![]() Nothing is worse than having a Hulk or Juggernaut style character, who is nigh-invulnerable but still getting tossed around like a bit. Mostly, i really like that Knock Defense is actually tied into Physical defense. I STILL don't even know if there is any validity to that class there. And DCUO, controllers were such a joke, they just became power batteries for OTHER players. Needless to say, they nerfed controller powers into oblivion later on. In Champions Online, I had built myself a nifty little Mental controller, Psy-Ryn, and she was able to keep enemies (and some players) sleeping or passive for a full minute. Either all bosses are immune all together, or many team members are too pew pew and instantly break any effects. Firstly, boss fights in other MMO's make controllers entirely useless, as does most group content. Thank you for this! Thank you for this for several reasons. Withholding final judgement until I have a chance to see how it feels in action. It disappoints me when PVP concerns cause a PVE element that I really liked to be watered down.Īgain, I get the rationale behind the choice. I understand the rationale behind the changes, but as a completely non-pvp player, I don't personally care if binary holds are a frustrating thing for whoever is on the receiving end - they're all just going to be little 1s and 0s anyway. I'm concerned that Control will feel "mushy" with this design, to the extent that all holds will start to feel like "slows" or "weakens", without a true sense of "hold". or Boss encased in a huge rock was just so rewarding. But I probably first fell in love with the game by playing a Stone Controller - Seeing a Lt. The binary there was ameliorated by the fact that there were almost always enough mobs that a 'troller had to pick and choose their targets, and balance that lockdown against other threats. One of the things I loved most in CoH was playing controllers, and having the ability to absolutely lock something down. ![]() This is pretty clearly going to be a "wait and see" situation for me. I will say loosing partial powers in reference to sleep seems a bit odd to me, but I guess cinematically I think of it as the few seconds Juggernaut (or whoever) is stumbling around, ineffectively hitting things, before passing out. Basically that power allowed Blasters to continue to use their 1st and 2nd tier powers even if they were otherwise completely affected by control powers. This basic idea seems like an evolution of the latest version of the CoH Blaster's Defiance Inherent Power. I liken it to a Magic-User in D&D: Even for a high level MU it's not an easy thing to cast a 9th level spell whereas it should remain possible for that same high level MU to cast a 1st level spell even if they are under strong duress (like being controlled to a certain degree). That makes sense because those highest tier powers are likely the hardest ones for a user to use even in ideal, unmolested situations. I like the general idea of losing access to the higher tier powers first when been subjected to control effects.
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