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What Would You Change About Dominators?


oedipus_tex

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3 hours ago, Mezmera said:

Letifera

I'd like to play with you I think o_-.

I have a clone of Number-Six (Torchbearer, Vet level 1909 Mind/Psi) on Excelsior. Maybe I can party with you and your crew, or even run some +3/+4 x8 Duo-TFs.

 

 

 

P.S, It's not hard to make a perma build with hasten, can be done level 30 style as I said. Also too much emphasis on building for defense is screwing people up I think.

Edited by Chirikiti
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35 minutes ago, Chirikiti said:

Nothing needs to be changed with domination or dominators. they are awesome as is. They are awesome at level 2 when you get out of the tutorial. It barely takes any time to build domination in any situation.

 

Why are any perma doms losing their domination? especially in a mission or TF? It's not hard to achieve perma, hell my new doms are perma (with hasten) at level 30).

 

Back in the day when just SOs and maybe Hami, I dealt with soloing the leveling content and playing TFs just fine saving my Domination for when I wanted/needed it. 

 

Defenses don't even need to be high, my dom has the worst defenses of any of my characters and I've solo'd practically everything (I'm perma Without hasten) and 80-90% of the time I'm tucked right in melee range, often the Tank.

 

Nothing needs to be changed about the AT or how it works at all. It's fantastic as is.

 

Seriously

 

So, I'm not doubting you, but I feel like maybe we're reporting on different kinds of missions.

 

I'm betting that despite being able to do what you describe above that if join an iTrial you are playing like a muted Blaster. The burst damage from enemies there is too high. Against easy enemies, sure, you can get away with a lot. But in the more difficult content designed to drop a Scrapper or Brute, Dominators have to fall back. 

A Psi Dominator and a few others can probably break those rules and survive. But I'm not gonna run up on a Victoria with, say, Icy Assault and try to Ice Slash it. There isn't a lot of payoff or incentive in doing that, a PBAoE -damage aura notwithstanding.

Edited by oedipus_tex
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19 minutes ago, Chirikiti said:

I'd like to play with you I think o_-.

I have a clone of Number-Six (Torchbearer, Vet level 1909 Mind/Psi) on Excelsior. Maybe I can party with you and your crew, or even run some +3/+4 x8 Duo-TFs.

 

 

 

P.S, It's not hard to make a perma build with hasten, can be done level 30 style as I said. Also too much emphasis on building for defense is screwing people up I think.

 

You're right. It's easy to build perma-dom at level 30.

Spoiler

Villain Plan by Mids' Reborn : Hero Designer 2.7.2.10
https://github.com/Crytilis/mids-reborn-hero-designer

Click this DataLink to open the build!

Level 31 Magic Dominator
Primary Power Set: Mind Control
Secondary Power Set: Psionic Assault
Power Pool: Leadership
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed

Villain Profile:
Level 1: Levitate -- Dcm-Acc/Dmg(A), Dcm-Dmg/EndRdx(3), Dcm-Dmg/Rchg(3), Dcm-Acc/EndRdx/Rchg(5), Dcm-Acc/Dmg/Rchg(5)
Level 1: Psionic Dart -- Dcm-Dmg/EndRdx(A), Dcm-Acc/Dmg(7), Dcm-Dmg/Rchg(7), Dcm-Acc/EndRdx/Rchg(9), Dcm-Acc/Dmg/Rchg(11)
Level 2: Dominate -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(11), BslGaz-Rchg/Hold(13), BslGaz-EndRdx/Rchg/Hold(13)
Level 4: Telekinetic Thrust -- CrsImp-Acc/Dmg(A), CrsImp-Dmg/EndRdx(15), CrsImp-Dmg/Rchg(15), CrsImp-Acc/Dmg/Rchg(17), CrsImp-Acc/Dmg/EndRdx(17)
Level 6: Confuse -- SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(A), SprAscoft-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(19), SprAscoft-EndRdx/Rchg(21), SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(21), SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(23)
Level 8: Mass Hypnosis -- Empty(A), Empty(9), Empty(25)
Level 10: Maneuvers -- LucoftheG-Def/Rchg+(A)
Level 12: Combat Jumping -- LucoftheG-Def/Rchg+(A)
Level 14: Boxing -- Empty(A)
Level 16: Psychic Scream -- Empty(A)
Level 18: Total Domination -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(19), BslGaz-Rchg/Hold(23), BslGaz-EndRdx/Rchg/Hold(25)
Level 20: Drain Psyche -- Empty(A)
Level 22: Tough -- Empty(A)
Level 24: Weave -- LucoftheG-Def/Rchg+(A)
Level 26: Terrify -- PstBls-Acc/Dmg(A), PstBls-Dmg/EndRdx(27), PstBls-Dmg/Rchg(27), PstBls-Dmg/Rng(29)
Level 28: Hasten -- RechRdx-I(A), RechRdx-I(29)
Level 30: Subdue -- Empty(A)
Level 32: [Empty] 
Level 35: [Empty] 
Level 38: [Empty] 
Level 41: [Empty] 
Level 44: [Empty] 
Level 47: [Empty] 
Level 49: [Empty] 
Level 1: Brawl -- Empty(A)
Level 1: Domination 
Level 1: Quick Form 
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run 
Level 2: Swift -- Empty(A)
Level 2: Health -- Empty(A)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- Empty(A)
------------
------------
Set Bonus Totals:

  • 4% DamageBuff(Smashing)
  • 4% DamageBuff(Lethal)
  • 4% DamageBuff(Fire)
  • 4% DamageBuff(Cold)
  • 4% DamageBuff(Energy)
  • 4% DamageBuff(Negative)
  • 4% DamageBuff(Toxic)
  • 4% DamageBuff(Psionic)
  • 5% Defense(Energy)
  • 5% Defense(Negative)
  • 2.5% Defense(Ranged)
  • 4.5% Max End
  • 31% Enhancement(Accuracy)
  • 4% Enhancement(Confused)
  • 4% Enhancement(Held)
  • 4.4% Enhancement(Terrorized)
  • 8% Enhancement(Immobilized)
  • 65% Enhancement(RechargeTime)
  • 4% Enhancement(Stunned)
  • 8% Enhancement(Sleep)
  • 34.34 HP (3.38%) HitPoints
  • MezResist(Confused) 11.25%
  • MezResist(Held) 11.25%
  • MezResist(Immobilized) 11.25%
  • MezResist(Sleep) 11.25%
  • MezResist(Stunned) 11.25%
  • MezResist(Terrorized) 11.25%
  • 6.5% (0.11 End/sec) Recovery
  • 1.5% Resistance(Smashing)
  • 1.5% Resistance(Lethal)
  • 2.25% Resistance(Fire)
  • 2.25% Resistance(Cold)
  • 3% Resistance(Energy)
  • 3% Resistance(Negative)

 

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2 minutes ago, kiramon said:

 

You're right. It's easy to build perma-dom at level 30.

  Hide contents

Villain Plan by Mids' Reborn : Hero Designer 2.7.2.10
https://github.com/Crytilis/mids-reborn-hero-designer

Click this DataLink to open the build!

Level 31 Magic Dominator
Primary Power Set: Mind Control
Secondary Power Set: Psionic Assault
Power Pool: Leadership
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed

Villain Profile:
Level 1: Levitate -- Dcm-Acc/Dmg(A), Dcm-Dmg/EndRdx(3), Dcm-Dmg/Rchg(3), Dcm-Acc/EndRdx/Rchg(5), Dcm-Acc/Dmg/Rchg(5)
Level 1: Psionic Dart -- Dcm-Dmg/EndRdx(A), Dcm-Acc/Dmg(7), Dcm-Dmg/Rchg(7), Dcm-Acc/EndRdx/Rchg(9), Dcm-Acc/Dmg/Rchg(11)
Level 2: Dominate -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(11), BslGaz-Rchg/Hold(13), BslGaz-EndRdx/Rchg/Hold(13)
Level 4: Telekinetic Thrust -- CrsImp-Acc/Dmg(A), CrsImp-Dmg/EndRdx(15), CrsImp-Dmg/Rchg(15), CrsImp-Acc/Dmg/Rchg(17), CrsImp-Acc/Dmg/EndRdx(17)
Level 6: Confuse -- SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(A), SprAscoft-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(19), SprAscoft-EndRdx/Rchg(21), SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(21), SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(23)
Level 8: Mass Hypnosis -- Empty(A), Empty(9), Empty(25)
Level 10: Maneuvers -- LucoftheG-Def/Rchg+(A)
Level 12: Combat Jumping -- LucoftheG-Def/Rchg+(A)
Level 14: Boxing -- Empty(A)
Level 16: Psychic Scream -- Empty(A)
Level 18: Total Domination -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(19), BslGaz-Rchg/Hold(23), BslGaz-EndRdx/Rchg/Hold(25)
Level 20: Drain Psyche -- Empty(A)
Level 22: Tough -- Empty(A)
Level 24: Weave -- LucoftheG-Def/Rchg+(A)
Level 26: Terrify -- PstBls-Acc/Dmg(A), PstBls-Dmg/EndRdx(27), PstBls-Dmg/Rchg(27), PstBls-Dmg/Rng(29)
Level 28: Hasten -- RechRdx-I(A), RechRdx-I(29)
Level 30: Subdue -- Empty(A)
Level 32: [Empty] 
Level 35: [Empty] 
Level 38: [Empty] 
Level 41: [Empty] 
Level 44: [Empty] 
Level 47: [Empty] 
Level 49: [Empty] 
Level 1: Brawl -- Empty(A)
Level 1: Domination 
Level 1: Quick Form 
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run 
Level 2: Swift -- Empty(A)
Level 2: Health -- Empty(A)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- Empty(A)
------------
------------
Set Bonus Totals:

  • 4% DamageBuff(Smashing)
  • 4% DamageBuff(Lethal)
  • 4% DamageBuff(Fire)
  • 4% DamageBuff(Cold)
  • 4% DamageBuff(Energy)
  • 4% DamageBuff(Negative)
  • 4% DamageBuff(Toxic)
  • 4% DamageBuff(Psionic)
  • 5% Defense(Energy)
  • 5% Defense(Negative)
  • 2.5% Defense(Ranged)
  • 4.5% Max End
  • 31% Enhancement(Accuracy)
  • 4% Enhancement(Confused)
  • 4% Enhancement(Held)
  • 4.4% Enhancement(Terrorized)
  • 8% Enhancement(Immobilized)
  • 65% Enhancement(RechargeTime)
  • 4% Enhancement(Stunned)
  • 8% Enhancement(Sleep)
  • 34.34 HP (3.38%) HitPoints
  • MezResist(Confused) 11.25%
  • MezResist(Held) 11.25%
  • MezResist(Immobilized) 11.25%
  • MezResist(Sleep) 11.25%
  • MezResist(Stunned) 11.25%
  • MezResist(Terrorized) 11.25%
  • 6.5% (0.11 End/sec) Recovery
  • 1.5% Resistance(Smashing)
  • 1.5% Resistance(Lethal)
  • 2.25% Resistance(Fire)
  • 2.25% Resistance(Cold)
  • 3% Resistance(Energy)
  • 3% Resistance(Negative)

 

 

 

That's not a bad build, but there's no way you're achieving that except by emailing influence to yourself. Your build isn't particularly outrageous, maybe 50million influence, but still waaaay outside what a normal level 30 would have on hand.

 

I don't necessarily mind that, but also don't want to spend 50 million influence to make a level 30 Dominator hit its magic numbers. No other class is pushed to do that.

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3 minutes ago, oedipus_tex said:

 

That's not a bad build, but there's no way you're achieving that except by emailing influence to yourself. Your build isn't particularly outrageous, maybe 50million influence, but still waaaay outside what a normal level 30 would have on hand.

 

I don't necessarily mind that, but also don't want to spend 50 million influence to make a level 30 Dominator hit its magic numbers. No other class is pushed to do that.

^ My point 😛 And it's not really perma 😜 

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Just now, kiramon said:

^ My point 😛 And it's not really perma 😜 

 

 

Sorry I may have misunderstood.

 

Still, that isn't a bad build to share with new Dom players. Low defense but approaching decent recharge, if you used the base buff. One more LoTG (and "just" 6 million influence or so) would carry it to perma dom.

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13 minutes ago, oedipus_tex said:

 

That's not a bad build, but there's no way you're achieving that except by emailing influence to yourself. Your build isn't particularly outrageous, maybe 50million influence, but still waaaay outside what a normal level 30 would have on hand.

 

I don't necessarily mind that, but also don't want to spend 50 million influence to make a level 30 Dominator hit its magic numbers. No other class is pushed to do that.

Maybe you should play more on the villain side.  Was chatting with a group of kids over in a villain zone who just started playing and it was their first toons, gave them 50 mil each so long as they kept their promise to propagate their villainy.   

 

I can understand new new players not having that money as I didn't have the ability to fund my dom as well as I'd have liked to start but after a few tfs and reaching 50 the money just starts flowing and off some of it goes to the next characters I make.  If someones a vet and just new to doms there's not really an excuse here.  

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24 minutes ago, oedipus_tex said:

 

So, I'm not doubting you, but I feel like maybe we're reporting on different kinds of missions.

 

I'm betting that despite being able to do what you describe above that if join an iTrial you are playing like a muted Blaster. The burst damage from enemies there is too high. Against easy enemies, sure, you can get away with a lot. But in the more difficult content designed to drop a Scrapper or Brute, Dominators have to fall back. 

A Psi Dominator and a few others can probably break those rules and survive. But I'm not gonna run up on a Victoria with, say, Icy Assault and try to Ice Slash it. There isn't a lot of payoff or incentive in doing that, a PBAoE -damage aura notwithstanding.

I tuck in to the AVs in Itrials like anywhere else.

 

Why wouldn't you run up on a Victoria and slash it? didn't you hold it first?

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19 minutes ago, oedipus_tex said:

 

That's not a bad build, but there's no way you're achieving that except by emailing influence to yourself. Your build isn't particularly outrageous, maybe 50million influence, but still waaaay outside what a normal level 30 would have on hand.

 

I don't necessarily mind that, but also don't want to spend 50 million influence to make a level 30 Dominator hit its magic numbers. No other class is pushed to do that.

I'm just saying it can be done. With cheap sets. and frankly better def than that...BUT...perma is not necessary to solo your way through the leveling content at say +3 starting from level 22 (when I traditionally change the dif setting)

 

also if people put some thought into it, you can actually make a boatload of money pre-30 should you want to trick out, there's some good fast merit grinding in the 30s too (Technician Naylor)

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I just feel like if we get to email millions to our alts and use that as a baseline for how the archetype operates we should use that benchmark for other archetypes as well. I could spend 50 million on a Scrapper and do good things with it. That isn't how that class is normally evaluated.

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1 hour ago, Chirikiti said:

I tuck in to the AVs in Itrials like anywhere else.

 

Why wouldn't you run up on a Victoria and slash it? didn't you hold it first?

Your hold will do very little to an iTrial archvillain due to Archvillain Resistances, unless you stack it more than 6 times to overcome an iTrial archvillain's 50 hold protection.

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On 7/28/2020 at 4:10 AM, oedipus_tex said:

3. Give the AT a mezz protect toggle similar to an armored character. This is likely to be controversial. But the reason I've come to believe this is necessary is perma-Dominators basically have this. The gap between perma and non-perma Dominator feels too wide. I wish this class just had a straight up anti-mezz toggle or clickable and the main benefit of Domination was, well, Domination. This would greatly reduce the pressure for the player to achieve huge amounts of Recharge just to make the class good,

This always seems like the greatest gift of domination in its current form.


In reimagining dominators, Decoupling the AT from recharge dependence would be a net positive.
 

Instead of building domination to click, I’d be curious to see a mez protection mechanic that built up as you attacked. Remove the click altogether. The higher the bar (similar to fury), the greater the protection (as a random number - equivalent protection to current domination at 33% fill, increasing in magnitude the higher you go). 

Similarly, provide an endurance discount the higher the bar is filled, capping at ~15% (base recovery is what? About one 15th endurance per tick?)

 

Last issue - when to increase control mag? So long as above whatever arbitrary percentage of the bar. The design goal though would be to promote a more aggressive style of play - keep attacking, keep engaging - so as not to let the bar drop. The more engaged, the more you keep mez protection, your powers cost less to activate, and the stronger your controls are.

 

All this needs balancing, but the thrust is that dominators would have significantly more flexibility in build design rather than chasing recharge like a bunch of meth heads.

 

(That said, I love the AT and am comfortable with the current design. Many good proposals in the thread.)

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The Splintered Soul Project: (Nyght****) 21 and counting (18 max). 

 

DSorrow: “Give a man a build export and you feed him for a day, teach him to build and he's fed for a lifetime.

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14 minutes ago, Nyghtmaire said:

This always seems like the greatest gift of domination in its current form.


In reimagining dominators, Decoupling the AT from recharge dependence would be a net positive.
 

Instead of building domination to click, I’d be curious to see a mez protection mechanic that built up as you attacked. Remove the click altogether. The higher the bar (similar to fury), the greater the protection (as a random number - equivalent protection to current domination at 33% fill, increasing in magnitude the higher you go). 

Similarly, provide an endurance discount the higher the bar is filled, capping at ~15% (base recovery is what? About one 15th endurance per tick?)

 

Last issue - when to increase control mag? So long as above whatever arbitrary percentage of the bar. The design goal though would be to promote a more aggressive style of play - keep attacking, keep engaging - so as not to let the bar drop. The more engaged, the more you keep mez protection, your powers cost less to activate, and the stronger your controls are.

 

All this needs balancing, but the thrust is that dominators would have significantly more flexibility in build design rather than chasing recharge like a bunch of meth heads.

 

(That said, I love the AT and am comfortable with the current design. Many good proposals in the thread.)

Funnily (lol) enough, I mentioned this same Idea a couple posts up 😜 

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13 hours ago, Mezmera said:

Yes in a long drawn out fight the proc chances of firing will balance out to where it's about even between a faster recharging attack that has more chances to fire and that of an attack that charges a little slower and has a better chance to proc.  BUT in a much shorter time like say skipping from mob to mob and AVs that get caught with their pants down the advantage is fully with the higher chance to proc extra damage.  

No, it isn't.

 

When your proc chance is over-cap, you are getting fewer ppm than you would with a power that has an uncapped proc chance. This is true even if you slot internal recharge sufficient to bring it below cap.

 

With a 20s sniper attack, you'll be doing 71.75 * 90% / 20 = 3.23 dps. With a 12s sniper attack, you'll be doing 71.75 * 77.76% / 12 = 4.65 dps. This advantageous ratio (for the 12s attack) is retained with global recharge but becomes even better if you start slotting internal recharge into the powers.

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1 hour ago, Hjarki said:

No, it isn't.

 

When your proc chance is over-cap, you are getting fewer ppm than you would with a power that has an uncapped proc chance. This is true even if you slot internal recharge sufficient to bring it below cap.

 

With a 20s sniper attack, you'll be doing 71.75 * 90% / 20 = 3.23 dps. With a 12s sniper attack, you'll be doing 71.75 * 77.76% / 12 = 4.65 dps. This advantageous ratio (for the 12s attack) is retained with global recharge but becomes even better if you start slotting internal recharge into the powers.

My sniper attack obviously has the Manticore set in it.  There's no way in hell I have my snipe in my dps rotation at a 20 second recharge don't be daft.  I do cut my powers internal recharges down with set characteristics to a nominal level for these procs and still maintain a coherent damage chain.  My global recharge then carries me much further since procs aren't affected by a power being affected by +global recharge.  

Edited by Mezmera
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Nah.  I like the builder mechanism.  But it would be nice to have it reduce (ie the hits to get it up and running...) as you level up to 50.  As you grow in proficiency.

 

Clicks can be irritating.

 

It may be least played.

 

But the Brute is most played.

 

One is hard.  You have to switch on.

 

One is easy.  Armchair gaming.

 

It's nice to have one AT class that is challenging to play.  Pure AT artform.  I think the control and assaults are reasonably balanced.  On elec the damage is a bit tippy tappy but I think that's more a wholesale approach.  The damage is on Ice tanker is also wholesale.

 

A damage buff whilst in Domi mode would be nice.  ie.  'Frenzy.'  A part of that.

 

The beauty of a domi is that you can play it like a controller, a blaster, a scrapper.  Or you can be a Mezz Tank.  However?  ...there's genuine risk that you'll get your clock cleaned if you make a mistake.

 

You can't just wander into a mob and stand there blasting or meleeing.  You actually have to 'think' about what you're doing.

 

Not so much with a brute.

 

Doms can team.

 

I prefer soloing.  So people in a rush (fire hashtag...) can 'rush.'  As it can be other players that upset the apple cart and get you killed.   (Unless you have perma domi and def' capped.)

 

Works great in duos.  Where you can cruelly agitate the mobs.

 

Some people don't get them.  And if you've been exposed to Tanks, Blasters and Controllers I can see why. 

 

But that balance of thought and risk as you move from Control to Close to Melee? 

 

Delicious.

 

Azrael.

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I was quite happy being on SOs from 1-50 with no perma domi or hasten.

 

Once L32 was achieved I remembered why I liked it so much on live.

 

It just became more intoxicating from there on in.

 

No reason why perma domi couldn't be democratised in the same way the snipe has been for blasters.  That as you reach L50 it takes less and less hits to reach proficiency in mind torture...to the point that even being near a mob at L50 is sufficient to trigger Domination mode.  (ie you have mastered melee/mob aggression to such attunement to empower your domination and channel your powers with extra damage.)

 

Azrael.

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17 hours ago, kiramon said:

If perma dom didn't "refresh" the build up bar, sure.  If you use Dom, make it consume the build up bar then with +0 dom build up while Dom buff is active. (or allow you to build it in between so dom is "always ready", though I feel that's worse).

 

But it does. That's why we want to remove its polarizing nature. 

i feel like you are looking to remove the fun from dominators, imho building for super high recharge is why i love dominators.  this "polarizing " is what makes this class extremely fun for me and as i said I would love for EVERY AT to have something along these lines. when insta snipe was affected by Accuracy that was a really awesome aspect.  I would love to see Critical chance on stalkers and scrappers be reliant on some sort of enhanceable effect so i can control it, and yes i want to fill up a bar for everything and if i can make it permanent to drastically improve its performance and eliminate the need to refill it, id love to see that as well.  adding this level of player control on how my character performs is exactly why i love doms.

15 hours ago, Frosticus said:

Perma doms dont have to fill their bar. If perma doms is super easy to achieve like you say, then why have the bar? Shouldnt all doms have to fill the bar? why only some?

 

Is it so doms have a larger death penalty than every other AT? That seems unfair.

 

You need to separate the argument from you. We already gathered that your dom can out tank tanks and out damage blasters. It's as easy as 1-2-3 😉

 

Clearly not everyone can use mids as well as you, or play at your level. But why are you gatekeeping the AT  and holding that over people? I have no doubt you are a great player, you have mentioned it without end. But you assume other people are not capable players too. But player skill is nearly irrelevant to this discussion. 

perma doms do have to fill there bar, and it is a penalty when you die to have to refill it, this is an ACTUAL penalty that other ATs lack, and i believe should be incorporated into other ATs.  

 

what you are talking about is dumbing down an AT when i would call for adding more nuance to the rest, people should be looking at Dominators as how a class should play and not trying to remove the aspects of what sets them apart.  i would love to see tankers building up a bar  that would affect all abilities that take +taunt to increase the mag/duration/(just spitballing maybe a minor group healing component) would work similarly to domination, maybe based off a stat tankers find useful.

 

either way changing Domination to a click mez protection and removing the ability to perma dom sounds boring and un-fun.  i don't understand why IOs are not something people are working for in every character.

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1 hour ago, Chrome said:

i would love to see tankers building up a bar  that would affect all abilities that take +taunt to increase the mag/duration/(just spitballing maybe a minor group healing component) would work similarly to domination, maybe based off a stat tankers find useful.

Spitballing with you idea, have tanks lose mez protection or floor resistance when their bar drops? Force tanks to build for global recharge at the expense of another attribute? I know, it’s a counter proposal that’s obviously ridiculous, and an attempt to acknowledge the real penalty for dropping domination that any other AT would lose their minds over if they had to build around.
 

The issue with current dominator building is that it locks all IO set players on the same path. The forums - here and legacy/live - all have the same advice: slot as many LotG uniques as you can, max out as many 5-purples (10%) as you can afford, Basilesk Gazes (7.5%) in your holds, fill in with any sets granting 6.25% bonuses, and add hasten. It’s not a skill to make and play a permadom, just a shopping list. 
 

Edit: I understand the fun aspect. If the game isn’t fun, what’s the point? I like it too. 

Edited by Nyghtmaire
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The Splintered Soul Project: (Nyght****) 21 and counting (18 max). 

 

DSorrow: “Give a man a build export and you feed him for a day, teach him to build and he's fed for a lifetime.

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1 hour ago, Golden Azrael said:

A damage buff whilst in Domi mode would be nice.  ie.  'Frenzy.'  A part of that.

The damage buff was removed in Issue 15.

The Splintered Soul Project: (Nyght****) 21 and counting (18 max). 

 

DSorrow: “Give a man a build export and you feed him for a day, teach him to build and he's fed for a lifetime.

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3 hours ago, Chrome said:

i feel like you are looking to remove the fun from dominators, imho building for super high recharge is why i love dominators.  this "polarizing " is what makes this class extremely fun for me and as i said I would love for EVERY AT to have something along these lines. when insta snipe was affected by Accuracy that was a really awesome aspect.  I would love to see Critical chance on stalkers and scrappers be reliant on some sort of enhanceable effect so i can control it, and yes i want to fill up a bar for everything and if i can make it permanent to drastically improve its performance and eliminate the need to refill it, id love to see that as well.  adding this level of player control on how my character performs is exactly why i love doms.

perma doms do have to fill there bar, and it is a penalty when you die to have to refill it, this is an ACTUAL penalty that other ATs lack, and i believe should be incorporated into other ATs.  

 

what you are talking about is dumbing down an AT when i would call for adding more nuance to the rest, people should be looking at Dominators as how a class should play and not trying to remove the aspects of what sets them apart.  i would love to see tankers building up a bar  that would affect all abilities that take +taunt to increase the mag/duration/(just spitballing maybe a minor group healing component) would work similarly to domination, maybe based off a stat tankers find useful.

 

either way changing Domination to a click mez protection and removing the ability to perma dom sounds boring and un-fun.  i don't understand why IOs are not something people are working for in every character.

Sounds like what you find fun... isn't really fun. But that's an opinion. Not sure how it's fun, but that's also an opinion.

 

However, general sense (not related to one's own "fun" vantage points) suggests that a large variance between having 122 and having 123% doesn't make sense. And I'm more keen to listen to that, than to one's "fun meter." Because in all honesty, the biggest rush for "perma dom" is remembering to hit the button before the blinky ends. OOoh AAah. 

 

If you want to argue breakpoints, sure. But this one is very large. Again, it's literally an increase of infinity% between 122 and 123 for Time to use Domination again.  Similar to the snipe change (which oddly enough you also thought was fun before) -- you just don't do binaries like dom and call it "fun." 

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RE: The posts that the class is fine and you are able to perform without issues, I think it's incumbent to mention which powersets you are talking about. If you are playing Plant/Fire or something/Psi then yes I believe you. However I think we need to recognize that like all other archetypes, Dominators have outlier performers who are not typical of the class.

 

I can perform pretty well with my Elec/Psi Dom. Based on that performance I decided to try Elec/Energy and Elec/Martial. Both turned out to be "muted Blasters" that I described above. It turned out the heal in Psi was what was propping Electric Control up. I could still play them, it just required staying at range to avoid rapid health loss. 

 

If nothing else I hope the folks saying the class should go unchanged don't think individual powers should go unchanged. There's currently a huge power discrepancy between Seeds of Confusion and Synaptic Overload, both AoE confuses on the same recharge schedule, except one Dominates all targets and the other Dominates only the first. And then there is Arctic Air that Dominates nothing. The discrepancies in this class are easy to point out. I don't feel like an archetype should be evaluated only by its top performers.

Edited by oedipus_tex
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