I am extremely excited by the concept that frameworks will not be directly tied to any one animation or graphic FX, but as a controller it has me thinking..
What are the different play styles that need to be reflected in different frameworks for Controllers? I am going to try to differentiate the focus of each play style but that doesn't mean that any one controller build given to us by the devs should only contain one play style in it, much like my discussion of "how do you make a tank, tank" this is a general conversation about how to make a controller, control:
Movement debuffer - This play style focuses on the enemy action speed. My personal favorite being able to slow an enemy or stop them in their tracks is quite useful. Being able to further slow their attack speed or better yet completely incapacitate enemies ability to cast spells entirely.
Perception debuffer - This is the person who wants to focus on being a trickster. Cast a spell on an enemy and all the sudden it's harder for them to see you. Maybe their accuracy goes down or maybe they can't perceive you as a threat at all even though they're looking right at you. If given a bit more of a push the perception debuffer can have an enemy fight a lamp post and if they're REALLY good they can turn an enemy to fight themselves and others FOR them.
Magnitude debuffer - Some people like weakening their enemies. When the enemy's fire blast that was once a scorching flame comes off more like a flickering candle then nothing makes this player happy. They can also focus on stoping tanks from being good at tanking by striping away at their defenses.** And the best way to stop a healer/protector is to cut down their output. Cutting into the "numbers" of an enemy is a potent tool and is especially popular in endgame grouping.
I know they plan to release the "Debuff/Support" build at launch but if given a choice of frameworks that ask me what my debuff focus would be I would love the option to be a "Debuff/Debuff" character picking powers available from 2 of the three types of debuff trees I listed above.. and it really is a hard choice as to which two Kontrol would pick best.
My fear is that if I am to pick between a debuff pool and a support pool I may not get all the great debuffs I want while being forced to *shudders* help (or hurt) people.
Many frameworks released will likely have pools with hybrids of all the kinds of debuffs.. what play style do you guys enjoy most?
**If there were to be frameworks that focus more heavily on "types" of debuffs in the Controller class I think it's worth considering Offensive Magnitude Debuffing and Defensive Magnitude debuffing TWO SEPERATE FRAMEWORKS but my fear there is that a build focusing on only one side of the magnitude debuffing is only situationally useful in combat.
Crowd Control Enthusiast