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Posts
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Joined
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Statesman, the main problem noticeable with super reflexes is that you are the most likely one to get killed by one hit from any Archvillain and this makes it less desireable.
The reasons are the lack of dull pain and real damage resist.
How is taking less damage once you are hurt, going to compete when certain things that only take down *18% of the life of an invulnerable Scrapper, can ultimately kill the SuperR hero with just one single shot?
The precentage was calculated assuming dull pain 40% health boost and 75% resistance are available to the most common types of damage.(140*25%=100*18%)
This of course may change slightly with ED coming. -
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* Skyway City: The Trolls start a Rave (Troll-style) when they find a new supply of Superadine.
[/ QUOTE ]The new shiny trolls were quite disapointing.(Supa trolls)
They just did not look good honest. -
Look on the numbers, no healing or buffs, powers that require long activation times and have slow recharge, missing acc roll.
Compare the set with rad and see it is pretty clear to adept players what works best in teams.
Even if the debuffs were comparable unslotted with Rad, the huge group buff and heal really broaden the gap.
The set needs to be spectacular at debuff to match up wit rad that has nice buffs and storm that has great pets.
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A debuff set like the Dark Defender?
[/ QUOTE ]Dark has healing, res buffs and pets that heal and hold.
It also has fear(control) and the res team power.
In fact, Arrows is nothing like dark at all.
That is why dark is very playable.
Currently TA isn't. -
Okay, I have seen many of the new missions by luck and honestly, other than one bugged mission(the hostage did not move although we cleared the whole place) I had a really wonderful time playing them.
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Poison Gas Arrow: Increased Recharge of Poison Gas Arrow to 60 seconds from 24 seconds to prevent
[/ QUOTE ]Wait, if you did not want multiple stacking why 24 to begin with?
Right now, you prevented it from being used in around 60% of the situations it used to be available at without slots.
This leaves the arrow defender with one single hold in most situations being the only tool "to defend" with.
Radiation can use their toggle defender powers unenhanced all the time and for multiple usefull effects!
Kinetics can stack their debuffs with great ease.
Both sets also have healing and +recovery + recharge buffs.
Arrows only has debuffing which is now not on all the time and needs lots of slotting to work with consistency.
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Net Arrow: Removed Recharge debuff from Net arrow (Set already has many recharge debuffs)
[/ QUOTE ]But should you not be treating powers more individually?
Making the weakest power useless will not help balance at all..
This power happened to be the least likely choice already.
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Increased recharge and decreased duration of Ice Arrow.
[/ QUOTE ]The power can bearly hold same lvl minions and lt now, permenantly when 5 slotted with two recharge and two duration singles.
That makes it 75% weaker than freeze ray, why keep that power at all?
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Acid Arrow: Reduced Damage Resistance debuff of Acid Arrow. (Set has 2 damage resistance debuffs that could stack)
[/ QUOTE ]Yes but remember Acid arrow can miss and it has a really small area in which it works.
Besides you knew it had two damage resistance debuffs?
You also knew it has no heals, buffs and -regen like rad/kin.
What made this new change necessary?
How many damage resistance debuff sonic blasters have?
Having two debuffs weak ones rather that one strong debuff, sets us another step behind rad because of activation time and slotting required.
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Disruption Arrow: Reduced Damage Resistance debuff of Disruption Arrow. (Set has 2 damage resistance debuffs that could stack). Increased Recharge rate of Disruption Arrow to 120 for Defender and Controller to prevent multiple stacking
[/ QUOTE ]Why was it quick to begin with?
Again, please remember this power has no secondary effects.
Similar powers like tar patch also slow the target.
Other powers like Enervating Field, debuff damage also.
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Glue Arrow: Reduced Duration of Glue Arrow from 45 seconds to 30 second and Increased Recharge time from 20 seconds to 120 seconds to prevent multiple stacking. Fixed Glue Arrow visual f/x.
[/ QUOTE ]This means that we have no powers to support our team 75% of the time, this is like having healing powers that require 120 seconds to recharge.
If you do not want stacking, reduce stacking effects?
Or just weaken the power, so stacking is like the base now.
This change hurts lower lvl defenders, making them useless.
Overall those changes do not make sense, they leave arrows in the back row, helping the team rarely and vaguely.
The set weaknesses are clear, no heals and buffs.
You have managed to greatly blur the streangths.
Positive suggestions:
<ul type="square">[*]Allow powers to stack[*]Adjust powers by potency[*]Improve the strong points
Being damage resistance debuff[*]Add -regen to Poison[*]Remember no heals/ buffs[/list] -
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Will only comment on Elc/Eng and Ice/Elc which are the blasters I played up to lvl 40.
The only way to survive when you have no mez protection other than inspirations and for that reason have no armour, is to use control.
Both the sets I have used luckily had control.
Short Circuit(One rch & Five drain) Area control power, shoot Aim and power boost and then run in with super speed and short circuit your enemies.
Now they will try to flee, provoke your enemies.
Begin to destroy all your opponents while singing "I am a blaster you know that you love me".
Now, Ice, use aim and bitter freeze, than freeze to hold bosses or possibly two lt, afterwards run in and fire invoke panic and keep the boss held with the quick freeze ray and shockin' grasp.
Invoke panic is your weak area control which could be replaced by an area sleep once you are in your early 40's and have access to epics.
Although it is weak, it can be stacked to control anything pretty much when six slotted and coupled with the use of aim.
The only thing it sucks with is Nemesis and robots.
However invoke panic recharges quickly and can be stacked.
You can replace it later with epic aoe sleep.
It also probably costs much more to activate.
Always keep your tray full of breaks and bloody respites.
You have no healing power and they are the compensation.
In theory, no rage will bring their damage anywhere to compare with this AT so live your life in the theoretical realm, knowing you are not wasting time on a gimped class but investing time on the most challenging one coh has to offer.
Trust me, playing tanks after blasters is like *giving candy to a bloody baby.
If there was only one piece of advice I could give you, is know the beast you are teaming with, they are not blasters and likely have no understanding of game strategy or worse blasters who answer the same notion, be ready as you may need to run and speak your mind.
Good blasters are assertive.
Yeah, well we are gimped and love it.
At least perhaps we are not gimped at mind. -
What thing that was probably mentioned is leaning slightly forward and an inviting hand gesture.
The crouch sneaky look mainly for stalkers that is
Spit on hand and straighten hair makes you look sly -
What we have seen in kheldians then new calamari AT?
Well they have armour, they have blaster attack and they have melee attacks.
That is basically a blapper with armour.
Some minor heals holds and pets.
Much like blappers can be once they have new epics.
The only two truly unique aspects, is the reverse leadership power, that instead of you making the whoe team stronger, the team is making you stronger.
We have seen shape shifting, go blaster or tank.
And we have seen unique mobs to make gplay more debtful..
Well I mean depthful that is.
Well in my opinion since kheldians cover the blapper and armour aspects already so well.
It is likely to assume the new class would be controllerish, perhaps with some scraper powers?
More than likely I see it being similar to ddd in melee.
Or dm/da with more debuff and control.
It seems to me the new epic at will be group oriented.
And since they need to be different enoug to be interesting, it would only make sense they would be more defenderish.
And perhaps more pet oriented.