
Mezmera
Members-
Posts
1666 -
Joined
-
Last visited
-
Days Won
1
Content Type
Profiles
Forums
Events
Store
Articles
Patch Notes
Everything posted by Mezmera
-
What are you guys doing to revive PvP? A suggestion.
Mezmera replied to Illy's topic in Suggestions & Feedback
Fine and dandy. I know there's the impending proc changes which will impact every AT for pve or pvp. That's fine. But if all this time you're not going to take the bull by the horns and address blasters and defenders being OP on their face why keep badgering with further nerfs to the minority? I rarely use Discord unless I'm there to help a sg with their itrial. But still I don't use a mic since I know the drill. Discord is a good tool to use sure but at the same time it's a crutch and a cop out. The amount of messaging and feedback that can be achieved outside of the discord is being discounted to maintain control over a particular direction that has already been deemed chosen. So on this discord the little voice will get drowned out by group think, which I don't want to adhere to. Sure listen to the pvp pro's or the speed team pve pro's on the discord. But the vast majority don't go to this one place, some use these forums to voice their opinions and others assume the beta testing shard is more than just a bug testing area for changes already just going to happen. They do a good job of announcing monthly donations with in game messages popping up, what's so hard about directing people to give feedback about things they may care to share their experience with or desire to have happen? I'm fine to play the game where I enjoy it, but sometimes the pro's and devs alone can be their own worst enemy. -
Again, I know this, the powers are used by Knives of Vengeance in DA, they are nasty. Implement those powers onto Doms sure great. But lets not use powers for comparison that aren't currently accessible to the player base. Wind Control on npcs is a bit strong because they are being used by the AI, in real people's hands those powers will be deadlier than they currently are. Which my Wind dom is stupid strong on Thunderspy, where they used the justification of Plant being as good as it is as the baseline for control to be tuned up. Which we keep coming back to, "Plant is this good why can't everything else be like Plant". Maybe at least reduce something on Plant like Seeds of Confusion first then see where it stands. Plant will be just fine with having one or two adjustments that it has never received. I agree these threads keep popping up for some reason. You can keep your power creep on Plant Control and other AT's. There's no need to tinker too much with Mind, it's a deadly power set in the right hands. Edit: By the way I added the caveat you think I mean for Mind to be buffed with 'Mind Control is fine as it is just about' for those of you clamoring for a change to Mind. It's me being open minded enough to allow for some people to get a fresher feel to the set, not that in any way do I think Mind requires a buff. You can find flaws in any power set if you're going to be objective enough to do so.
-
I forgot nothing. This is the Dominator thread. I mentioned everything pertaining to Dom's on HC at the moment. I could mention the Wind Control/Psychokinetic Assault (whips) dom I have on Thunderspy but that doesn't pertain to here. Now If we are talking wanting to add more power sets I'll take Wind Control and anything else HC can come up with being implemented here for certain. Mind Control though is fine as it is just about, and wasting time addressing this set would be time better used implementing new toys to play with.
-
What are you guys doing to revive PvP? A suggestion.
Mezmera replied to Illy's topic in Suggestions & Feedback
I think some problem can be attributed to jump teams and fite clubbers having such sway that they get something like a dark control hold nerfed because it lasts a bit too long. Like, okay so you want to nerf a hold on a control character that's behaving a bit too well because it holds players to get spiked long enough to get killed, but you're not going to look at maybe why so many damage procs detonating at once may be a problem? That some characters have been revamped a bit too well? No, it's the dark hold that needs to be nerfed. It's not a long slow process. Just don't nerf overperforming things on disadvantaged AT's like TK (doms/trollers), melee stuns, dark holds, etc. Or make a new meta to see how the other side likes it, dial up the control of actual control characters to last twice as long as they currently do. The placate proc has been a problem in psi blasters since psi blasters were created and there hasn't been a fix on that, but a hold lasting a second or two longer gets fixed quick. "Noobs" have good ideas of what they'd like to see too for the time they endeavor to spend in the game as well. If one area is just going to stay broken, so be it, there's other things to do in the game. -
What are you guys doing to revive PvP? A suggestion.
Mezmera replied to Illy's topic in Suggestions & Feedback
I liked the intent of the last official event. I'm no noob though, and assuming someone is such won't attract people to your side. Yes someone coming into the current mess might not be aware of the meta blaster/defender w/proc'd holds, but it doesn't mean they are new to coh pvp, maybe they just don't like being boxed into playing certain characters to be able to compete, no matter how good they can train to be. You may get more people to play it and keep interest if their favorite AT felt a bit more viable. Since there's a few things easily identified as OP why not balance the other side to compensate. Make some OP things that corruptors, doms, controllers and whoever else can leverage against the meta if you're not going to fix the meta. -
See: Darkness Control, Earth Control, Electric Control, Fire Control, Gravity Control, Ice Control, Plant Control. Also see: Leviathan Mastery, Mace Mastery, Mu Mastery, Soul Mastery And also see: All Lore pets. There's a plethora of options for you to get your pet fix. I'd still take not one but two confuses over just about all of those but for the Lore pets, which they should never make pets as good as those in the primary power sets. Mind is special. You may be doing it wrong?
-
What are you guys doing to revive PvP? A suggestion.
Mezmera replied to Illy's topic in Suggestions & Feedback
I enjoyed both PvE and PvP when the game was active on live. I adapted to the new pvp although some aspects of it left for some things to be desired and some things felt like they were on the right path towards. Neither areas of the game in my eyes were perfect. I wanted a lot more endgame content to do, which is what pvp kind of became for me since it always felt like fresh things I was engaging with. Then there was the assumption the game would stay active for them to keep tinkering with their pvp project. I do think pvp should be a viable area of the game and should get some support. But with how much that has regressed since what was last on live to where it's at now I'd rather they spent more time creating pve content since the concept of that area doesn't elude them as much as what clearly eludes them for pvp. -
What are you guys doing to revive PvP? A suggestion.
Mezmera replied to Illy's topic in Suggestions & Feedback
I don't get what the criteria we're using now is to measure what's OP and what's not? When the game was last on live I pvp'd with my doms. Total Focus had a great lengthy stun compared to all of the other controls, it was actually useful to slot it for mez, a bit too strong? Sure maybe, but so is having to eat all of the damage you have to take to get off this mez without using another mez to catch up to them to use it or someone else mezzing your prey. Or TK being completely null and void now as opposed to being able to hold off someone for a lengthy time. Yes it was strong for stalkers to AS but ohly well. Great we want to fix really strong things on ATs that are already at a disadvantage, cool. But how is it by the very build structure of some AT's that doesn't already make them by default OP? Blasters already had a higher base hp and were supremely strong in pvp to begin with, then were given countermeasures and more hp... If we're not now going to address blasters, defenders and all the other OP things by their very nature then why even bother addressing quirks to AT's that already are disadvantaged? Variety has been homogenized out of pvp with fixes to things that brought a little spice to the mix. -
I don't have a problem most ways with knockback. It kind of has the same stereotyping as confuse powers. Knockback can be great fun, especially the Nova nuke, watching all those bodies fly, I just wish the one killed got sent flying and the ones left alive got knocked down in place. Other than the massive aoe knockback and the abusively broken bonfire I think knockback is fine. So I'm all for minor tweaks to it, but it doesn't bother me as it is currently.
-
Adding an immobilize to Mass Hypnosis would likely alert the enemies to you and would be pissed when they wake. One of the best things about Mind Control is how stealthy it can be. We know that Flash Arrow causes -tohitt without alerting anyone. I'd like to see Mass Hypnosis as it is with a side of Flash Arrow. TK is up in the air. I'll defer to see what they spitball for this one if the time comes since this would likely be the most foundational change they could do with Mind. Mass Confusion and Total Domination are fine as is. You have tons of soft control in Mass Hypnosis and Terrify to help supplement that hard control. I do want to see the first 4 powers reshuffled so that Dominate is t2 and Confuse is t3. But Mesmerize IS very powerful for a power I have single slotted with an Apocolypse +5 dmg IO it does decent ST psi damage and controls a target instantly for quite a long time.
-
When I see someone in help asking how they can fix endurance issues or some specific problem they are having I like to gift them something like the Panacea proc and like 50 million. It gives them a good example of what they should be aiming to do and they'll have a decent little bit of money to help experiment with any curiosity that may have been piqued. Gifting new people some starter funds would nudge the door open a bit easier. IO's are already intimidating enough having some funds to dabble into it should keep them a bit more interested. I agree though 500 million is a bit excessive.
-
While I do appreciate the "different" you bring to the conversation I can't let you off where there's a clear instance where you're wrong. If any such instance should pass it would undermine all of your arguments, like how Iron Man is the bad guy of the Avengers universe and such, love the fun reads of yours, but it is "then" in this instance. 😜 I don't think the OP is advocating for your support character to become useless with a change to procs. Rather they will become more important with support having to do their thing to keep teammates alive through actually buffing and debuffing with having enemies survive a spike to hit back.
-
The intent of Mind Control is that the world is your oyster. You can make everything around you do whatever you feel. What use would you have of some hanger-on when we can revamp TK that empowers you even more? It's a unique control set. We don't need to be like those other lame control sets.
-
Yes Plant is the top dog of the bunch. Dark to me seems a bit more damage oriented with those haunts plus then the ability to pump out that -tohitt, it is a clunky set to use set at times, I wouldn't say it's middle of the pack, more top end with the benefits listed if you're looking for those specific things. Electric is as you say but I wouldn't call this one middle of the pack either, it's a better control than most. You're right though nothing is in the league of Plant or Illusion. Illusion is just as it is, it's had a few passes, it's probably best just to leave it on Controllers where it's at. Plant has had no such pass and it is deserving of one. Then on that same token most other control could use a sprucing up.
-
Dominators need Illusion Control
Mezmera replied to lumberjack jill's topic in Suggestions & Feedback
The AoE hold and confuse each have long recharges, meaning procs fire real well in them. Confuse has a proc that reapplies another confuse, holds have a proc that adds a +2 mag hold. Mind Controllers can totally get a lot of the same control as doms and can proc bomb their hold, you just have to be willing to try. But yeah there's always better performing sets and combos. Support sets have some real nice things. -
Dominators need Illusion Control
Mezmera replied to lumberjack jill's topic in Suggestions & Feedback
I'm on the fence. I don't know how "Dominator" it would feel with a bunch of pets doing your work with very little aoe control to contribute. Plus it being such a strong set on Controllers I'd wonder just how strong it could get on a Dom when things like Mind Control is so great on Dom's and meh on Controllers. I'm content with letting them have their pie on this one. Now Wind Control, that's a power set already on the Knives of Vengeance in DA. I'd like that plus whips for my Dom please. I'll take fresh over hand-me-downs. -
Like others are saying, the cost/benefit analysis of using confuse powers favors using confuse by far over the minimal amount of xp lost. If you're doing it right you should be dropping confuses along with your aoe damage. Heck I have Mass Confusion slotted with malaise with the dmg proc. If you see things confused just help the confused smash the area around you. I do use my ST confuse too to help make engagements easier for the br00ts. Things like DE that drop those location buffs, if you'd rather I not confuse the resistance buff that's fine, not smart if I'm able to help in that way, but sure think what you may. Confusing the enemies helpers does two things, it instantly takes that away from them so you're not having to grind through enemies with 3 resistance buffing powers, then it also adds this buff to you. There's so many things I'll confuse that the enemies use on us which switches it to our favor. Carnies' dark pet is a nasty little thing, plus if Carnies are confused when they die the area of effect endurance drains they spawn will have no effect on my team. So go ahead and kill the enemies buff that you're getting @Player2. I'd rather you do what you're there to do and kill stuff around you and let those familiar with how good their powers are do their thing to help you kill stuff faster. Yes don't just confuse everything and leave them be, at least toss an aoe at them that way you're getting more benefit from spending much less time on that group with minimal loss of xp.
-
I do think there's just a snowball effect with just everything that has been revamped to where we are are at now. I do like procs and the formula we have now, but 4-6 allowable procs in a power does seem a bit overkill though. A hybrid approach would seem fine, some procs can maintain their almost certainty they fire and then on some sets the more you have of a set slotted the higher probability of a proc firing. I do hope they are approaching this with a scalpel. Judgement powers are very strong, I do love these incarnate powers though, they were meant as a segue to harder endgame content which hopefully them hinting at which will be coming. I'd have no problem lowering the recharge a smidge on these powers, but they are great fun to use, I take Mighty because the animation is awesome but I know Ion is better in terms of max damage to everything. I'd like to see just how tough this new stuff will be before we start wholesale nerfing a lot of things. Like if the new content adds features where the enemies are much more resistant to damage except when they are controlled that would address some of the gripes that control characters have about being less useful. Then yes there's the nukes in their current form, far too good, sorry but that's just the observation easily identified from last playing on live to now. I do think there were changes necessary for nukes, snipes and some survivability for some ATs due to be tuned up but added all together it's just a tad too much. Nukes could use a slight detune, again a scalpel, but if control becomes more important in incarnate content then some OP stuff may become less prevalent, just by function and not nerfing. I like what they did with snipes, it was a set certain tohitt value where you got your insta snipe. Making it available at all times was a great idea for the masses but at first there was just going to be a strict damage scale nerf which hurt those already aware of its effectiveness. They listened to some feedback and were open to letting there be a fast snipe at that lower damage scale then it scales back up to what it was before if you reached that tohitt marker, best of all worlds. That's the optimal approach I'd want, make things a tad more accessible but leave the optimal building still available with a little ingenuity. I don't think blame can be laid all on proc's, nor nukes, nor incarnates. I think it just all adds a little too much and the glass overflows.
-
The best way to play a dom is hybrid blapper style. You'll want to get your defenses up real high like others are saying, plus you'll be targeting defense powers from the pools anyways to slot those Lotg's, so two birds with one stone. Where I differ though is getting real high defense bonuses and then I'm a huge advocate for the Force of Will pool. With a power boost type power, which about half of the dom secondarys have you can get roughly 30% defense to all for a minute at a time. With your recharge Unleash Potential will recharge quite nice and in the meantime you can use an incarnate power like Barrier to alternate in some fantastic defense. With all that strong aggressive offensive control adding this level of defense turns you into a tank with more aggro control. At all times I run fabulous defense values which opens the door for me being able to pick the most potent epic pool power that I think benefits me. I play Energy which has a nice hybrid melee and range style but I also pair it with Soul Mastery for Soul Drain, Dark Obliteration and Dark Consumption, all of which do quite nice damage on their own and proc well for things like -resist procs and dmg procs as well as adding other utility to my character like 100% damage boost or refilling my endurance bar in emergencies if I'm ever too far away from Domination recharging. The thing about doms is there's many variations to fit your fancy but it does seem the most opportunistic play style is rewarded in melee range. There's a few that are quite good in melee, Earth, Energy, Martial and Savage, I think Energy has a bit better attacks in a melee/range ratio of the bunch though. Psi is good in melee as well but more aoe focused and not as much oomph, it has more utility like Pzn is saying because Drain Psyche. Fire is quite good as well but stronger in ranged attacks and you're likely going to get shoehorned into taking the Fire epic pool for Fire Ball to pair with Fiery Embrace. I try to limit the amount of primary and secondary powers I take to no more than 6 from each so you can build yourself through those important pool powers. Paring down powers you find yourself not using after you've gotten experience with them is how you'll likely adapt yourself to playing a machine like doms. There's lots of combos that work well and lots that don't. Finding the one that works best for you is what you'll want with the goal in mind of you possibly wanting to live in the danger of melee range. You can't go too wrong with most of what's being suggested here.
-
Mind Control/Mass Confusion recharge needs a buff
Mezmera replied to Kaballah's topic in Suggestions & Feedback
For a while there in pvp if you dropped a tk on someone they would levitate in place for 30s (may have been 15s its been a while, I know it was real good) until someone attacked them. I used to have tk just to help stack mag onto AV's and GM's. It's really cool to see that Kronos Titan levitate in place like that. That mechanic is likely already in place just on the lower enemies it'd need adjusted. I'm sure if they ever do get around to tuning the control sets that tk is where they'll do the most spitballing on Mind. -
Mind Control/Mass Confusion recharge needs a buff
Mezmera replied to Kaballah's topic in Suggestions & Feedback
Or you can wormhole/fold space targets away from someones target location powers for fun. Sure lets add a magnet power you can put on a teammate, but I want a "kick me" sign added as the fx. -
Mind Control/Mass Confusion recharge needs a buff
Mezmera replied to Kaballah's topic in Suggestions & Feedback
Yes please let the griefing commence. I can only imagine how fun that'd be for your teammate fighting Carnies. -
Mind Control/Mass Confusion recharge needs a buff
Mezmera replied to Kaballah's topic in Suggestions & Feedback
Yeah I don't know how I feel about porting over mechanics from new shiny stuff. It works for Grav and singy, its fresh and neat for that. Leave it there and maybe spice TK up in some other way? -
Mind Control/Mass Confusion recharge needs a buff
Mezmera replied to Kaballah's topic in Suggestions & Feedback
That my friend is the Pandora's box that was opened while this was away from live.