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Posted

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.

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Posted

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.

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Posted (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 by Thezanman
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Posted (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 by ScarySai
Posted (edited)

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

 

Please add min FX to Fade, it makes all my teams sad they can't see their awesome costumes 

Edited by Nathic69
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Posted

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.
 

Posted
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.

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Posted
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.

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Posted (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 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.

Posted

id say remove the intangible effect and enemies who are immune to the Trawl get a slow effect instead aswell as normal enemies also getting slowed in movement speed, attack speed, recharge

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Posted

If it's a black hole, it should warp space around it and make it hard for things to run away from it. The singy pull-to effect would make a lot more sense here. It seems to be randomly letting some npcs pull to me instead of towards what I targeted which is odd.

 

I did notice the particle effects on fearsome stare are now big black boxes over npc heads. It used to be a floaty skull. IDK if that change was intentional, but it didn't look nice.

Posted
On 5/28/2025 at 1:40 PM, hoodedKitsune said:

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.

I completely agree with this. I think you have a 100% winner with the trawl effect. So many powers would be very exciting to players to be able to draw enemies inward (it could even be added to quicksand or other control powers and resisted by enemies based on their minion/lt/boss status) but anything that makes enemies unhittable/unaffected due to being phased is an utter downer. I am willing to bet that if you put out a poll about what people dislike about carnies a great deal would mention that it is the intangibility of the illusionists and there are large time gaps where you are just stuck waiting for them to phase back in. Groups get angry when they cannot hit/affect targets and consequently it is why so many powers that make targets intangible/unaffectable are regularly skipped by players in their builds. I believe you guys are making a fantastic change to the sleep mechanic to make those regularly skipped powers relevant again and you could very much do the same by turning those intangibility/phasing powers have a cool trawl effect. I would absolutely take black hole if I could use it to draw all the nearby mobs to my tank or get them grouped for a blaster to nuke. I'd say consider ending powers that phase enemies, maybe put it to a community poll?

Posted
22 hours ago, Templarstone said:

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.  

I did a bit of testing too and I agree that the enemies tend to run out of it fairly fast. It might be more thematic if it was a slower draw in over a few seconds with the added slow effect that Templarstone mentioned.

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Posted

Keeping with the theme of dark and blackholes, make BlackHole a location based AOE trawl (if not already), and apply -damage.  After all, they are trying to attack from within a massive gravity well.

 

 

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Posted (edited)
On 5/27/2025 at 10:55 PM, Nathic69 said:

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

 

Please add min FX to Fade, it makes all my teams sad they can't see their awesome costumes 

 

aww I was gonna agree but then you've got two requests for Tar Patch.  Requests = Tradeoffs and that is a hard no from me on Tar Patch.

 

Darkest Night

Cast Arcanatime = 3.432 sec

but

Animation Time Before Effect = 0.5 sec

So I'm okay with it. Being only a half second to take effect is the important part. It's a huge and enhanceable power we might not appreciate the tradeoffs.

 

Fade.. On Corruptors it is Shadow Fall and yes absolutely a new team friendly visual would be appreciated but I think the Team Stealth aspect might have an impact and be a reason for it being clear that the power is on. If all the Team Stealth related issues are addressed this probably happens right away.

Edited by Troo

"Homecoming is not perfect but it is still better than the alternative.. at least so far" - Unknown  (Wise words Unknown!)

Si vis pacem, para bellum

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