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Posted

Sleep Revamp

Stacking

  • Sleep is no longer canceled by damage or any canceling event unless the target is already asleep. This allows for sleep to be stacked even if the sleep-casting power does damage, and sleep stacks that don't render the target asleep won't vanish if the target is hurt but awake.

 
Deep Sleep

  • This is a new variant of sleep. Deep Sleep is stickier than regular sleep. Enemies under its effect don't instantly wake up if damaged, instead the duration of their sleep is shortened. How much the sleep is shortened depends on the enemy rank, with minions taking more attacks to wake up and AVs being woken up by a single hit.

 

The following powers have been flagged as Deep Sleep:

  • ArsenalControl Tranquilizer.png Arsenal Control > Tranquilizer
  • EarthGrasp SaltPillars.png Earth Control > Salt Crystals
  • IceFormation FlashFreeze.png Ice Control > Flash Freeze
  • MentalControl Hypnotize.png Mind Control > Mesmerize
  • MentalControl MassHypnosis.png Mind Control > Mass Hypnosis
  • PlantControl SporeBurst.png Plant Control > Spore Burst
  • image.png.7652f75e883f65de1691114ba569c13c.png Pyrotechnic Control > Hypnotizing Lights
  • SymphonyControl SleepST.png Symphony Control > Enfeebling Lullaby
  • MunitionsMastery SleepGrenade.png Epic > Arsenal Mastery > Sleep Grenade
  • Earth Mastery SaltCrystals.png Epic > Earth Mastery > Salt Crystals
  • ice_mastery_flashfreeze.png Epic > Ice Mastery > Flash Freeze
  • MentalControl MassHypnosis.png Epic > Psionic Mastery > Mass Hypnosis
  • Psionic Mastery Mesmerize.png Epic > Psionic Mastery > Mesmerize

 


 

  • Like 2
Posted

     Is there a reason that Deep Sleep uses a "number of hits" system instead of a "twin effect" system?  You can't control how many of your teammates use Caltrops or Rain of Fire for example, but if Deep Sleep simply applied 2 Sleeps concurrently then it could still be useful in these scenarios.  What if the powers simply applied the current regular breakable Sleep and an unbreakable Deep Sleep for ~3 seconds.  This unbreakable portion would disappear on its own rather quickly, but it would allow a Mind Controller casting Mass Hypnosis to have any effect at all on a team.  You could make the hit counter be 100 hits and it still would barely do anything to a team with multiple "rains."

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Posted

Deep sleep has a damage lockout, @Shin Magmus.

 

I think it's 0.25 or .35 seconds. But if the Deep Sleep takes damage from 20 sources within the .25 seconds it only counts as one 'Instance of Damage' for the purpose of reducing the duration of sleep.

 

Minions stay asleep in Rain of Fire/Sleet Storm/Category 5 for a good 2-3 seconds off a Mass Hypnosis. Follow it with another deep sleep AoE and you can keep them there 'til they die.

  • Thumbs Up 4
Posted

I would have liked something closer to D&D, where you got a dam bonus on sleeping targets, rather than turn sleep into terrify.

 

But this is cool, I'll be testing it a lot to see if it really moves the needle on sleep powers much.

Posted
25 minutes ago, ScarySai said:

I would have liked something closer to D&D, where you got a dam bonus on sleeping targets, rather than turn sleep into terrify.

 

This doesn't turn sleep into Terrify. They don't get hit, wake up, attack, and go back to sleep.


It turns sleep into a hold with a duration that drops as the slept target takes instances of damage, making it a more reliable control. It's really good, you should try mind control out.

  • Like 4
Posted

So far I've only tried it in Tranquilizer. Foes stay mezzed after taking damage. Seems like an improvement. 

 

In addition to Earth Control and Earth Mastery, I'd like to see it expanded to Earth Manipulation version of Salt Crystals.

Posted

So far testing on a level 20 plant/marine controller, I still feel as if spore burst is skippable. I'm sure the sleep is stickier compared to before, but I still feel as if the mobs are waking up pretty quickly and I'm relying far more on Tide Pool and Vines to help with mob mitigation.

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Posted
6 hours ago, PoptartsNinja said:

 

This doesn't turn sleep into Terrify. They don't get hit, wake up, attack, and go back to sleep.


It turns sleep into a hold with a duration that drops as the slept target takes instances of damage, making it a more reliable control. It's really good, you should try mind control out.

 

I have, and I'm quite fond of my mind/dark.

 

I still have them flicker out of it weirdly enough, so it might be a bug. Regardless, I would have preferred something more unique over "existing mez, but worse."

 

Certainly can't say sleep is useless anymore, so that's fun.

Posted
15 minutes ago, Heatstroke said:

Just a question. why wasnt Chilling Ray in the Sentinel Ice Blast set added to this deep sleep list.. is this restricted to Controllers and Doms ? 

 

mostly because this is for control sets, but also controllery sleeps in certain epic pools. psionic mastery for sentinels is affected by deep sleep, for example. 🙂

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Posted

Do these changes only apply to Player use of the powers, or NPC's as well?

I'm wondering if Lost bosses like Emerites, or even minions like Yellow Ink Men, can Deep Sleep players.

.

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