[City of Heroes] In City of Heroes, the developers are confronting a problem, specifically the solo power of Fire/Kinetics/Fire Controllers. With the addition of Ancillary Power Pools and Containment, this class gets increasingly powerful and capable of destruction as the number of enemies increases. Loosely, the pattern is: any AE control (they have at least 3 forms), rush in, Fulcrum Shift (hit damage cap), and Fireball to one-shot almost everything. Whatever is left will be cleaned up by the damage-capped Fire Imps that followed the controller in. Under ideal conditions, which should not be too hard to create consistently in PvE, the Controller out-blasts the Blaster while still being a great controller.
The problem is the combination of Containment (double damage vs. controlled enemies), Kinetics (damage cap yourself), pets (three Fire Imps all the time), and AE damage (Fireball). This is only a problem in the late-game, since you must be almost near the level-cap to have all those pieces, but you can then powerlevel others to shoot them through some levels.
The initial approach on the test server has been to nerf the Imps (spawn one level lower), every Ancillary Power Pool (damage has been cut in half), and Containment in PvP (which has been triple damage vs. controlled players). This fits the standard operating procedure: when you hit a power, hit it three ways at once. Not all of these may survive to the live servers. Other ways to approach this would be to nerf Controllers’ Fulcrum Shift (or everyone’s) or lower the damage cap on Imps, all pets, and/or Controllers’ AE attacks.
I don’t know if this is a good change yet. Having no high-level Controllers, I cannot see the impact directly. I do pity, say, the Earth/Empathy Controllers who took a hit as collateral damage.