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Originally Posted by Garent
Trick Arrow
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From playing TA as both a defender and controller the thing the devs have to do is make sure that any change that they make to TA for defenders doesn't unduly overpower the set as a secondary for controllers.
Trick Arrow's biggest problem is that it has a LOT of small and medium sized debuffs. In order to get an average amount of benefit from the set you need to use most of them each spawn. TA has fairly fast animations but even with that considered, to lay down Flash Arrow > Glue Arrow > PGA > Acid Arrow > Disruption Arrow > Ice Arrow takes 7.98 seconds. Once you've done that you have to reapply, PGA every 20 seconds, Acid Arrow every 20 seconds, Glue Arrow every 30 seconds, and Disruption arrow every 30 seconds.
There are 2 states the defender will find him or herself in. Teamed and solo. On fast moving teams many spawns won't last the 8 seconds it takes to layer all the every spawn debuffs, which means that much of the benefit of playing a TA defender is moot. All you will contribute is one or 2 debuffs and a couple of anemic attacks before it is time to move on. Further, when you get to the next spawn those debuffs may not even be recharged with out slotting sets that provide recharge bonuses.
Solo you have a similar problem. You have to spend too much of your time debuffing and you don't get enough time to attack. It can take you 2 - 3 minutes to solo a spawn and 25% of your animation time is going to be (re)applying debuffs.
Increasing durations (and in the case of some powers, radius) will solve the solo problem. Reducing animation times will provide the same amount of relief to both cases (I see absolutely no reason that any of the primary powers should have differing animation times. You are, after all, pulling a single arrow, of identical size, out of exactly the same place and firing for each and every power)
The problem I see with most of your suggestions is that they are "power non-sequitors" from my point of view.
Most of your proposed solutions don't really solve the set's problems nor do they really fit the theme of the set.
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Entangling Arrow has 1/5th the magnitude -Recharge and -Movement than Traps’ Web Grenade (scale 0.1 for the Arrow and scale 0.5 for the Grenade), even though the only other difference they have is rather small Endurance Cost difference (5.2 for the arrow, 7.8 for the grenade). Raise the endurance cost and debuff amounts to match.
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A more thematic solution for this problem would be to make the net bigger. A radius 10, 5 target cap for this power would be a better fit. This wouldn't over power the controller version since the majority of controller sets have an AoE immob as their tier 2 primary.
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Flash Arrow should have an additional scale 1.0 -ToHit (resistable) added, making it scale 1.5 -ToHit on most mobs, but still have the good scale 0.5 unresistable portion for AVs.
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The real problem with Flash Arrow on teams is that you rarely can get it applied before the team has aggroed the next spawn. This renders the -perception part moot and provides no Alpha strike mitigation. A 30% increase on the base range of this power would make a difference as you could then potentially get it fired before the next spawn is aggroed (and you would still be out of perception range when it hits rather than in perception range with any stealth you may have supressed). This change doesn't make it any better for the controller and has no real effect on the solo game.
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Glue Arrow should have an additional debuff effect attached to it. It currently is very similar to Tar Patch, but without the massive -Resist. Given the other -Resist in this set, -ToHit would be a good addition to put here (say, scale 1.5).
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Again this isn't really thematic. The biggest problem with Glue arrow is that it is a targetted AoE with a 60' range. If you fire it on the mob in the front of the spawn it only has to wade through 1/2 of the power's diameter before it's free. Even at the -run speed cap 1/2 of the spawn can be out of the area of the glue before it has expired let alone before it's recharged again. This power should be changed to a non-targeted AoE so that the entire diameter of the debuff patch can be used rather than 1/2 of it. If you really want to buff it you could make it web evelope-ish and have any targets that are in the area of effect at the moment the glue hits be affected by a 10 second mag 3 immobilize. Making those 2 changes would keep the spawn in the other debuffs from TA's primary for most, if not all, of their durations.
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Ice Arrow should have its recharge reduced to 10 or 8 seconds. Leaving it at 10 seconds with same duration puts it on par with Freeze Ray in Ice Blast. Dropping it to 8 seconds puts it on par with the Controller holds (note that it doesn't deal any damage).
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Not all that thematic and while it is a decent buff for the defender it's likely too much for the controller. Ice Arrow should be a scale 1 damage power in addition to it's being a hold (it is an arrow after all, and isn't that the reason there is no "healing arrow"?).
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Poison Gas Arrow should either have its sleep chance increased to 100% or its magnitude increased to 3 or some combination (mag 2 guaranteed, mag 3 with chance). It should also have a -500% Regen for 20 seconds component added. It is currently significantly weaker than Poison Gas Trap.
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Changing any of the mez magnitudes and durations of any of the TA powers makes the controller version "too good" once the controller modifiers are applied.
I've never understood the logic behind sleep in PGA. Yes I get that they are standing there choking but I don't understand why hitting them suddenly makes them stop choking. The -damage component makes sense but I've always thought that PGA should be a larger radius, toxic DoT power. Making that change would improve things more for the defender version and not benefit the controller version as much.
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Acid Arrow seems good enough for its recharge and duration, but the inability to stack and need to reapply so often hamper its performance. It also needs to be thought of in context with Disruption Arrow...
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I agree mostly with this. Increasing the duration for the defender while keeping the lower version for the controller would be thematic and keep the controller version from being better than the defender version. It would also have the advantage of reducing the amount of animation time a solo TA defender needs to use.
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Disruption Arrow's debuff should be brought in line with Freezing Rain and Sleet (which both have similar recharge and duration). -30% resistance and -30% defense with a duration of 30 seconds. As it is, Acid Arrow and Disruption Arrow combined are less powerful than Freezing Rain or Sleet. Given that Acid Arrow already applies both -Defense and -Resistance, some other set of debuffs like -ToHit and -Range are acceptable. Alternatively, move Acid Arrow's -defense to here and give Acid Arrow a Benumb inverse Power Boost effect. Furthermore, Disruption Arrow has a target cap of only 10, when it should be 16. (Out there solution: Merge Acid Arrow and Disruption Arrow, completely and add in some kind of AoE buff power like “Marksman’s Aura”, a modified version of Tactics that also gives +Range)
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I don't believe this needs to be done either. A slight decrease to the recharge time and slight increase to the duration coupled with making the target cap 16 is all this power really needs and again benefits the defender more than the controller (since the controller version should keep it's current recharge, duration, and target caps to compensate for having the same debuff values)
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EMP Arrow does not need the self -Recovery. The 6 minute recharge is punishing enough.
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I still think this is too much. There is no reason to remove the self -Recovery since the defender "should" be benefitting from vigilence while the controller does not. I will agree that the recharge is too long and should be reduced to 4 minutes (but only for the defender version)