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Kaballah

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Everything posted by Kaballah

  1. Have been discussing this a bit in the Controller subforum, it is just crazy that the base recharge of Mind Control's Mass Confusion is 4 minutes vs. Seeds of Confusion's base recharge of 60 seconds. The whole paradigm of the Tier 9 4 minute "BIG MOVE" has been dismantled with the reduction in cooldown of nuke powers in all sets. The overall utility of Mind Control isn't great but reducing the recharge of Mass Confusion to parity with Seeds would be a good start. Electric Control's Synaptic Overload (60 second cooldown) isn't very good by comparison either.
  2. Jumps take way, way too long to happen in any sort of team situation, I just don't find it terribly useful compared to a 1-target confuse with an eventual cooldown of under 3 seconds. Especially with the purple confuse set's contagious confusion piece. Jump time should be drastically reduced, or jumps should fork and each go to two targets to get it more in line with having a 60 second base cooldown. 3 jumps = 15 eventual targets: would be totally fine for me if this excluded the contagious confuse piece's effect, who cares it's a good power at that point.
  3. if anything this power should have an even shorter recharge, in a fast team it is essentially a 1-target confuse with a very long recharge.
  4. the chain takes around 1.5 seconds for each jump, and unless you are just going to wait 15+ seconds for it to land on every target, a cone or AOE are enormously better.
  5. if it did a pull instead of a repel it would be way more usable. same for several repel-based powers tbh.
  6. Actually on this note, Ice Control has Arctic Air, an autohit confuse toggle, although it does have other things going on that make it differently powerful from Seeds (not worse, but different)
  7. One of them will be popular, easy to implement and easy to revert, the other would be nerfing plant control.
  8. Really not here to talk about nerfing Plant control.
  9. Well yes they're not comparable powers, because Seeds is dramatically better in every way that matters. NB: not asking to have Seeds nerfed here, but Mass Confusion and Mind Control in general are plainly in a really poor state, as anyone who has played both sets can see. No reason for people to get defensive about Seeds being a good power here. They are absolutely 1:1 in direct competition with each other as they're literally the only two AOE confuse powers in the game, and Seeds is just hands down way, way way way better.
  10. "scope creep" is a thing, just shortening the cooldown for Mass Confusion is a very small change and shouldn't be a massive six month project to get implemented. I agree Mind Control is not in a great place overall but that one small change would go a very long way.
  11. I feel like the cooldown for Seeds is a relic of when they were selling the Plant Control set for money, similar to how Titan Weapons was blatantly just plain superior when it was released.
  12. in practice the cone of Seeds is easier to hit full packs with than the AOE radius of MC, I really can't see anything that isn't better about Seeds after using both extensively. I agree about reducing the 4 minute AOE holds too, these days it's something every AT can do with some varieties of Judgement.
  13. The whole paradigm of 4 minute tier 9 "BIG MOVE" powers got dismantled with reducing cooldowns for nukes across all sets. It's really long past time to make Mass Confusion a little more on par with Seeds, Arctic Air, Bonfire/KD, Phantom Army and other much better CC powers.
  14. Just inexplicable that the recharge for Mass Confusion is four times the recharge for Seeds of Confusion. Seeds is just plain enormously better in every way. The overall utility of Mind Control vs. Plant Control isn't too great either but reducing Mass Confusion base recharge to parity with Seeds would be a start.
  15. It's a great pity how obvious this is, non-Granite Stone needs some good offensive feature like Bio's -resist/+damage.
  16. this seems to be resolved
  17. Aid Self works pretty good on ice armor tank vs most enemies, 6 slot it with 5 panacea 1 interrupt. The prereq can be satisfied with Injection, a reasonably useful power that doesn't have to be slotted with anything. tanks are definitely not a dying breed, sometimes I've been on teams that are 4 tanks out of 8.
  18. You can fix that in several ways, e.g. with Superspeed or a stealth IO in Sprint or whatever. Confuse is hilariously useful and you can slot the contagious confuse proc piece from the purple confuse set on it, it's a really good power. It's basically 1/2 of Seeds of Confusion, i.e. the best power in the game.
  19. Post 50 you just get Clarion and stop worrying about CC. There is also the Hybrid toggle but Clarion can have 100% uptime and even if you are already CCd you can still fire it.
  20. You get to the point where all your defs are well over capped very easily without relying on stuff like Parry, so don't think that's going to make or break you. Any of these are just fine IMO. e: A useful thing about Broadsword is that it applies -def on everything, which is good for everyone in your team (at least up to the point where everyone is accuracy capped anyway) and you can also put Achilles Heel proc pieces on whatever you want.
  21. Everything pairs well with Shield, if AOE damage important to you then pick really just any set/epic combo that has a lot of AOE. I gotta laugh at the idea one of these choices will be "bad", SD is as superb set and there isn't a wrong answer.
  22. On my DP blaster, switching to fire ammo disables the KB. I actually have some of my DP attacks fitted with a KB set (Force Feedback) because it's useful to have strong, reliable KB when you want it, and KB definitely does not happen with fire ammo toggled. Oddly the KnockDOWN from the nuke does, but that's the only thing.
  23. Damage auras are neat in principle but in practice they're really annoying to keep going because they get detoggled whenever you are CC'd, which is very frequent until late in the post-50 game.
  24. Capped fire resistance is only part of it, if you have no fire def then you're going to be busy doing active things to avoid defeat. You can pile up all the fire def in the world though and fairly easily cap it both on brute or tanker (easier for tanker tho). Tanker has an advantage due to larger base life, which is magnified by resistance and later by bonus life added by percentage of base, from accolades or IO set bonuses and uniques. Various things that grant absorption (temporary health increases) like the proc from Preventive Medicine or Gauntleted Fist are a percentage of base health. Regeneration (even the base amount from your intrinsic but also the little bits you get from set IO bonuses) depends crucially on total health. The flat health from Panacea's proc piece is a percentage of base health. All this adds up, large base health is very powerful.
  25. The animation can be turned off, but the time spent running it is still there from what everyone has told me.
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