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major nerf to controllers?

this new patch looks like a huge nerf to controllers across the board to me !!

what u al thiink guys !

“Mother only distinguishes between those who will live and those who will die."

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Comments

  • bverjibverji Member UncommonPosts: 722
    GO city of nerphs. They just don't learn to stop dicking with their player base.
  • TechleoTechleo Member Posts: 1,984
     What kind of controller are you? I havent noticed any changes to my Mind/Kinetic controller. Did notice a slight lift in speed for my Speed skills and a bit more impact from Psychic attacks though. Nothing overly dramatic.

      Oh and Bverji, if this is city of nerfs then you gota love World of Nerfs hehe. After playing Wow for so long I can only assume your aware what they did to Magesimage Well mind you I was a hunter when I played and I only kept getting strongerimage



  • aaron123aaron123 Member Posts: 113
    Here's the patch notes for the latest patch on CoH:

    Powers

    • Many objects in the game which were meant to be immune to Teleportation have
      been made so. This affects several powers in the Traps Secondary and Devices
      secondary for players.
    • A large number of powers, most those that involved ground hugging or wall
      crawling type visual effects, were adjusted to perform better.
    • Dark Miasma's Tar Patch, Dark Miasma's Dark Servant, and Dark Blast's Life
      Drain will now play animation and effects when cast.
    • Altered Moment of Glory to insure that the -Regen portion goes away at the
      end of the duration of the power.
    • Added -Fly to Gravity Control Gravity Distortion power.
    • Jump Kick from the Leaping pool set now does Knock Up instead of Knockback.
      The chance of Knock Up occurring has increased to 20% (from 15%.)
    • Removed hesitation from the Mental Blast animation. There was a pause that
      prevented the character from acting, even after the power had finished
      animating.
    • Fixed missing animation for Ice Sword when used with Fly.
    • Various ‘Build Up’ and ‘Aim’ powers now have a new look.
    • Increased the base flight speed of Hover by 10%.
    • Added a slight delay to the usage of Team Teleport. This should alleviate
      the issue of Teammates randomly being left behind after a Teleport.
    • Soul Storm is now escapable. There is still a bit of delay after you escape
      before you can move or attack again, but it’s much less of an ‘I win’ power.
    • Rikti ambushers will once again show teleportation FX.
    • The Helmet enhancement (Mutation/Magic - Range) was giving twice the bonus
      of other Range DOs. It has been reduced to match.
    • Rebalanced the powers used by some of the high end Longbow critters to make
      them less frustrating to fight.
    • Fixed some animation issues with the Jump Jet Pack power granted from the
      Good vs. Evil Edition.
    There's nothing there that relates to a Controller nerf, which brings up the question:

    What are you talking about?






  • bverjibverji Member UncommonPosts: 722

    he is refering to the new patch notes on the test server. you should ask if you don't know something not just respond assuming the person is wrong.

    Tech, while i'm not a big fan of WOW (nothing against the game just wasn't what i wanted from a MMOG), WOW hasn't come close to the history of "nerFing" that COH has. In fact the only game, I am aware of, to even come close if not surpass has been SWG. I like COH and think it's a great game in general, but the way they go about attempting to "balance the game" is amatureish. My four year old could come up with better solutions then the sledge hammering tactics that Cryptic has chosen to repetitively used.

  • aaron123aaron123 Member Posts: 113
    I did ask. I asked "What are you talking about?". By recent patch, it's
    relatively safe to infer that as the recent patch on the live servers,
    but whatever. It's in the past now.



    Anyway, yeah, some Controller Ancilliary powers' damage halved because
    of Containment. Not sure what to say on this; never had a Controller
    that high.




  • vajurasvajuras Member Posts: 2,860

    I havent checked on test server since I dont subscribe can someone post the patch notes?

    And yeah CoH can be really proactive with the nerfs. but I cant imagine they'd be crazy enough to nerf trollers again.

  • vajurasvajuras Member Posts: 2,860



    Originally posted by aaron123
    I did ask. I asked "What are you talking about?". By recent patch, it's relatively safe to infer that as the recent patch on the live servers, but whatever. It's in the past now.

    Anyway, yeah, some Controller Ancilliary powers' damage halved because of Containment. Not sure what to say on this; never had a Controller that high.



    Ah missed this point. Man that sucks.

  • AnofalyeAnofalye Member, Newbie CommonPosts: 7,433



    Originally posted by aaron123

     

    Altered Moment of Glory to insure that the -Regen portion goes away at the end of the duration of the power.




    Uh?  They buffed the REGEN scrappers?  Someone bites me, I just can't believe it.  I mean, after nerfing them for 5 issues in a row (or so, didn't count exactly, but I2, I3, I4, I5 and I6 where all nerfs to a regen scrapper)...They actually IMPROVE something related to the REGEN scrapper?  That's can't be possible.

     

    Oh, I hear Heimdall call!  This is the last day!  To Valhalla!  image

     

    PS: To any outsider, regens scrappers have always avoid this power in their line, because it is automatic death as it remove your regen, increase your resistance EXCEPT to psionic and drop you to 10% hps...and as it was, when the power was fading, the regen wasn't kicking back in...so 10% hps with no regen and the resist fading = dead.  The only peoples that use MoG usually does so just after Revive...but most peoples rather take some other stuff.

    PPS: Haha, sometimes I feel they "balance" in the worst possible way, they wait, they see what is unpopular and they improve it while decreasing what is popular...the end result will be a grey game where nobody is really thrilled about anything...image

    - "If I understand you well, you are telling me until next time. " - Ren

  • baffbaff Member Posts: 9,457

    MoG = suicide button.

    I seem to remember arguing with the fanboys about this 21 months ago.

    You are the first person I have ever heard agree with me.

    .

    They used to insist that MoG made me invincible.

    The only time I've ever used a Respec was to get rid of Mog.

    .

    Good to see the dev's haven't forgotten that nerfing is easier than coding.

  • AnofalyeAnofalye Member, Newbie CommonPosts: 7,433

    Hehe yup.

     

    - To actually Make MoG potentially interesting, it would also need to fill you completely, act as a heal, when it fade...or make it identical to Unstoppable, which I doubt they want to do, so a heal at the end sound logical for a regen scrapper...

     

    Reasoning: Unstoppable is bascially the same as MoG, but better and you can be healed during it...so you have awesome resist and are healable, this make Unstop a GREAT power.  However, when it fade, you are in troubles, which leave Unstoppable as 1 of the best powers in the game (I have Unstoppable and Power Surge on 2 brutes and I loooove these powers, I don't have a happy trigger on them, but they come handy, often I survive a group wipe...Unstoppable is working fine, MoG isn't).  MoG on the other hand, you can't be healed while it is active on you, despite having awesome resists(except to psionic, which is an instant death)...so to compensate the fact of not been healed during it duration, and since you are a regen, it should heal you at the end in order to make MoG interesting...and even then, most peoples would avoid it.

     

    Hehe, the game is greyer than ever...and yet, tomorrow it will be greyer than today.  image

    - "If I understand you well, you are telling me until next time. " - Ren

  • AdityaRaghavAdityaRaghav Member Posts: 11



    Originally posted by Techleo
     What kind of controller are you? I havent noticed any changes to my Mind/Kinetic controller. Did notice a slight lift in speed for my Speed skills and a bit more impact from Psychic attacks though. Nothing overly dramatic.

      Oh and Bverji, if this is city of nerfs then you gota love World of Nerfs hehe. After playing Wow for so long I can only assume your aware what they did to Magesimage Well mind you I was a hunter when I played and I only kept getting strongerimage



    I am Fire /Kin Controller and some of my power like fulcrum was nerfed and damage given by IMps is also nerf image

    “Mother only distinguishes between those who will live and those who will die."

  • hehenephehenep Member UncommonPosts: 221
    Fulcrum Shift was not changed in the slightest that I can see from the patch notes.

    Fire Imps didn't have their damage changed directly, but indirectly it was as they were all made to spawn -1 to the controller.

    APP and containment in PvP nerfs were explained by Castle.  On a shot per shot basis the APP blasts actually did more damage than the same attack used by a blaster.  With containment this had the blasts doing more than twice as much as a blaster, and with containment doing tripple damage in PvP ... well you get the idea.  They took out tripple damage in PvP, so it's only double that now, and most blasts do half what they used to without containment, which means they still outdamage the same attack used by a blaster with containment up.  Seems understandable to me.

    Kinda sucks, but understandable.  Of course, my controller's gravity, and I have a better damage power in my primarry.  <shrug>



  • vajurasvajuras Member Posts: 2,860
    yeah but the Devs said it themselves PvP is only done by a small percentage of players (think even in interview here on this site). so it baffles me why they'd nerf something just for pvp.
  • hehenephehenep Member UncommonPosts: 221
    But they didn't reduce containment for PvE, just the PvP component.  PvP containment dropped to 2x damage, PvE containment's still 2x damage.

    If you're talking about the APPs, they did it because a controller's fireball, could concievably do a considerable more damage than a blaster's fireball.  That's just not good balance there.



  • vajurasvajuras Member Posts: 2,860

    doesn't seem this nerf was well received on troller boards:

    http://boards.cityofheroes.com/showflat.php?Cat=0&Board=Controller&Number=7105128&page=0&fpart=1

    Way to keep your customers happy Cryptic.

  • hehenephehenep Member UncommonPosts: 221
    Of course people were upset by it.

    Controllers went from being able to do more than twice blaster's damage on a fairly regular basis, to doing only very slightly more on a fairly regular basis.  The attacks were very overpowered and in need of a fix to most anyone with a clear head on the subject, but sadly most of the folks who were playing controllers for all the controll, buffing and uber damage they could do won't have a clear head.

    It's kind of like waaaay back when the game started.  Blasters had this one power, Smoke Grenade.  Smoke grenade was the most horribly broken, overpowered power I've ever seen in a game ... anywhere.  The power was supposed to be an AoE, auto-hit, 10% accuracy debuff.  What it actually did in game was about a 100% accuracy debuff.  The damage power had a better debuff than the debuffers could ever dream of basically.  When the fix went to test on this power, there were threads far, far worse than anything I've seen about this controll nerf, for something even more obviously out of balance.

    Also, did you see the rest of the patch notes?  So much nice stuff went through.  <shrug>  Oh well.



  • bverjibverji Member UncommonPosts: 722
    that's not true heh a blaster if sloted the same blasters have more attacks, have access to aim and boost, have more attacks, and if running with a controller with Kin/Rad has the same boost they have. The way it is now a 44+ controller has 2 attacks that when boosted with KIN can almost do blasters base damage. The reason for the nerph isn't because controllers are stepping on blasters toes. It's because high level controllers are power leveling players.
  • RyowulfRyowulf Member UncommonPosts: 664
    What is the most crazy late game damage build? Controllers,
    fire/kin/fire is insane. Everyone in the player base knew it, so what's
    the surprise?


  • hehenephehenep Member UncommonPosts: 221

    Originally posted by bverji
    that's not true heh a blaster if sloted the same blasters have more attacks, have access to aim and boost, have more attacks, and if running with a controller with Kin/Rad has the same boost they have. The way it is now a 44+ controller has 2 attacks that when boosted with KIN can almost do blasters base damage. The reason for the nerph isn't because controllers are stepping on blasters toes. It's because high level controllers are power leveling players.
    I'm not talking about the number of attacks.  I'm saying that a controller with fire ball can do more damage than a blaster with said fire ball on a regular basis.  Sure, a blaster can get buffed up to the gills and do nice damage, but a controller can do the same thing except it has a lower damage cap than blasters do. 

    If you don't believe me when I say that controllers could do more damage than blasters with the same attack here's devs saying that:
    _Castle_

    Blaster Fire Blast power set
    Unslotted Fire Blast @ level 45: 54 damage (ignoring the DOT)

    Prior to change
    Controller Ancillary Powers:
    Unslotted Fire Blast @ level 45: 60 damage (ignoring the DOT)
    w/ PvE Containment: [60 damage + 60 damage or 120 damage
    w/ PvP Containment: 60 damage + 120 damage or 180 damage

    After this change:
    Controller Ancillary Powers:
    Unslotted Fire Blast @ level 45: 30 damage (ignoring the DOT)
    w/ Containment (PvE or PvP): 30 damage + 30 damage or 60 damage.

    So, with containment active, this power (and its equivalents from the other controller epic sets) still out damages the equivalent blaster power.

    So no, not damage over time, but boom, attack, and the damage is higher.


  • vajurasvajuras Member Posts: 2,860

    An Ice/EM Blaster running BU/Aim will simply be off the charts. So sure, maybe a troller could do an attack with blaster level damage however a Blaster will still destroy something way faster then a troller. Especially considering how AVs have mez protection, etc which is not easy to breakdown. Blasters are the kings of burst damage bar none. Pair an Ice/EM blaster with a rad defender and watch all living things turn to dust fast. Blasters have more attacks so squeezing in those heavy hitters during BU/Aim will drastically outdmg a troller. The high BI when multiplied by BU+ Aim+ - 40%+ resist from rad defender debuffs can do wonders. [edit] So sure, some can argue this was a good nerf I'm not arguing that but let's not get this twisted a troller is not a damage machine like a good Hami'ed out Blaster from what I've seen. however I would love to see actual numbers comparing the two cause I'd like to see how big of a margin it is to support my claims.

    Lastly, even IF this is a good nerf then why nerf it now after years have passed? I do realize MMOs are ina  constant state of flux but some things just shouldnt go live if you gonna nerf it later. In any case, this subject might not be worth arguing considering I never had a high lvl troller myself and no current subscription. I just hate to see things get majorly nerfed assuming thats what this is. prhaps it was a really good nerf but this looks like a nerf that should've happened before going live

  • bverjibverji Member UncommonPosts: 722



    Originally posted by Settingsun
    What is the most crazy late game damage build? Controllers, fire/kin/fire is insane. Everyone in the player base knew it, so what's the surprise?



    yes, but the only reason that is true...is because they have been nerfing everything else for the last 3 years. After the nerf fire controllers (which they aren't they're nerfing all controllers because of the fire tree) people will gravitate to some other build...and that will get OVER nerphed as well. The question isn't/shouldn't be if FIre builders are a strong build, but if they are to strong and what's the correct way to balance them. Also if your going to balance the game then just fracking do it right and quite changing everything any chance they get. As some one said before it's amaturish.

    They're is nothing heroic about this game anymore. Used to be you could play on a pick up team and be certain that as long asknow one screwed up andevery did ther role that you could go through the missions usually with no deaths, but still be challenging. Now you have to have the right mix of AT's and a narrow range of levels and trust that no one is going to screw up (which is more likely then it used to be because the better players have mostly left the game) and accept that someone is usually going to bite it. I was in recluse victory the other day where theobject is your level 50 hero goes and escourts a level 54 walking tank around, to destory turrests that would kick the crap out of you and you can barley hit and do about 90% damage when to you do.

    It's like great my reward for reaching the top of the game is to escourt around some big machine around that can fight crime way better then I can. The fact that this is Cryptics idea ofsome 50+ content shows how out of touch Cryptic is with their player base and how they want to marginize their role in the COH universe.

  • bverjibverji Member UncommonPosts: 722
     
    So what? ok a lot of controlers working together can produce some high number attacks. So can defenders. Does it matter for some reason? replace a controller/defender and the blaster is still doing much more damage. Claiming it's unfair that 4 controllers can out damage 1 bllaster is some how unfair is a little beyond absurd to me.
  • AdityaRaghavAdityaRaghav Member Posts: 11

     yaa this is true "unfair that 4 controllers can out damage 1 bllaster".

    why devs not nerf scraper they only see the the controller and defender .its very hard to lvl up the defender and controller in the starting .I fell very sad nerf controller but still love  to play as a controller image

    “Mother only distinguishes between those who will live and those who will die."

  • Deathstrike2Deathstrike2 Member UncommonPosts: 1,777
    Originally posted by jdun1


    Originally posted by bverji


    Originally posted by Settingsun

    What is the most crazy late game damage build? Controllers, fire/kin/fire is insane. Everyone in the player base knew it, so what's the surprise?



    yes, but the only reason that is true...is because they have been nerfing everything else for the last 3 years. After the nerf fire controllers (which they aren't they're nerfing all controllers because of the fire tree) people will gravitate to some other build...and that will get OVER nerphed as well. The question isn't/shouldn't be if FIre builders are a strong build, but if they are to strong and what's the correct way to balance them. Also if your going to balance the game then just fracking do it right and quite changing everything any chance they get. As some one said before it's amaturish.

    They're is nothing heroic about this game anymore. Used to be you could play on a pick up team and be certain that as long asknow one screwed up andevery did ther role that you could go through the missions usually with no deaths, but still be challenging. Now you have to have the right mix of AT's and a narrow range of levels and trust that no one is going to screw up (which is more likely then it used to be because the better players have mostly left the game) and accept that someone is usually going to bite it. I was in recluse victory the other day where theobject is your level 50 hero goes and escourts a level 54 walking tank around, to destory turrests that would kick the crap out of you and you can barley hit and do about 90% damage when to you do.

    It's like great my reward for reaching the top of the game is to escourt around some big machine around that can fight crime way better then I can. The fact that this is Cryptics idea ofsome 50+ content shows how out of touch Cryptic is with their player base and how they want to marginize their role in the COH universe.





    I got out at I5 because of all the nerfs. Its been three years now and they still can't find a balance. All the nerfs did was made a good game worst. What's next on the chopping block defenders?



    This game should be renamed City of Normal People.

    This is one of the reasons I decided to take my second break from this game.  My Fire/Axe tank was slammed, my regen scrapper is just a shadow of his former self, and I just didn't have the desire to take another toon to 50 knowing that he'd probably be nerfed at some point too.  Instead of making the game challenging while keeping the superhero feel, the devs seem to favor making it challenging by weaking the players.  Seems like the lazy way out to me.  Heck, look at ED...that was the laziest most lame approach to "fixing" a nonexistent problem that I'd ever seen.
  • illeriller Member UncommonPosts: 518
    Controllers weren't Nerfed, their stupid gay ass Fire Imps and Epic Powerpools were nerfed.  There's a huge difference.   These powers were about as un-related to "Controlling" as you could get but A lot of people were using them exactly as Crutches in FotM builds.  I  spoke to Castle a little while before any of these changes went public and he was under no dellusions about it, he knew exactly what they were doing and who these changes will effect.    Those people who are most offended by this need to learn to rely on other players, and stop complaining that the Devs won't let them be Tank-Mages.   OF COURSE THEY WON'T LEAVE YOUR OVERPOWERED CRAP ALONE, IT'S THEIR FREAKING JOBS.
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