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  1. This seems to me the greatest benefit of a widow. For an especially small investment of slots you gain an amazing level of defense - which then allows huge freedom slotting attacks. Regarding how confuses are handled, my experience is that confused mobs are not especially efficient at killing themselves. There is a lot of just random running around happening. So getting some damage in on these mobs seems trivially easy - with or without procs in the confuse power itself. The downside to a widow, in my opinion, is the very small number of hit points. A widow is enormously tough
  2. I ended up with 5 AOE attacks (6 including the incarnate judgement) - Spin, Electrifying Fences, Ball Lightning, Psionic Tornado & Psychic Wail. It feels amazing to always have an AOE or two ready to fire. Psionic Tornado seems to get the least use and I could probably live without it but it is a hoot to flip bad guys up in the air backwards. I also started out with Strike and Swipe but Lunge, Follow Up and Dominate are up so quickly it seemed unnecessary to have even more single target attacks. Especially since those 3 attacks are so incredible. And Telekinetic Blast with the knockdo
  3. Sandwich Here is my build - which I have come to greatly enjoy. I did not expect to love playing a Widow so much honestly. I also found Gloom to be of limited value and instead switched to Mu Mastery which allows for two fairly good proc'ed AOE attacks. I can also slot the self heal in both Mu AOE's which is a nice benefit. I believe Tidge is probably correct about how to slot Aura of Confusion - but I love confuse powers and also really like the Coercive Persuasion set bonuses. I've also found my Widow to be a tad fragile at times with so few hit points
  4. I don't believe that is true at all. I, for one, greatly appreciated the developer response on RoP once that response finally happened. I believe the posts by Faultline and Jimmy initiated a much better and more productive discussion and eventually a very nice re-work of the Sorcery Pool. It is often very difficult to give meaningful feedback without knowing why a certain action is being taken.
  5. Very glad to hear the update is not going live until the development team is comfortable with the Sorcery Pool changes. My formalized feedback: 1. Mystic Flight is great. 2. Arcane Bolt buff and the proc mechanism make it a better and more interesting power. Would love to see the proc rate based on the number of Sorcery powers owned. But that may be too complex to put in place. But it would be awesome if the Bolt was stronger the more invested you were in the Sorcery Pool. 3. Spirit Ward is certainly better and I like that it is a toggle.
  6. Arcane - you have offered some theories about why no one chooses "mostly, perfectly functional" powers like Flurry or Aid Self. Something along the lines of people choose Hasten and Weave out of habit without properly evaluating the powers or because people mindlessly over-value recharge and defense or something like that. But just because you have "already addressed" the issue doesn't mean what you say is especially true. I am inclined to think the CoH players are smarter than you believe and correctly choose powers they know are good and correctly avoid powers they know are weak. So tha
  7. Me too. It is fun. I only have RoP on 2 of my 20 characters. So the change to RoP has little direct impact on me. My hope is simply to see all the Pool Powers become as useful and as fun as the Teleport Pool is now. Wouldn't it be a good thing if you were just as excited about the Medicine Pool or the Concealment Pool? Making the unpopular Sorcery Pool even less appealing just seems like a strange move.
  8. I personally feel hopeful our feedback and this whole discussion will result in a better game. I am especially grateful for Faultline's candor and perspective. Broadening the appeal of pool powers, reducing the frustration many players experience with mez effects, expanding opportunities to be creative with AT's and builds - these are good things to advocate for and I am sure the development team will be as responsive to these concerns as possible. I am not in favor of nerfing RoP without concurrent buffs to other Sorcery Pool powers - but I am otherwise thrilled with 99% of the changes put
  9. This whole post seems like an ocean of hyperbole. The game is constantly changing. Has always been evolving and changing. Reducing the effectiveness of RoP is a change to the game. We are giving feedback about current development team game changes. Possible future changes regarding mez or pool powers or whatever are not going to cause an apocalypse.
  10. I only use RoP on two characters - an Illusion/Time Controller and a Time/Fire Blast Defender. I am afforded the luxury of splurging on the 3 powers needed to get RoP on those two characters because Farsight and Power Boost provide such an enormous amount of defense to everything (nearly 27% and nearly 31% respectively). Toss in Clarion and I get over 41% defense to everything out of just Farsight on my Defender. So you can get pretty close to softcapping defense without a huge amount of investment.
  11. I hear what you are saying - but it sounds like the RoP change is pretty simple. Why not just postpone that simple change until the other Sorcery powers can be improved? The developers revamped the entire Teleportation Pool at one time - which in my opinion was a great success. Why not take the same approach with the Sorcery Pool?
  12. The update to the travel power doesn't seem to require any immediate action be taken with RoP. Wouldn't balancing the 4 non-travel Sorcery powers together be the best solution? Reducing the effectiveness of RoP in conjunction with buffs to the 3 other Sorcery powers would at least keep the Sorcery Pool from becoming even less popular and even less relevant.
  13. This is a wonderful post. It does seem odd to simultaneously admit the Sorcery Pool is not very popular but also argue that it needs to be even less popular for balance reasons. Also odd to simultaneously state RoP is being nerfed because it is too powerful as a single power while acknowledging that the power is indeed gated behind two other under-performing powers. The difficulty arises in how to deal with a power that is too good but that is also forcibly wrapped up in a group of powers that are not very good. I would be very much in favor of delaying the nerf on R
  14. Seems like a lot of effort given to moderating this thread to keep it "focused". Wouldn't it be easier to just state the reasoning behind the change to RoP so that the community can indeed discuss the issue in a focused manner instead of randomly speculating? Keeping us in the dark seems to be fueling a lot (most?) of the rambling back and forth. And while better communication "going forwards" is wonderful, that doesn't necessarily preclude better communication right now about the issue at hand. :) Thanks again for Fold Space!!!
  15. Seems like three different debates playing out here: 1. Should certain AT's (like Blasters) have access to as much mez protection as RoP currently offers? Does offering a 90 second RoP to squishies throw the game out of balance? Is RoP "over-tuned"? My personal opinion (and one others have stated better than me) is that the ship has long sailed on this debate. I have proc'ed out tanks that do insane damage, blasters with capped defense and resistance, controllers capable of clearing maps faster than brutes, and so on. Set bonuses, temp powers, amplifiers, epic pool powers, i
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