Developer The Curator Posted Monday at 11:56 AM Developer Posted Monday at 11:56 AM Dark Miasma Black Hole This power now applies a trawl (reverse repel) effect. Targets that are immune to the trawl effect will be phased.
GrimJack. Posted Tuesday at 08:30 PM Posted Tuesday at 08:30 PM (edited) If i understand this correctly "phased" in this context means intangible like the ability would do before? Edited Tuesday at 08:42 PM by GrimJack.
StarkWhite Posted Tuesday at 08:37 PM Posted Tuesday at 08:37 PM 6 minutes ago, GrimJack. said: If i understand this correctly "phased" in this context means intagible like the ability would do before? That's correct.
GrimJack. Posted Tuesday at 08:43 PM Posted Tuesday at 08:43 PM I don't think Intangible works well for a Control ability. The concept of a black hole is that it would pull the Enemies together and then either damage them heavily or have some kind of Hold effect that they cant escape the black hole AOE from. People get really upset when you use a ability that makes enemies intangible. 1
StarkWhite Posted Tuesday at 09:07 PM Posted Tuesday at 09:07 PM The current iteration basically has two use cases: pile up a mass of minions and lieutenants so your team can AOE, or take a specific hard target out of the fight for long enough to recover when things are going poorly. It's a huge improvement over the previous version.
ScarySai Posted Tuesday at 09:16 PM Posted Tuesday at 09:16 PM 10/10 change. Only mildly concerned about accidental phases in certain environments.
Thezanman Posted yesterday at 02:23 AM Posted yesterday at 02:23 AM (edited) I really like this change, but the way it works is a little odd. It only pulls enemies that were in the area when you cast it, and other enemies that walk nearby during the duration won't be pulled. I also feel like it would make sense to have it immobilize the main target at least, I wasn't expecting to see the anchor running around pulling things to it. Or it could just be a GTAoE which pulls things to the center. Edited yesterday at 02:24 AM by Thezanman
macskull Posted yesterday at 02:36 AM Posted yesterday at 02:36 AM I would be fine with it becoming a location-based AoE if and only if a second cast didn't make the first one disappear. 2 "If you can read this, I've failed as a developer." -- Caretaker Proc information and chance calculator spreadsheet (last updated 15APR24) Player numbers graph (updated every 15 minutes) Graph readme (now with Victory support!) @macskull/@Not Mac | Twitch | Youtube
arcane Posted yesterday at 03:43 AM Posted yesterday at 03:43 AM So… which enemies are immune to the trawl? Definitely going to want to know that eventually.
ScarySai Posted yesterday at 04:49 AM Posted yesterday at 04:49 AM (edited) My assumption is it's targeting EBs and AVs. If it starts happening on minions/lts/bosses, it'll get annoying real fast. Still, this change was a wishlist change of mine, can't complain too much. Edited yesterday at 04:49 AM by ScarySai
Nathic69 Posted 23 hours ago Posted 23 hours ago While Dark Miasma is on the menu, Can the cast time of Darkest Night match the cast time of rads debuffs. 3.17 seconds feels awfully slow and Tar Patch has the same 3.17 second cast time and makes the set feel sluggest and the epic version of Darkest Night is 1 second shorter cast time. Also Tar Patch cool down being changed to 60 seconds will be a huge quailty of life and keep the set feeling fluid and modern 1
Electronuts Posted 22 hours ago Posted 22 hours ago Having tried it solo, this is a positive change. Its still a totally skippable power and made useless by fold space, but at least its less griefable to teams now. My only worry is that its trawl effect will encourage people who take it to try and use it in teams on every spawn and therefore having phased mobs left every group, leaving it back where it was of no team ever wanting it used.
GrimJack. Posted 14 hours ago Posted 14 hours ago 7 hours ago, Electronuts said: Having tried it solo, this is a positive change. Its still a totally skippable power and made useless by fold space, but at least its less griefable to teams now. My only worry is that its trawl effect will encourage people who take it to try and use it in teams on every spawn and therefore having phased mobs left every group, leaving it back where it was of no team ever wanting it used. See this is the problem, i dont think a Pool power like Fold Space should be better than one of the "ultimate" Powers in a Controller Set. Black Hole should be better than Fold Space so people want to take it without making Fold Space useless as it can still be taken and be useful, but a Controller should just have the better version of Fold Space. 3
hoodedKitsune Posted 11 hours ago Posted 11 hours ago 20 hours ago, GrimJack. said: I don't think Intangible works well for a Control ability. The concept of a black hole is that it would pull the Enemies together and then either damage them heavily or have some kind of Hold effect that they cant escape the black hole AOE from. People get really upset when you use a ability that makes enemies intangible. This x10! For years even on live I have never understood why this power acts the way it does when it should 100% act like the Singularity pet from gravity control in that it pulls everything in and should hurt while doing so, but more of dropping it on the ground like say Tar Pit, matter of fact should be one heck of a one, two punch set up with the two powers. But that is 100% my own opinion and I could be totally wrong and begging for a Greek tragedy in the making. 1
Maatha Posted 10 hours ago Posted 10 hours ago The new draw-in effect feels wonderful but may be a bit long of a cooldown for what it is.
Templarstone Posted 5 hours ago Posted 5 hours ago (edited) 19 hours ago, arcane said: So… which enemies are immune to the trawl? Definitely going to want to know that eventually. So far tested at +4/8 Carnies can trawl mins/lts/bosses except the Steel Strongman Lts (they have resistance to repel ) Cimerorans well they would be on the list to not use it except as an opening. mins/lts/Bosses will all be pulled but once they are aggroed their version of Phalanx Fighting (gives them resistance to repel) turns on and then they cant be trawled . Did learn though if you cast it on another time on different enemies it leaves the previous one early . Also it be nice if it slowed them as enemies tend to run out of the grouping fairly fast. Edited 5 hours ago by Templarstone This is not the City of Heroes that you remember , it is a new game built on what we were forced to leave behind. Change is going to happen , because Homecoming is not your personal museum to hold your nostalgic torch too. It has active development and will continue to evolve just like the City of Heroes we knew was changing and evolving and was about to change in massive ways. Forum Post count does not = Game Intelligence or Knowledge it just shows how often people like to talk.
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