfsEndurance.png.d9f7f958a9ffc242f89e2f236f96d745.png Wolf's Endurance

    You have the endurance of a wolf, allowing you to withstand attempts to control you, reduce your endurance recovery, or debuff your defense. You also naturally recover endurance faster than normal.

     

    Toggle Self: +Res(Hold, Stun, Sleep, Immobilize, Endurance, Recovery, DefDebuff), +Recovery

     

    +12.975 Prot(Hold)
    +12.975 Prot(Stun)
    +12.975 Prot(Sleep)
    +12.975 Prot(Immobilize)
    +43.25% Res(EndDrain)
    +43.25% Res(Recovery)
    +21.625% Res(DefDebuff)
    +25% Recovery

     

    Recharge: 2s

    Endurance: 0.26/s

     

     

    Invigorate.png.64c397f4e871feac23d990170aed3350.png Invigorate

    You take a moment to reconnect with nature, healing yourself and reducing the cost of your abilities for a short while. If your Animal Companion is nearby, the amount you will be healed will be halved and your Animal Companion will being healed for the difference.

     

    Click Self: Heal, Endurance Discount, Special

     

    +59.6% EndDiscount
    468.5173 Heal

     

    Recharge: 120s
    Duration: 30s

    Endurance: 10.4

     

     

    Ferocity.png.45ca2f0c248e75e9eb139c914dc4c9ab.png Ferocity

    Embrace the ferocity of the wild, increasing your damage for every nearby foe while this toggle is on. Your foes will have reduced chances tohit just from being near you in this state. You will also gain some resistance to fear while this toggle is on.

     

    Toggle PBAoE Self: +DMG(All), +Res(Fear), Foe: -ToHit

     

    +7.5% Str(Lethal) Does not stack
    +7.5% Str(Smashing) Does not stack
    +7.5% Str(Fire) Does not stack
    +7.5% Str(Cold) Does not stack
    +7.5% Str(Energy) Does not stack
    +7.5% Str(Negative Energy) Does not stack
    +7.5% Str(Psionic) Does not stack
    +7.5% Str(Toxic) Does not stack
    +4.25% Str(Lethal)
    +4.25% Str(Smashing)
    +4.25% Str(Fire)
    +4.25% Str(Cold)
    +4.25% Str(Energy)
    +4.25% Str(Negative Energy)
    +4.25% Str(Psionic)
    +4.25% Str(Toxic)
    +12.975 Prot(Fear) Does not stack

     

    -10.5% ToHit Debuff

     

    Recharge: 10s
    Max Targets: 10

    Endurance: 0.26/s

     

     

    WeatheredHide.png.027c52f2db1ef997249badb1004546da.png Weathered Hide

    Exposure to nature has toughened you, effectively increasing your Max HP and resistance to Fire, Cold, Energy and Negative Energy damage. Your Animal Companion will share these effects with you.

     

    Auto Self: +MaxHP, +Res(Fire, Cold, Energy, Negative), Special

     

    +187.4 Maximum HitPoints
    +15% Res(Fire)
    +15% Res(Cold)
    +15% Res(Energy)
    +15% Res(Negative Energy)

     

     

    Relentless.png.8439c48e296188c08441e879489a9039.png Relentless

    Should you fall in battle, your relentless nature will allow you to revive yourself. You will revive with most of your Hit Points and half your Endurance and be protected from XP Debt for 90 seconds. You will also have 15 seconds of immunity to most damage. Nearby foes will be terrified by the sight and suffer lowered defenses. Call of the Wild will be instantly recharged when you use this power.

     

    Click Self: Rez, Special, Foe: Fear (Mag 4) -Def

     

    1405.5518 Heal
    +50 Endurance
    +11.92s Fear (Mag 4)
    +10.5% Defense Debuff

     

    Recharge: 300s

    Duration: 30s (just the -Def)

    Endurance: 0

     

     

    AnimalCompanion.png.1e9326b2c2eccab227ef56779a79c719.png Call of the Wild

    You can summon an Animal Companion to aid you! Your animal companion can only bite and scratch at enemies, but your bond provides you both with buffs as long as you remain close to each other. While your Animal Companion is nearby, you will both have increased Regeneration, a bonus to all Defenses, and increased Damage (These effects cannot be enhanced). Your Animal Companion will benefit from the buffs from your Auto powers and receive half the healing from your Invigorate.

     

    Summon Animal Companion: +Regen, +Def(All), +Damage, Special

     

    Animal Companion
    Bite - Melee Foe: Moderate Damage(Lethal) DoT(Lethal)

    Scratch - Melee Foe: Minor Damage(Lethal) -Resistance
    Claw - Melee Foe: Minor Damage(Lethal) Chance for Knockdown
    Resistance - Auto Self: +Def(Melee, Ranged, AoE) +Res(Hold, Stun, Sleep, Immobilize, Fear) Special
    Nature's Bond - Auto Self: Special

     

    Nature's Bond

    +150% Regeneration - Reduced by 50% for every 10 ft away
    +7.5% Def(Melee) - Reduced by 2.5% for every 10 ft away
    +7.5% Def(Ranged) - Reduced by 2.5% for every 10 ft away
    +7.5% Def(AoE) - Reduced by 2.5% for every 10 ft away
    +15% Str(Lethal) - Reduced by 5% for every 10 ft away
    +15% Str(Smashing) - Reduced by 5% for every 10 ft away
    +15% Str(Fire) - Reduced by 5% for every 10 ft away
    +15% Str(Cold) - Reduced by 5% for every 10 ft away
    +15% Str(Energy) - Reduced by 5% for every 10 ft away
    +15% Str(Negative Energy) - Reduced by 5% for every 10 ft away
    +15% Str(Psionic) - Reduced by 5% for every 10 ft away
    +15% Str(Toxic) - Reduced by 5% for every 10 ft away

     

    Recharge: 240s

    Duration: 120s

    Endurance: 26

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  2. 16 minutes ago, biostem said:

    This is a much more valid critique, IMHO - Either the toggles could be adjusted to account for this, or one simply needs to prioritize which toggles to run and when...

     

    Since they're more or less single-effects per toggle, their endcost is discounted like the SoA Leadership toggles. So running all three would cost less than a Sonic running Sonic Dispersion and Disruption Field.

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  3. 39 minutes ago, Rudra said:

     

    Your provided example matches what I said. A character with multiple mouths, presumably with as many sets of vocal cords as mouths and also presumably with a brain capable of independent mental processing for each mouth.

     

    Edit: And even at that, singing more than 1 song at a time results in a jumbled mess where either 1 song is performed in a manner that overpowers the others or is just a discordant array of garbage. Having had the misfortune of being at a gym where multiple radios were blasting completely different songs, (each of the guys had his preference for metal to power through their workout with) I can assure you that the only thing your character will inspire in others is rage at your character for the horrific array of sounds. (I can't describe how bad the rest of us forced to listen to the sounds wanted to shove those radios down each of those individuals' throats. We even asked them to pick just 1 radio, but they each preferred their own music and their own music was easy for them to hear since the radio was at their heads.) (Edit again: And yes, after mandatory PT, we each went back to our supervisors and complained, getting more than 1 radio being played at the gym banned. Policy became choose 1 radio or bring your own headphones and keep your music to yourself.)

     

     

    I don't think it's too big of a problem, it's all make believe, lots of unbelievable stuff going on in this game. If I just change the names of the toggles to the same song name, but different vocal parts, like soprano, alto, tenor, bass, etc. Then it's not a jumbled mess anymore if all are going, but even then I don't think the name of any power holds that much weight for most players.

     

    Here's another example character who can do this, but with no extra mouths or extra vocal chords: https://marvel.fandom.com/wiki/Joshua_Guthrie_(Earth-616)#Powers

     

    Doesn't even need to be a character with a mouth, honestly. Could be a robot who has a speaker in their chest or something. You could tell yourself it's just... musical telepathy or something, I dunno. It's all up to whatever the player wants it to be. And it's all just as plausible as being able to have multiple sonic resonance toggles on.

     

    What's important is whether it looks like a fun set or not.

  4. 14 hours ago, biostem said:

    It'd be interesting if this set utilized the absorb mechanic, with certain powers allowing you to target allies, with the catch being that you can only replenish X amount of absorb points per "tic", so spreading it among too many allies thins out the protection.  Perhaps this set could have a "Build Up"-like power that replenishes a large amount of said absorption points.  It'd also be interesting if your status protection was tied to said shield(s) being intact - so them getting depleted leaves you vulnerable.  Perhaps have a passive that grants a small amount of base status protection, and perhaps also increases the base rate this absorption is replenished... 

     

    Hmmm... not sure many melee players would like their status protection tied to teammates lol but it is an interesting idea. Maybe to simplify, what if Shield Compaction was a small AoE and you could give other players some of the Absorption if you're close enough together, but you get reduced Absorb for each teammate you help out this way, BUT maybe you also get slightly higher damage resistances or even +Regen for each teammate at the same time. So you trade off the protection of Absorb, but get a bonus that still reduces incoming damage.

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  5. 14 hours ago, Enamel_32 said:

    What does this look like for stalkers?

     

    I think it would just drop Density Field for Hide, as they already offer similar defense values. I don't see an issue with any other power, really. Maybe Force Recoil, but it's fun and I wouldn't want to keep that from Stalkers!

     

    14 hours ago, Enamel_32 said:

    From a game mechanic point of view, it's not the world's most interesting offering, but that's fitting since it's emulating an issue 0 power set. For a new power set these days, I think people will ask: what makes it stand out?

     

    My idea was that what made it different was that it covered all damage types and most debuffs for a bit of simplicity and consistency, but at the cost a true heal. I think I might play around with it a bit more, probably do as others suggested and combine 2 of the shields and then add in another team-type power. I think I like the idea of it being another support armor powerset, kinda like Shield.

     

    14 hours ago, Enamel_32 said:

    There's a lot of debuff resistance for being a defensive set. Mostly they just resist defense debuffs and sometimes -speed/-recharge and the other debuffs are avoided thanks to the defense.

     

    The only debuff resistance I added that other sets don't already get (I think) is ToHit resistance. The next comparable set is Invulnerability, I think? Gets defense debuff, end/recovery debuff, and slow/rech debuff resistance. My only concern is that some of the resistances may be too high for a melee armor set. Might knock a couple down to half.

     

    14 hours ago, Enamel_32 said:

    Density Field: I would maybe consider a different or much weaker debuff effect, as the -recharge is ~3x stronger than the one in Entropic Aura, for example, and that doesn't also reduce enemy movement speed.

     

    I forgot to use a modifier for those, so that's the base value. 😅 For a Tanker, it would actually be -64% Speed and -40% Recharge (because their Melee Slow mod is 0.8). That puts them just higher than Chilling Embrace on a Tanker, but with +Def instead of -Damage. It might still be too strong, as I decided those values before I decided to add +Def to the effect. I might revert it somewhat to an earlier version where Density Field was only a debuff, and Frictionless had a passive +Def.

     

    14 hours ago, Enamel_32 said:

    Force Recoil: Big crowd control. I don't think I would pick this power unless I was playing a capital T tanker to be honest. I do think it'd end up looking hilarious, since most knockdown animations put enemies on their backs, and they're simultaneously being pulled toward their target.

     

    It's fun though, and that's the real goal!

     

    14 hours ago, Enamel_32 said:

    Shield Compaction: I have a suspicion that the resistance component pushes this into Way Strong territory, but a click absorb makes a lot of sense to me for a defensive set, particularly at lower levels where you're getting hit more. Maybe it also makes sense to shift a portion of the defense debuff resistance from the other powers into this one?

     

    I don't think it's Way Strong, the absorb amount is standard with the other sets that get Absorb (Rad and Bio), I think. They get +Regen instead of +Resistance, though. Overall, I think the set has a little too much damage resistance though, and if I update it I will probably drop it down to scale 1.0 (so 10% for Tanks, 7.5 for everyone else).

     

    14 hours ago, Enamel_32 said:

    Force Sanctuary: the regeneration feels out of place here; it reads like an Empathy power to me. With the initial suggested numbers it's exactly as potent as Regeneration Aura and Regeneration Aura combined, though it differs in that follows the player around vs. being a one time click, and has a shorter duration and radius of effect.

     

    The uptime for Force Sanctuary and the Empathy auras is pretty close, the benefits for the auras being the larger AoE and longer duration, though. But I have been thinking about this and haven't decided how to change the power. I feel it needs some kind of penalty to be strong enough to be worth using. Maybe either the Force Shield user can't affect enemies while it's on (not ideal cause without attacking you lose threat), or that it also contains a Repel so enemies will sometimes be just out of range for most of your melee attacks, or that the user themselves suffers from decreased speed, recharge and damage, so that the penalty is just that it's not optimal, but you can still attack and taunt and maintain threat.

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  6. Alright, I had to do this for Brutes because Tankers don't have Energy Aura, but here is a comparison between Force Shield and the other Typed Defense sets. This is with their foe-based buffing powers maxed (Density Field, Energy Absorption, Energy Drain, Invincibility), level 50, no slotting. Just base values of all their Def/Res powers added up.

     

    forceshield.png.f44af92429952b124d411457434f0b8e.png

     

    Looking at it here, I think the Defense values are mostly appropriate, I would probably consider bringing down Psionic and Toxic defenses in the shields down to half their current value, so that would bring their new total for Psi/Toxic Defense down to 8.813%. If I did that, I would at least bump up the Toxic resistance 18.75%. That would give it more parity with the FF support set that only has some Psi/Toxic Defense in Dispersion Bubble, and then Toxic Resistance in one of the shields.

     

    The lower defense debuff resistance is intentional, since this set as designed has more consistent damage type coverage.

  7. 3 minutes ago, GM_GooglyMoogly said:

     

    Yes, damage done to you gets reflected back to enemy, like bullets ricocheting.  However, that also brings up an interesting possibility -- what if you had a tanker power that acted like MM bodyguard, but for your teammates.  Damage directed at team gets deflected back to that tank.  Sorry, just riffing off your ideas.

     

    I'd love for the set to do deflected damage in that sense, but I don't know if the tech is there for it to be possible. If it was possible to reduce incoming damage by making some of it reflect back, I'd probably drop most damage resistance from the set and let that act as it's 'resistance'.

  8. 26 minutes ago, Purrfekshawn said:

     

    Also l have no idea why Energy Aura is still NOT proliferated to the tanks. l can understand why Super Strength becomes OP on scrappers (stacked Rage), but from my experience Energy Aura would become somewhat mediocre, even weaker powerset for Tanks, very much compared to Ice Armor powerset.

     

    l can only understand that devs just didn't get their hands onto that. l hope it will be fixed at some point (just copypasting from brute to Tanker Energy Aura edition would do the trick).

     

    Tankers don't have Energy Aura because if you just copy the Brute version to them, they'd be softcapped to 5 of the 8 damage types on just SOs. Super Reflexes is nearly there itself, but all it has is Defense; Energy has defense, plus an end drain/gain, a heal that also reduces end cost, consistent damage resistance and stealth. It will take some tweaking to bring the defense numbers down without compromising the survivability of the set.

  9. 30 minutes ago, GM_GooglyMoogly said:

    Soooo . . . Force Shield.  I'd have to see the end numbers after a typical Mids build, but on first glance it seems like it will be easy to soft-cap and still have a decent amount of resist, as well as absorb, and a team-wide hibernate that everyone can still use all attacks and powers.  Sounds OP at first glance, but again I'd need to flesh out a full build with IOs to see.  I was also hoping you had some deflection damage in there, which is something I'd like to see in an armor set some day.

     

    PS. - Debate the topic, not each other and . . . 

    Be Excellent to Each other.jpg


    Ice would still probably be easier to soft cap, except to Fire and Cold damage, I believe. If I knew how to add things to Mids, I probably would do it for every suggestion I made lol

     

    Overall, it should have a little more defense than Shield (I think less than 1%, but I’d have to double check, and that’s without Density Field and Shield with Phalanx Fighting but with no teammates nearby ), but also a little less resistance.

     

    The team wide Hibernate is probably my biggest question of if it would be too good, but I think it fits the theme well and at a 4 minute recharge to 30 seconds max of effect, I think it wouldn’t be that exploitable. I need to look up some of the math tomorrow, I’m in bed right now, but I tried to make sure it was still not better than the Empathy auras.

     

    edit: What did you mean by deflection damage? Like reflected damage?

  10. On 6/14/2024 at 9:01 PM, CrusaderDroid said:

    I like what you're going for, and I think there's definitely room for Force Shield and Energy Aura to coexist.

     

    I'm not sure this is the play, though. You need three separate toggles for a mix of typed defenses (which I think is worse than positional defenses? Correct me if I'm wrong) and mez resist, which is eating too much room in the set and doesn't leave open enough for the unique stuff like Force Recoil and especially Force Sanctuary, which is incredibly cool and something I'd like to see more of in the set. I think megaericzero has the right of it by moving it towards support tank - that's a pretty unique space that is only possibly contested by Shield Defense, which doesn't get the PBAoE pull of Force Recoil anyways.

     

    If you merge Insulation Shield with Refraction Shield, you'll free up a power you can use for extra ally utility.

     

    On 6/14/2024 at 9:38 PM, FupDup said:

    And it is also a good point that Fire, Cold, Energy, and Negative tend to be bundled together in the same power for def/res in most other armors rather than split up (outside a few cases like Stone Armor). 

     

    Most of the armor sets have 3 armor toggles anyway, it's just typically one is Smash/Lethal, one is Fire/Cold/Energy/Negative, and one is Mez protection. I just decided to divide the defense types and mez protection amongst the 3 toggles. Also, keeps it aligned with the other Defense-based sets which can typically slot 3-4 Defense IO sets (Ice, Shield and Energy; SR can do 6-7, but shhh).

     

    I could combine Insulation and Refraction Shield, but I would need to shift things around a few powers in the set so that one toggle isn't doing so much of the heavy lifting. If I did that and added another power, it would have to be one that doesn't benefit the user's survivability as much, kind of like Grant Cover in Shield.

     

    On 6/14/2024 at 9:38 PM, FupDup said:

    Typed defenses are often considered worse than Positionals because they can be harder to build for, but the big exception is Psi damage because there are some "unpositional" Psi attacks that cut straight through armors like SR and Shield and can only be blocked by typed Psi def. On the flipside, it can also sometimes be hard to build ranged defense on melee toons due to Mako's Bite 6 slots being the main source of it.

     

    Typed defenses can also be a pain because there are plenty of debuffs in the game without a defense type to check against so they can get through your defenses easily, but that's also why I tried to cover most of them in the set, as well.

     

    As far as the set using Typed over Positional, even though regular FF provides defense to all types and positions for fairness, I think thematically they're considered a type-based defense, which is why I stuck with that.

  11. On 6/22/2024 at 8:24 AM, Uun said:

    Just checked CoD and I don't see that information anywhere. Nor do I see it listed for any other teleport power with both an entrance target and an exit target (Wormhole, Teleport Target). Must be buried deep in the spaghetti. 


    Click the little checkbox in the upper left corner that shows the info as code. The range for the reticle is listed under range_secondary.

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  12. On 6/18/2024 at 10:15 PM, rounds said:

    I know this is out of the blue, but I've been trying for ages to get a cape that simulates really really long hair. Is that even possible?

     

    Have you tried the bridal veil hairstyle?

  13. What does your Combat log say?

     

    Also, was it just in this mission that it wasn't working? Did you try outside or leaving the mission and reentering? 

     

    I haven't checked myself, at work, but I'm seeing lots of people test the set on Controllers and it works, but you're on a Dominator. I wonder if the Dominator version is pointing to pets that no longer exist or something.

  14. 3 minutes ago, Frosticus said:

    To this day I'm still unsure what purpose t9 pets are supposed to serve for dominators given their tool set? But if the mass confusion swap is indication then perhaps a reverse swap could happen one day. I'd swap fire imps in a heart beat for something like fire armor's phoenix. 

     

    Well, Dominators weren't exactly damage dealers at CoV launch (except maybe /Psi) lol

     

    Maybe if they had the damage mods they do now in Issue 7, things would be different.

  15. I was very excited to try these, I love my Mind Controller and these seem like fun changes. Unfortunately, they don't really add much if the goal is to keep Mind competitive with the other control sets post-Containment changes. They're not bad, but both definitely feel like I have less actual control, less lockdown ability. Deep sleep on Mass Hypnosis helps a lot there, at least.

     

    The Total Domination change feels like a sidegrade. It's neat, love the damage, but not sure it's really making an improvement. The Mass Confusion pet is fun, but feels unnecessary. And, after playing with it, I'm not sure I like not being able to control where it's focusing it's confusion.

     

    I think the simpler way to improve the set to compete with other sets going forward is just giving Total Domination and maybe Mass Confusion damage. Not necessarily upfront damage, but a psionic DoT while they're under the effects of the Hold or Confuse, like some of the Symphony powersets.

     

    I get it's not ideal because they're both 240s recharge powers, though. I would personally (can't speak for everyone) be fine taking a hit to the radius or duration of Mass Confusion in order to get the recharge timer brought down to like 120-180s or so. Though, I'm not sure it would break anything to just lower it's recharge some without penalty? Smoke Canister gets the 90s recharge, but is the same radius as Mass Confusion, costs less endurance, has no accuracy penalty, debuffs tohit and perception, doesn't notify mobs, and comes with a bonus -KB effect... all with the only trade-offs being that it's a patch and has a max limit of 10 foes on the confuse effect. I'm not saying nerf Smoke Canister, I think it's a great power and fits well in the set it's in, but it for sure outshines Mass Confusion more than Seeds of Confusion ever did.

     

    What would Mass Confusion have to become/look like to get closer to the usability of the other AoE Confuses? Not necessarily on a 90s recharge, but just a recharge lower than 240s.

     

    Other things to consider for Mind Control:

     

    1. Please remove the 10% accuracy penalty from Terrify. It is the only cone fear in all the control sets with a penalty.

     

    2. Please review the end costs of some the Mind Control powers. Mass Confusion costs more end than half of the other sets' pet powers at 26 endurance. Really feels like it should at least be the lower of the two end costs for the tier 9 powers, which is 20.8. Meanwhile, Terrify is 20.8 endurance, when both Fearsome Stare and Dreadful Discord both cost 8.528 endurance. I realize Terrify does more damage than Dreadful Discord, but not enough to warrant almost 2.5x more endurance. It could at least come down to 13 maybe.

     

     

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