I haven’t personally, but from what I’ve heard the Trainer effect basically resets enemy health instead of setting it to 25%. Also, since pets attack Dominated targets now (though I don’t know they attack enemies they dominate through trainer), I see even less appeal.
Last thing is I’ve heard enemies can kind of get double Dominated; Fl4k will melee an enemy to activate Dominance, and then the pet will attack and kill it for the Trainer effect. I don’t know what this actually looks like in practice, but I think it’s safe to say it still isn’t worth using by and large, although the enemy M10 gun buff may see them doing marginally more damage to each other.
I use this COM. This is nice because otherwise the enemy only has one hit’s worth of health left, and will die almost instantly.
I can confirm this… Sent video of this to Gearbox as part of a ticket to address the infighting among Dominated allies documenting this behavior. Two Dominated enemies will also fight among themselves.
When I experimented with Dominance and Tr4iner before the pet bluffs I found similar interactions as the video. I know a Fl4k dominated enemy and a Tr4iner dominated enemy will attack each other if no other enemies are around. I believe if enemies are around, the dominated enemies will agro the enemies first like you would expect. You could dominate an enemy and your pet could dominate the enemy after.
I also had Tr4iner dominated enemy’s health bar go back to full health but no sure if it was a visual bug or they recieved full health instead of 25%.
I believe enemies who were killed by the Tr4iner class mod would only drop a single piece of ammo or cash. A lot explosion would never occur which sucks if it happened to a badass.
If galaxy brain was on the dominated enemies head would turn to normal and the swirling effect would linger after the enemy died.
There was a time when they behaved properly, and it was fantastic - the only thing I might change is having a more noticeable indicator that something is Dominated… that little haze over the head is very easy to miss in pitched combat (I’m partial to a HUD icon with a timer on it). I’m pretty sure this isn’t the intended behavior, and it’ll get restored in a patch at some point.
What about adding the effect of making dominated enemies and Gamma Bursted pets constantly taunt? It’s not the damage dealer that a lot of people are asking for but it would solve both Dominance being useless and Gamma builds being tied to Red Fang while not being the kind of drastic programming overhaul that Gearbox generally avoids (aside from the fact that Red Fang itself would have to be changed as well).
I wouldn’t do that myself, but I also like Dominance as it was which seems to be an unpopular opinion.
However, having Red Fang cause my subjects to also taunt for enemy aggro like the pet would be a fantastic addition. I mean, it might already and I just haven’t tested it, but I’d love this.
I feel as well it is interesting mechanic as it is, however it needs to work consistantly (I have the feeling it does not trigger sometimes) and to be more powerful. I d like to be able to dominate multiple enemies simultaneously and to be able to dominate several times the same enemy
Well now that Glamour is working properly if by any chance ttb does not kill enemies they are all dominated in one hit and you can still kill them afterwards, that is just with a free as augment. I don t know why on Earth a capstone should be this much weaker than a measly as augment
Each Domination eats ~24% of an enemy’s health, regardless of the size of the health bar for a single melee tap. Being able to re-Dominate would basically let you kill anything Dominatable in four taps with no need to worry about damage output. That seems overpowered to me. The biggest things I’ve Dominated are some of the larger Ballistas running around the Slaughterstar 3000.
This could be mitigated with diminishing returns (subsequent Dominations deal less damage and/or have shorter duration), but I think the returns would have to be so steep that it’d be better to skip it. That said, with a Tr4iner COM, your pet can fully re-Dominate an enemy if the kill would proc that effect, but that character was basically dead already and you just got a free diversion/ally for a few moments.
I swear I’ve seen three Dominated enemies running around at once, but I was wearing a Tr4iner COM, and it’s possible that those procs from pet kills can have multiples? I may not have actually seen that though (gets chaotic, and that little head haze is easy to miss). In practice, I try to only Dominate enemies when their health has crossed the 25% mark, so the Domination is a guaranteed kill - hit 'em and forget 'em (plus it gives the DE4DEYE COM a role for me outside of trying to get one-hit kills: I only care about the first 75% of the health bar, since the last 25% is “free”).
Dominance being melee brings it into conflict with Groundbreaker, an ability I much prefer as it adds melee into the gameplay and rewards intelligence when used properly. Of all the solution above, I think I most appreciate being able to summon two pets. It would certainly fit with the tree, would feel powerful enough to justify being a capstone and would be a welcome addition to some of my other favourite ones in the game — Megavore, Avatar, Short Fuse and Double Barrel.
Yep, great idea! I just posted in another thread, lamenting the fact that you can’t really use GB to its full potential without the Red Fang taunt, and theorizing that if we could get a pet taunt inherent to GB (or in this case you would be incorporating it via enemies - rather than your pet - through Dominance), we could use COMs other than Red Fang and still get the pet taunt.
If Dominance worked in this way, it would open up GB to be used with any COM, rather than only Red
Fang. Frenzy and PHOAS boosted even further with a Cosmic Stalker or being proc-able via the Bounty Hunter would be really cool.
And I am assuming that you can proc Dominance via a Cutpurse Launch Pad (or Rocket Boots)? I haven’t really messed around with Dominance too much.
Dominated Targets will be irradiated doing Radiation DoT (Atomic Aroma) damage. If a Dominated Target dies, it explodes dealing massive radiation damage to any nearby targets and irradiating them too. That turns your used up Dominated targets into a potential Debuff bomb.
Dominated targets can be infused with an element corresponding to the melee damage type used to dominate it. While dominated they’ll release elemental Novas corresponding to the element. (i.e if you dominate an enemy while using a Cryo Stone Artifact the dominated target will release Cryo novas).
Dominance would allow you to also Dominate your fellow Vault Hunters. They’ll gain some buff while engaged with an enemy (increased firerate/movement speed/melee dmg) and will provide you with the same benefits that your pet does (frenzy, eager to impress, Who rescued who etc) ! I swear I’m not trying to make my Moze buddy take 50% of all damage I am taking.
Those are the things I could come up with. Point is, until it is changed, I won’t be picking up that skill no matter how many extra Skill points I may have or how far down in the Blue Tree I am. lol
Why can’t the master tree capstone just give us more reasons to use attack commands its so easy to forget you have it sometimes. Maybe marked targets take 20 percent more damage from Fl4k and 100 percent more damage from pets. Also when your pet kills a marked target nearby enemies are marked as well.
It never really occurred to me until now, but the only skill in Fl4k’s skill tree pertaining to attack commands actually is in the green tree (Sic ‘Em), rather than in the blue tree, where it probably belongs.
Persistence Hunter and Sic ‘Em are in the same place in their respective skill trees and probably would make more sense, in terms of the types of skills they are, if they had been swapped in their respective skill trees. Ultimately it doesn’t matter as they are both first-tier in the skill tree, but still.
Oh wow, I wouldn’t have even guessed that this guy would take a Domination in the first place.
It is interesting that it treats the health portion of an enemy on a per-bar basis (instead of one big health bar that wraps). I’d advocate for Dominate to treat the entire health pool as one bar for these types of enemies (or set up the diminishing returns for repeat Dominations to max out at maybe half a health bar before a subsequent melee hit doesn’t have any effect.
I don’t know, but I imagine they’re trying to avoid a situation where a player with the Face Puncher (or perhaps in the stealth of Fade Away) can simply tap the enemy once every 12 seconds while leisurely waiting for the health bar to erode.
And don’t forget to double that for beasts (in theory). Seems a bit iffy, but definitely seen it do more than 1/4 damage.
Dominate is actually really powerful against single enemies, it just gets weaker when you’re up against more enemies. I just punch an enemy and then blast them down to low health, while my pet attacks them, and then let dominate finish them off. But when there’s a bunch of enemies, it’s harder to do. If the dominated enemy taunted others, and counted as a pet for all your other skills, it’d be ideal (IMHO).
Wow! Glad to see I’m not alone on this matter. I wished blue tree would be seen less as a support tree. Instead, allowing someone to main blue tree with some SP in red tree could allow for a different playstyle.
For example, I’m not sure if Go For The Eyes! works with Leave No Trace and Head Count (I’m assuming not because the description says “When Fl4k scores a critical hit…”), but if those last 2 skills would also count pet criticals… then you wouldn’t need Megavore!
But! For that to work, we definitely need a rework in Dominance… of everything that was proposed in this thread I feel really inclined for Attack Command big buff or a big increase in Pet-Fl4k synergy with an interaction similar to Who Rescued Who? but dmg (or rad?) related.
Dominance
Hunter skill. Whenever Fl4k deals damage their pet gains increased damage and movement speed. Whenever Fl4k’s pet deals damage Fl4k gains weapon damage, grenade damage and critical hit damage. This effect stacks up to five times for Fl4k and their pets.
In case it wasn’t clear, the bonuses would be multiplicative, not additive so that the effect is truly felt. Also thought it would be fun making it a hunter skill since those are unique to Fl4k and don’t currently appear in any capstones.