Statesman on various Controller issues:
We reduced AOE hold durations and increased the recharge times in order to prevent perma-holds in large groups. The single target holds remain quick, however, and with slotting, allows a Controller to hit one target, recharge, hit another, before the first one wakes up.
Well, hopefully more than one. To that extent, PC’s actually not in bad shape. Most of my holds are singletons — I never took Flash or Flare or whatever the multi-blind is. Indeed, my main “holds” are Blind and Deceive — which, it sounds like, have not been screwed with.
We decreased the # of pets because of their overwhelming power compared to some others. However, we added new pet functionality – permanence and going into elevators – to make the pets a little more Controller friendly.
Elevators? Elevators?! They can go through elevators, too!? Cool!
Hmmm. How about portals, too?
The number of pets isn’t such a concern to me, since I just got my first Phantasm and haven’t been trying to summon more than one. Indeed, one is sometimes more than enough. And, oh, yeah, Fred rocks.
Some Control powers in other sets were overlooked and still had the original values. We’ve been fixing those one at a time. A Controller should still be the best at holding!
Unless that holding is large group holds for too long a period.
AE limits on the # of targets – that’s something I’m still analyzing.
If the duration is going to be reduced and the recharge increased, don’t also reduce the number of targets. IMO.
Definition of the Controller’s role: that’s straightforward enough. Hold! I posted descriptions of my own Grav/Kin tactics. I’d fire off either Wormhole or Gravity Distortion Field to take some of the group out of the battle from the start. Then I’d selectively aim at others that were outlying. Note that I let the Tankers and Scrappers go in a few moments before hand to take the brunt of the initial aggro.
Always a good idea. Unless you can Deceive.
Now, let’s talk about Invis …