Talionis

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  1. I like the idea of the Defensive self buff numbers being higher for this set. I think it makes sense. Much like the control powers in the buff debuff sets being stronger for Controlers than Defenders.

    I also agree at least some Mez protection is needed for the archetype and I'm ok with the Devs putting it where they see fit.
  2. Quote:
    Originally Posted by Leo_G View Post
    That just means it makes more sense to put the shields in the (de)buff set. If you're armoring up your allies with ice armors, it'd only make sense to be covering yourself in ice too. Or if you're able to heal the HP of others, you should be capable of that yourself.

    IMO, it forces more concepts to put armors into melee sets. Like Tenz said, what do you pair with Martial arts? Super Reflexes? What about Swords? Or Kinetic Melee? Or Energy Melee? You have to start enforcing extra power concepts, saying just because you fight with your feet, you have quick reflexes or if you use energy fist attacks you use bubbles.

    Also, IMO, if you're going to have a support AT that has full mez protection and/or armor built in, why should they also have access to all the amazing buff/debuff powers that a vulnerable squishie does? If you're a FF or Sonic, giving up the big bubble for a self-mez protection 'bubble' seems fair. Or dropping darkest night for self protection. All in all, you'd help the team less than a Corruptor or Defender but far more than a Scrapper or Brute. And you'd have less self protection than a Scrap but far more than your standard Defender.
    I'm all for different ideas, but for all intents and purposes the different armors really aren't all that different. Their animations are mostly only slightly noticeable.

    I think they could inoccuously go the Hide route that the stalkers use and grant many of the Ninja Sword/War Mace a generic version of the armors. Thematically speaking if you aren't getting some of the other powers. Their shouldn't be much of a problem.

    I would agree, it would be cool to put the Shield Powerset somehow into the Buff/Debuff side so that it could be used with multiple Primaries; or alternatively making Shield its own set or setting up the Shields as a possible Ancillary Powerset for this new Archetype.
  3. Quote:
    Originally Posted by BrandX View Post
    I'd switch it up to melee first and buff/debuff second. Make them a bit higher on the damage mod.

    Then I'd switch out one of the buff/debuff powers for a mez protection power, or the AT will really feel the suckie for being in melee.
    Well I had the Mez Protection being on the melee attack side as part of the "Dominator Assault-esk" mix of powers. I agree the Mez protection is important if you are in melee.

    The problem I see with trying to put the Mez protection in Buff/Debuff is that with as varied as those sets and powers are its hard to say what power to remove from them to put it in. Heck, Forcefields and Sonic already have Mez protection. But I think the double-ing up would be ok, if you were in FF or Sonic you could just skip the Mez protection if you wanted to.

    The other option would be to put the Mez protection in the Archetype's inherent ability.
  4. Maybe having them operate more like SoA's would be doable. At this point they aren't going to do a separate one for CoH and CoV. So you could be very outside the box with the new set.
  5. What do you guys think?

    I have long wanted a Melee Defender. Thinking something like a D&D Paladin or Marshall.

    I've tried to twist everything around to make one and they always seem underpowered and hard to play. After think about it, I think this is the type of Archetype that could be created fairly easily because the powers would be easy to port over from other powersets. It would grant a combination that is currently missing from the game.

    My first guess would be something akin to the Dominator Assault Secondaries with 4 Defense Powers and 5 attack powers. I'd be fine with as little as 2 Defensive powers in the secondary. I think they would need at least the smashing lethal shield and some form of mez protection.

    Sample Secondary:

    Shadow Punch
    Dark Embrace
    Shadow Maul
    Murky Cloud
    Siphon Life
    Obsidian Shield
    Cloak of Darkness
    Soul Drain
    Midnight Grasp
  6. Quote:
    Originally Posted by Tenzhi View Post
    Perhaps they meant Ollie Queen, the Green Arrow.
    I thought I had good comic book knowledge for someone my age and couldn't get the reference.

    Oliver Queen -- aka the Green Arrow, lives in Star City right?
  7. Quote:
    Originally Posted by Kirsten View Post
    I personally think the Devs just harbor a secret hatred for Ollie Star.
    Should I know who Ollie Star is? I feel like I'm going to feel dumb...
  8. See we are learning. I always thought it would be nice to pre-debuff before the fight with Flash Arrow then a Glue Arrow patch that would bunch them up better as they come toward me. But I can see if you are reapplying that a non mob targeted arrow would slow down chains.
  9. Quote:
    Originally Posted by Catwhoorg View Post
    The trade off would likely be that it would become resistible (currently its unresistable)

    Right now TA is the best -tohit debuff set against AVs.

    Thats a trade off I'm not sure I would like.
    I've seen it suggested that Flash Arrow keep its current debuff and get an additional big resistible -to hit with a shorter duration. So that enemies would be blinded for a few seconds, but disoriented for much longer.
  10. Trick shooter says that the Devs may give it some attention in the next 6 months to year. They had pm'd him that love was on the way, just not super quick.
  11. I guess no one plays Trick Arrow or people believe it to be balanced. I really do think that the lack of buffs should really require Trick Arrow to be one of the better de-buffing sets in order for Defenders and Corrupters to pull their weight on teams.

    Another issue that Trick Arrow has is that it not only requires multiple powers to do what other powers do in a single application, many of it's powers require multiple applications to keep the de-buffs at an adequate level and duration. Meaning that you have to stop attacking in order to reapply your de-buff which can be further aggrovated by redraw.

    The control powers seem too weak to really keep you alive especially versus more difficult content, especially for non-controllers.

    I have seen a lot of good options for improvements to Trick Arrow. I really like the idea of disruption arrow creating a taunting pet that can be destroyed, but can last long enough to apply a de-buff and distract spawns alpha strike. The power looks like it could actually work this way already. It's not my original idea, but I think it's a good one, that I would like to champion.

    But that one change alone isn't enough. I would like to know what others think.
  12. Talionis

    I want a scythe!

    Quote:
    Originally Posted by Rock_Crag View Post
    As much as I would love to fight with one... I just can't see Scythe working with either Titan Weapons or staff fighting. Conceptually... practically... it just doesn't fit well either way. You'd have to make changes to the weapon in order to make it make sense.
    if you don't like the model pick another model other than scythe for your model in staff fighting or Titan weapon. I want my scythe.
  13. Quote:
    Originally Posted by Party_Kake View Post
    I don't know that I like this idea, it's already hard enough picking which travel powers I end up getting. The last thing I want is to be in a situation where I have to finally give up all my travel powers just to make my character competitive. Hell, my Empath/Dual Pistols defender is just painful to play already on account of the fact that my damage just SUCKS. Giving me all sorts of weapon pools to choose from just makes me want to abandon the primary and secondary altogether for it. You know, so that I can deal damage in addition to looking cool.

    It's a cool idea but I don't see it being anywhere near as cool for other characters.
    I think you miss the point. The Archetype most likely to "have to take" these powers would be Controllers who are short decent attacks.

    But for every other archetype you'd be looking at slightly sub-par attacks, ie just a little bit worse than your Dual Pistol attacks. You would never have to take these powers to be competetive.

    If they are designed well each power in each powerset would add something, but when you add attacks a toon can only activate so many powers before they start recharging. You can already take too many attacks in a lot of builds.

    The point of these additional pools would be to make some non-optimized very theme oriented toons work.
  14. Let me just start here, anything in this thread can be balanced. Many pool powers aren't worth much in game anyway, but they are still there (Jump Kick level attacks just aren't good). So if the damage is pretty low and the activation time is high, they will not be more attractive than blaster set attacks.

    We already have the Mace Epic pools that use a "weapon". So the animations can be done and worked out. The technology is there and it works.

    But I think with some creativity these could be welcome additions to Power Pools. If some of the ideas are more "Epic" then so be it. But this is the type of thing that CoH can charge for adding to peoples options and it would affect every toon in the game. From that standpoint it would be an excellent business option for them to pursue as well.
  15. Love this idea. I've never liked the temporary powers, especially if they were supposed to be permanent powers for theme of my toon.
  16. Trickshooter has done a great job of showing that Trick Arrow could use some improvements in his thread here: http://boards.cityofheroes.com/showthread.php?t=279734

    I feel like it deserves some discussion here.

    Trick Arrow does not have any buffs. I'm more than ok with this fact, but I don't feel like Trick Arrow was correctly balanced with the comparable powersets in the Defender Primaries etc. Trick Arrow is not even the best Defender Primary at Debuffing. Trick Arrow often has to use two powers to get as much debuff as other powersets get from just one power. And even here some of the powers have very small areas of effect (I'm looking at you Acid Arrow). Also as we have started to look at end game content and mechanics, Debuffs are just less effective than Buffs at helping to get through content quickly and safely. Thus, a set without Buffs really needs to very good at Debuffing in order to carry its weight.

    Trick Arrow does have a lot of control. The problem is they don't work very well, especially if you aren't a controller. There are good ones, EMP Arrow and Oil Slick Arrow, but they have very long recharges that are very hard to get up every spawn. The single targets are weak, especially if you aren't a controller. Controllers get slightly stronger control powers and can also stack their effects with their primary control powers. All that makes Trick Arrow an excellent controller secondary, but the controls really just don't cut it for the other Archetypes.

    Worst of all, Trick Arrow has a very hard time mitigating the Alpha Strike when the spawns use their best powers initially in combat. Most sets have some ability to make these less effective, but Flash Arrow alone just doesn't do enough to help surviablilty.

    REMEDIES/SUGGESTIONS
    • Disruption Arrow -- Make this Disruption Arrow create a pet which can be attacked. Have the pet emit a sonic attack that does very low damage, but has a high taunt and - To Hit (as well as keeping its significant -resistances). Disruption Arrow would serve as an debuffing Force Field Generator. This would eat the Alpha Strike. Allow the - Restance Debuff to last for 15 seconds or so after the pet dies. Increase the number of targets this arrow can affect. The endurance cost of this power was already obscenely high with these additions it would make the endurance cost make more sense.

    • Glue Arrow -- Make Glue Arrow able to target a location instead of a creature. Have the Area of Effect grant a chance to Immobilize. This would allow Archers to have a greater ability to keep his opponents at range. This would also allow for some limited stacking with Entangling Arrow. Thematically, that would be important to Archers and they would try to go a long way to keep opponents at distance.

    • Ice Arrow -- Make Ice Arrow have an additional strong - Regeneration effect and possibly even more - resistance debuffing. Granting some worthwhile debuff to this hold would give additional reason for non-controllers to make use of this power. Cold would make things grow slower and at high levels would make things brittle, so thematically this could make good sense. This is nice because it only affects a single target.

    • Acid Arrow -- Increase the size of the Area of Effect or increase the potency of the small amount of mobs affected.

    • Alternate Animations -- Possibly have alternate animations that use Assault Rifle and Dual Pistols. This would allow for more customization, but also would allow for no redraw between sets. This wouldn't have to be done at the same time as the numbers and powers were rebalanced. I just thought it might be an interesting idea.


    I'm not married to any of these changes. I like the idea of most of Trickshooter's changes as well. I would just put this out there as a thread to collect different ideas and suggestions and to possibly refine suggestions to make them as good as possible.
  17. Talionis

    I want a scythe!

    Have to agree there should be a Scythe added to Titan Weapon. I also think if it will look ok, put a Scythe into Staff Fighting as well. Just as Swords are used in Titan Weapons, Fire Melee, Dual Blades, Broad Sword, etc. A scythe doesn't need to be limited to just one powerset.
  18. Quote:
    Originally Posted by New Dawn View Post
    Any type of Tanker with an SO or basic IO build (what powerpools and where you put them SOs may matter) with a Trick Archer who has a SO or basic IO build can do. Neither one of them need to be IO setted out, which is the beauty of the game imo. No verge of dying all the time, if things are done right, from concentration being maintained. Less about skill. I mean what is skill? Pressing keys on a keyboard? Just concentration, using powers on time every time and not being in the wrong place at the wrong time.

    I've always liked TAs debuffs for their powers effective ability to stack with other peoples powers. Sure some other defender could overkill something like a tohit debuff to levels that a team likes to have but with thought involved, doesn't or didn't actually have to even need. That's why I say TA is a good defender, it's just not for keymashers.
    The problem with Trick Arrow is not the mechanics of having to debuff. The proble is that the numbers are just weaker for Trick Arrow than other sets. Many of their best debuffs are on too long a timer and the controls are just not enough to be as impactful to a team as other defenders are.

    You can solo a Trick Arrow and it will work and it is fun, but almost every other buff set is stronger.
  19. Quote:
    Originally Posted by BrandX View Post
    Of course, no matter how much attention one toon has, people have to remember, having aggro doesn't protect the team from AOE damage Silly players thinking it does. heh
    It does if you stay away from the Tank.
  20. A well played Dark/Dark (D3) probably would also qualify as being close to Tanking.

    While the D3 is impressive, but Aggro taunted on a Tank will never hit an opponent and is more absolute a defense for the Team than the Dark - to Hit.

    Tanks are not perfect at what they do. I don't think any tank would say they are.

    That said, Tanks are not easy to play and better Tank players are much better at grouping mobs and should be doing more than just Taunting.
  21. I will say this, there is nothing wrong with Touch of Fear.

    1. For a build not at the Defensive soft cap, it can make the difference of making a foe unable to hit you.
    2. In a set mostly of mostly single target attacks, the Fear can serve as a virtual hold on one target. Dominators alternate targets trying to do much the same thing. Even if it doesn't fully hold, the fear will act as a slow power.

    Touch of Fear is a control power. If you have no need of the added control because you have configured your build, good for you, you have openned up a Power Choice. Its not a required power. But not everyone has that many IO's. And Touch of Fear is a strong To Hit Debuff and Fear is a decent mitigation tool.

    On my Fire/Kin, I rarely use Char. I just don't need it. But that doesn't mean Char is a bad power. It would be just fine if I needed a single target hold.

    So, just because you don't use Touch of Fear doesn't mean its not good for someone else. And a lot of people have found uses for Touch of Fear.
  22. Quote:
    Originally Posted by DrMike2000 View Post
    My experimental tank (a FF Defender) almost fulfilled all your criteria.

    I could survive pretty much anything (without PFF, I was softcapped to almost everything), and allow the AoE blasters to shoot with impunity due to the 45% Defence and mez protection they were packing thanks to me.

    But I couldn't keep the enemy tightly in one place that easily.

    If they were melee types and I took the alpha, I'd be fine, they bunch around me, but I couldnt stop CoT mages or Council running off and attacking from range. Repulsion Bomb was the best I had for that - mass knockdown every 15 seconds or so.

    Was I tanking?
    I have a feeling you were pretty close to actually replacing a Tank. Were you able to take taunt? The added defense you were giving everyone else through your bubbles was also probably replacing the taunt a bit.
  23. Quote:
    Originally Posted by Dispari View Post
    I did an overview of every single Defender primary set (which debuffs) and compared them side by side for both "defensive debuffs" and "offensive debuffs."

    That is to say, "defensive debuffs" being anything that makes badguys kill you less. So -ToHit, -DMG, -recharge, or mez. Anything you have to cast on the enemy. Note that +DEF, +RES, +HP, and heals DO NOT fit in this criteria. "Offensive debuffs" are anything that makes badguys die faster, like -RES, -DEF, -regen. Again, things like +DMG do not fit in this category.

    Not only did Trick Arrow have the least amount of offensive mitigation AND offensive debuffing potential, but it's also the only set that doesn't also have some sort of buff too. Meaning Radiation Emission, Storm, Dark, even Cold not only have the ability to debuff offensively AND defensively BETTER than Trick Arrow, but they also still have buffs and heals to stack on top of that.

    So I guess if you're talking about the difference between a Tank having 42% DEF and being "soft capped" with a TA along, or your Tank is so incredibly on the verge of dying all the time that the extremely meager benefits of TA tip him just over the edge and let him live, you'd be right. Otherwise, TA is a very poor defense set. It doesn't contribute enough defensively, it doesn't contribute enough offensively, it has no player buffs, and it doesn't offer anything else. Or in other words, while it's possible your TA is contributing some amount, literally any other set would contribute more.
    Yah, that was impressive. Poor Trick Arrow. My Trick Arrow is a good toon, but almost any primary would've been better. Its a little more of a challenge to play but it would be nice if it actually did more for teams.
  24. Quote:
    Originally Posted by Siolfir View Post
    "Tanking" is a very loose criteria, and if the idea is just to grab aggro and get people to stand in a tight spot for 10 seconds at a time so the AoEs can destroy the spawn anyone can do it. My Fire/Fire/Fire Blaster does a remarkable job at collecting aggro, inspirations keep me alive through it, and any nearby corner means everything is bunched.
    I actually saw this for the first time on the last 2xp weekend. We had a Blaster, scarfing down Inspirations like House and Vicadin. But the Blaster tanked just fine and we killed so fast she was pulling enough inspirations to keep up her defense.

    I guess I was kinda asking because I've seen some wild accusations of many toons "tanking" that I don't think they are really doing the job of a Tank, better than a tank.

    That being said, I have seen Controllers do exactly that control such an enormous amount of a spawn that they were all trapped right their and easy to kill.

    But are Tankers really replaceable for hard stuff? Those extra hitpoints and high resists let them take an enormous amount of punishment, a lot of the other combonations seem less resilient, more dependant on inspirations, more apt to get bad luck and just die because their soft capped defense failed for one reason or another. Without Gauntlet can other archetypes really allow Blasters to throw AoE after AoE without worrying about being hit back?
  25. I'm curious what other characters can really tank? No archetype is supposed to irreplaceable, but Tanks do a great job of well tanking... what else can?

    By tanking I mean:

    Pulling large amounts of toons, to one tight location, and then hold them there so the Area of Effects can unless heck. And live to see another day against the toughest mobs?

    I'm betting we'll see some TankerMind builds that are pretty good at the job. What else would surprise us?