Stats Revamp 1.6: Munitions Controlling

Discussion in 'Testing Feedback' started by RomperStomper, Apr 29, 2017.

  1. RomperStomper New Player

    A typical controller loadout would be:
    • 1. Group Power Heal
    • 2. Defense Debuff
    • 3. Damage Output Debuff
    • 4. Heal Debuff
    • 5. SC Generator/Shield/Stun
    • 6. Supercharge

    Of course that also applies to Munitions, and gameplay feels like any other Controller Power
    BUT
    one thing has to be changed! And that is the defense debuff either beeing a channeled power (five-barrel minigun) for 200 PC (power costs) or a clippable Smoke Grenade Launcher for 300 PC.

    If you use the channeled powerspell, you lose too much time to let the animation run out and heal your group afterwards. Aborting this animation by blocking is also no option, because even that takes too much time.
    If you use the 300 PC spell Smoke Grenade Launcher it will drain your own powerbar way too fast.

    It is critical to Controllers beeing able to have a loadout with clippable debuffs in order to lower enemies defense/dmg/selfheal and supply enough power to the group. Debuffs are no "Boss-only" spells, if u apply them even to trashmobs you will see how convenient your group's progress will be.
    All other Controller Sets do have clippable (semi-clippable for HL) Defense Debuffs for 200 PC, so please dont force munitions players to only apply one of the most important debufffs only to bosses once or twice in the whole raid!
  2. HoiiowDreamz Dedicated Player

    I'll just say that you're wrong about one of these and that it stems from an issue with how the community views stats.