This thread is meant to bring to light(sorry for the play on words but I couldn't help myself) some deficiencies in the HL powerset on the trolling side of the role. If you disagree please save that for something else. This is merely to gauge interest from the community who would like to see these proposed change's made. If you have an idea of your own that would help improve the issue's presented, please post it or send me a message. First off I'd like to point out that HL trolling in its current state is a great power but has some flaws that become more evident during end game content. These flaws keep other trollers or would be potential trollers from using the power. Hardlight from its conception was meant to be used as a mid to melee range troller power. The changes I propose wouldn't change that conception but would give HL trollers more options when things get too hairy in certain maps. Below is the PoT powers for current controller powers. It will state what range they can be casted from, how many targets they will hit(CC) and if they apply a Power Interaction. I will also list a few opinions and example's of the above mentioned issue's with HL PoT's. 1. PoT *Quantum- Grav Field cast from far range, single target applies graviton charge. Tachyon Burst cast from far range, can stun two enemies, applies destabalization. *Mental- Telekinesis cast from far range, single target, applies dazing. Terror Tendrils cast from far range, multi add frontal cone AoE, applies terror PI *Gadgets- Tazer Pull cast from far range, single target, applies electric PI. Sticky Bomb cast from far range, can juggle group damages 3 in proximity and stuns. *HL- Claws single target lunge(can be cast from far range but will move you towards enemy), applies panic PI. Boxing Gloves single target lunge(can be cast from far range but will move you towards enemy). No PI. I like that HL differs from the other troller powers. It truly feels like a power in its own. All other PoT's can be cast from range without moving you into a dangerous position. Each power has a single target and a multi target PoT move for Crowd Control(which could be argued are the best CC powers for trollers) except for HL. HL differs that both PoTs serve the same function. This is likely to keep combo's and playstyle's meshing but could be improved. I propose that impact trade places with boxing gloves in the support tree. Making impact the PoT for the support side of the tree. This will keep with HL's conception( As a melee based controller, impact deals more damage at melee range). It will give HL a PoT that can be cast from far range without lunging you at an opponent but incentive to stay in the melee to mid range. It also will give HL a multi add CC. Impact is a frontal cone AoE juggle that can stun enemies. Example's of bad time's to lunge at the boss *Any time a one shot or skull icon is coming from an enemy. This can be difficult due to needing to keep PoT active and then of course lunging towards the boss. A HL user can clip PoT with recharge and avoid some of the lunge but this works with varying degree's of success. *In Nexus when the shields pop up around the HL troller. This has happened to me several times. The shield will pop up and I'll have to wait to activate PoT so that I don't lunge away from my teammates. I can work with my teammates but if the other troller is down and out then they can't cast it to keep power coming in from the team. That is if they aren't a HL user as well. *FOS 3 when the medics have their shields up. Power damage won't effect the large damage from hitting the shield but it's not good to lunge it. These are just a few example's and their are many time's when a controller hurling themselves at an enemy can be a bad decision. Most of the time even with the change I would still run with claws. I enjoy melee trolling and the claws would net me more damage and set me up for my favorite PoT combo(claws/ram/whip/whip/impact). But would sub it out for the more dangerous area's. Gloves and impact share the same number of combo possibilities. Gloves is also the weaker of the two current PoT's in my opinion. Mainly due to PI and combo possibilities. I think that making impact the PoT in the support tree would would make HL more viable for other controllers who want a traditional or basic playstyle. While still letting others use HL in the way the developers envisioned. It also wouldn't change most controller or DPS power point allocation. They would most likely be headed that way for grasping hand/light blast and gloves and impact share the same damage modifier. 2. Defense Debuffs. *Quantum- Time Bomb can be applied at range. Has the potential to damage multiple adds may explode before hitting opponent Singularity can be applied at range. AoE root, juggle, stun. *Mental- Phantom Flames can be applied at range, splash AoE. Stun and burning PI Thought Bubble can be applied at range, encases two targets, inflicts crushing PI *Gadgets- Gauss Grenade possibly currently bugged, but normally will stun and electrify two adds, can damage 8 splits at 3 and will electrify 2 targets. Stasis Field can be applied at range, encases two targets, inflicts crushing PI *HL- Whip Thrash mid range but will lunge you into melee range, can be interrupted. deals 4 ticks damage Entrap Applies Debuff at mid/melee range, can encase mulitple nearby targets. This debuff differs from the other power sets as well. Likely keeping with the conception of HL. Its irksome though due to WhipThrash moving a player into dangerous position and being interruptable. While Entrap not being clippable(can be jump cancelled) and needing to be applied at mid-melee range to land its debuff(damage will apply from far range just not debuff). This could be a bug but has been this way since game update 17 leading me to believe that its working as intended. Entrap is the safer of the two options and can be a very fun power if you run with teammates who have encasement breakers. It can however waste power when your just slightly out of position. During a mission where you stand more towards far range to avoid taking heavy damage a HL user would have to move out of position and get in close to land their debuff. This can be irksome every 10 seconds. Along with keeping up PoT. The trollers two main jobs during a boss encounter. This also can be troublesome during objective oriented boss encounters such as nexus when you have the shield and are trying to keep a defense debuff up but need to move away for the team's safety. Not being able to apply a debuff from range makes the power less viable and this is one reason their are less HL trollers and many of the game community feel it is more limited than the other power sets. Entrap should apply its debuff from range on the targeted enemy. The damage lands and the encasement. Too keep it from being OP it should land its debuff and damage but only encase multiple nearby adds when in mid-melee range. This would keep it in line with other powers and improve trolling for HL users. HL is a fast fun playstyle. Its different from all the other controller power sets and even with the above mentioned proposed changes it would stay that way. It would simply be more accessible for other players looking for a more traditional playstyle in comparison to the other troller powers. It would also improve survivability for current HL users and give players who want to experience HL as controllers less to be concerned with. Please be respectful and stay on topic with this thread. It is meant to gauge interest for HL troller users who wish to see these changes. Once it receives enough likes I will present them to Larry Liberty and see if their is any possibility in seeing changes. Thank you.