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I could not get Oil Slick to fail lighting on my own, and I even went through an ITF with Rush_Bolt and it lit everytime, even in lag valley. That's worth noting because Castle said that the best test for the fix was in high lag situations. Doesn't get much laggier than there.
The fix to OSA was credited to the Dev called Black Scorpion (who I don't think I even knew existed before then), so thank him. -
Not too big of a change, but
Quote:Now, the Ice Arrow cast time change is a little strange because the animation is only 1s long, but you can't activate any other powers for another 0.67s, but the "new" animation activates the actual Hold of the power much sooner.Archery/Trick Arrow (All) - Cast Time and Animation Changes - Explosive Arrow cast time reduced from 1.83s to 1.00s
- Stunning Shot cast time reduced from 1.83s to 1.00s
- Flash Arrow cast time reduced from 1.83s to 1.00s
- Ice Arrow cast time reduced from 1.83s to 1.67s
Oh, and there's also this:
Quote:Trick Arrow/Oil Slick Arrow - Now correctly lights 100% of the time
Enjoy! -
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I have played many, many Stalkers, and have never seen anyone quit because I joined a team, threaten to quit because I joined a team, or express any sort of disgust when I joined a team that wasn't immediately followed by "jk".
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Quote:Yes, if enemies are on the glue patch when it expires, the debuff on them immediately ends. It only lasts the full 30s if they get off of it before it disappears.You're correct back in i15 when I last tested Freezing Rain extensively it was indeed fixed and working as described and, I presume, intended. I'm not sure when it broke again, but as of this morning it is certainly broken.
I think Frosticus explains pretty clearly that it is HIGHLY unlikely this is an intentional effect.
Good to know that glue arrow can also be added to the list or broken powers, just so I'm clear the effect is the same one we are describing if mobs are knocked off of glue arrow before it expires? -
Glue Arrow has acted similarly since it was put in to the game. I don't know if Freezing Rain and Sleet always have been this way, but by this point I'd say that the effect for all three powers may either be intentional or, if not intentional, difficult to fix.
Both either are, or have been, on the Current Defender Issues list before, but I thought the Freezing Rain one was fixed not too long ago. -
A thread about Martial Arts? *waits for Arcanaville*
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Quote:Any Immobilize is easily able to overcome AV's Immob protection. They only have boss level protection to Immobilize. Entangling Arrow is easily replaced by a temp power, and the only real downside to doing that is that the temp power will cause you redraw.My views on the OP's suggestions:
Entangling Arrow: This power is just fine IMO. It's easily able to stack enough to immobilize some of the more annoying AV's (read ones that love to run). It's no web grenade, true. But then the sets with web grenade don't have a plethora of -run speed and -recharge powers either. By the way, don't all powers with redraw (aka weapon sets) tend to have a small acc mod boost?
Plethora? "Quality over quantity." TA has an excess of -Speed, having two powers that can cap -Speed on their own against even-con enemies, but it's values for -Recharge, a much more useful debuff, from 3 powers combined is pretty sad compared to any other set with -Recharge powers.
TA has no Accuracy bonus. Entangling Arrow is the only power in the set with increased accuracy. It was given an accuracy bonus and endurance cost reduction as a trade off for it losing it's original -Speed/-Recharge values.
Quote:Flash Arrow: Ok, this I could almost agree with. It's a rather meh power. It's unresistable -tohit is the only real reason to use it usually. And that's a small amount. Ideally I would rather the -acc get boosted and the -perception be removed.
Quote:Glue Arrow: Say what?! Are you looking at the enhanced values or unenhanced values? You did know this power use to have a 6 second recharge and either 45 second or 1 minute duration when initially on test right? And the devs (possibly correctly) decided that a self stacking -recharge was too strong. Mind you, I'd love to see it's -recharge boosted. I'm not seeing it happening though. By the way, what is the other -runspeed power in trick arrow that gives -90% to run speed? It's not Oil Slick, that gives -3.20 max run speed but no run speed penelty other then that. Glue does that, plus a base of -90% runspeed.
And anyway, what does its (arguably) overpowered beta values have to do with the power now? If the Devs have decided that self-stacking -Recharge is dangerous, then they have a lot of powers left to fix. Or have you not played Traps, Cold, Storm, or Ice Control?
Oil Slick Arrow is the other -90% Runspeed. Yes, it has it. The in-game numbers don't show it, but it has it. It also has -25% Defense, which is also not displayed by the in-game numbers, but the Defense debuff sticky graphic was added recently (I believe Luminara got it added) because it is in fact there. The in-game displays are *sometimes* wrong.
Quote:Ice Arrow: Yeah, I'd like the debuffs increased. I'm rather doubting it'll happen though.
Quote:Poison Gas Arrow: Say what?! Allow it's sleep effect to stack? And how pray tell are you going to do that?
Quote:Why would you want it to do that?
Quote:With a duration that's half the recharge rate, you have to be heavily slotting recharge to get this perma to begin with. You'd then have to have insane +recharge from other sources in order for it to be self stacking to begin with.
Quote:But then if your doing that glue arrow doesn't need a stronger -recharge debuff. It's self stacking already.
Quote:Acid Arrow: I could aprove of the aoe increase. But why are you asking for a nerf to it's recharge?
Quote:The devs have stated in the past that it and disruption arrow have lower -resist values because they can stack together.
Know what that means? That means 3 of 4 ATs don't get something intended to be a reason to choosing Trick Arrows over the other sets.
Quote:And I'm not sure, but I think acid arrow can self stack.
Quote:Disruption Arrow: Uhm, as far as I know it doesn't have a cap for how many foes it can affect at once.
Quote:As for adding -acc to it, erm... probably not. See my suggestion for flash arrow instead. Enemies would either run out of the disruption arrow's effect radius quickly (thus lose the -tohit) or die extremely quickly (thus lose the -tohit).
Quote:Oil Slick Arrow: I don't seem to have the problems you do lighting this. There were problems in the past. It use to refuse to light when street sweeping or in outdoor missions. That hasn't been too much of an issue for a while. Mind you, I'd love the recharge timer to be reduced. That's doubtful to happen though. -
Look forward to responding to you... again, Madam Enigma, when I get off work.
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Just FYI, the point of this thread has never been "ta is teh sux".
The point of this thread was to point out that Trick Arrows falls behind all the other buff/debuff sets. It gets the job done, but choosing anything else would get the job done easier and faster.
Martial Arts is the same way when it comes to the Scrapper Primaries, but that doesn't make it impossible to defeat enemies when you pick that set.
Nobody cares whether TA is the "worst" set or not, there will always be someone at the bottom of the totem pole. Most of the people in this thread just want to make sure that the difference between TA's performance levels and the rest of the sets isn't as big a gap as it currently is. Don't confuse that with "bashing". TA can stay the "worst" set to pick as long as it's only "worst" by a smaller margin. Especially on the non-Defender ATs. -
Not sure I understand what you mean by "duct tape trick archer made from a scrapper" and "Scrapper for a TA". Also, you only seem to mention Defenders' TA; do you feel MM, Corruptor and Controller TA performs just as well?
Anyway, as strongly as I disagree with you that in any universe TA has the potential to be as effective as having Rad, Kin, Dark and Emp put together, you're really not understanding my main argument.
Let's say, for example...
Radiation Infection cost twice the endurance cost it does now. Would Radiation Emission be less effective at defending a team? Not really. Would it make it tougher to play for the average player, though? Yes, it would.
Or what if sometimes, Dark Servant just... didn't show up? Would Dark Miasma be less effective at defending a team? Maybe a little, but hardly much for the majority of the game. But would it be fair? Nope.
Would it make sense for situational powers like Fallout or Black Hole to be the tier 2 power? Not at all.
What it Repel was the tier 1 of Kinetics and Corruptors and Controllers were forced to take it? Would that seem right? Nope.
But someone picking a TA is expected to just accept similar situations?
Take off your "Inspirational Speech" hat and put on your "Game Design" hat. These things shouldn't be! -
To be perfectly honest New Dawn, I'm not sure I believe that. What server do you play on that you meet people that don't pick enough of the powers from TA? Nearly every player with TA that I've met is only missing Entangling Arrow or Flash Arrow, and then picks everything else. You can't convince me that the lack of either of those powers in a build makes as big a difference as skipping Radiation Infection, Transfusion, or Tar Patch from their respective sets.
I'm also not convinced that even if the Devs went so far as to remove the -Recovery from EMP Arrow entirely that it would make any noticeable difference in the number of people that play and love the set.
Can TA be effective? Yes, but that doesn't make certain issues with the set any less valid.
Why should Disruption Arrow only hit 10 enemies when every other AoE -Resistance can hit 16, except Heat Loss? And why should it cost 14.56 endurance? That's only 1.04 less endurance than Fulcrum Shift!
Why should a -Perception power be okay as the second tier power, when it would be crazy if Smoke or Smoke Grenade were second tier in their respective sets?
Why should the sleep of Poison Gas Arrow not stack, when in nearly every other instance we're encouraged to stack mezzes?
Acid Arrow's 8 foot radius was a trade-off for having the recharge reduced to 20s during beta. What timer does it have to be at to get the radius at a more useful size?
And let's not even get started on Oil Slick Arrow, 4 years and 12 issues later.
It's not a question of effectiveness; you can tell anyone that will listen that TA is effective and that they're just doing it wrong if they think otherwise. But true or not, that doesn't make all those issues just disappear. -
How recently have you seen this occur? All pet powers are now intended to be immune to changes in the recharge rates of their powers. If you're seeing otherwise, it's a bug.
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They're immune to all changes to their powers' recharge rates.
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Quote:Rather than just dismissing my efforts, and the efforts of the people who've added to this thread, would you mind actually posting something useful?After Playing TA, im rather surprised this Thread still exists.Theres nothing wrong with TA.
I'd like you to post something a little more intelligent. Perhaps type up a rebuttal for each of the points I made in my OP. Maybe post a play comparison of TA and several of the other sets. Maybe even suggest that the sets that easily outperform TA are "too powerful" and suggest fixes for them.
If you really think TA is fine, explain why. If you're just trying to bait people in this thread, then be a little more direct with it and call us fat.But don't try to act like you're smarter or superior because you disagree with the opinions of the people in this thread, and then not back it up.
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Quote:Orange/Yellow tower: Buffs last for 15.5s and are reapplied every 10s.That depends on how long the duration of their buff is and how often they apply it.
Blue tower: Buffs last 15.25s and are reapplied every 10s.
Green tower: Regen buff lasts 20s and is reapplied every 10s. The Heal/+HP power reapplies every 5s, and the +HP buff lasts for 15.5s.
Red tower: Buffs last for 15.5s and are reapplied every 10s. -
Unless plans change, I won't be home for this one.
Sorry.
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I'd rather have both. These smaller meet-ups at Cons for people that just want to meet the Devs, and Hero-Con for the rest of us.
I was very much looking forward to Hero-Con this year, mostly to meet so many of my in-game friends at once. Even if I went to one these smaller ones, I doubt any specific one of them would bring together the number of friends who would have gone to Hero-Con.
Not to mention, why would I want to travel to any of those cons when the only part of them I'd be interested in was the CoH stuff. I'd rather have a con just for CoH, ie Hero-Con. -
Eh... kind of disappointed. Nearly all of my in-game friends have been attending Hero-Con and this was the year I planned to go. They're spread out across the US, so Hero-Con was really the only opportunity to see them all together. I don't see any of these smaller ones as being worth it for all of them to show up.
Hopefully Hero-Con shows up back up next year, I guess. -
Trick Arrows is a... strange set for MMs. The only thing that seems to work in its favor is that it's almost all AoEs, which is nice for the personal team MMs bring along.
Entangling Arrow: Unfortunately, required. Worst immob in the game. I'm sorry.
Flash Arrow: Completely skippable on a MM.
Glue Arrow: As effective on a MM as it is on a Defender, so that's nice, even though it's not as amazing as other slows. It will be your main source of damage mitigation for awhile. Take it, but slotting for Slow will be mostly unnecessary, just go with Recharge redux.
Ice Arrow: Pretty standard buff/debuff set Hold. Not necessary, but not bad. Probably won't find much use on teams.
Poison Gas Arrow: Another of your AoE damage mitigation powers. You should never skip this, but even I put it off till level 30. It's only -15% damage on a MM, but that's kind of like +15% resistance to all (at least again even con enemies, anyway).
Acid Arrow: Of course take this, why would you ever skip it? It's one of the bread-and-butter powers of the set.
Disruption Arrow: Another one you shouldn't skip.
Oil Slick Arrow: Again, don't skip it.
EMP Arrow: If you skip this, I hate you. -
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Trickshooter approves this message!
Although, I will say that -Recharge powers don't generally change when the effect comes from a psuedopet, but otherwise they're usually different, as -Recharge will (usually) use the Ranged Slow modifiers.
For example, from your table:
Snow Storm (both Storm and Cold versions) for Defenders and Controllers is -62.5% as it uses the Ranged Slow mod, which they have a -1.25 (or -0.125, I forget right now) modifier for, but the MM and Corruptor versions are -50% as their Ranged Slow modifier is -1.0 (or -0.10). -
Quote:Traps is only meh on teams if you make it that way by trying to use the same "set up and pull tactics". Take charge! Absorb the alpha yourself with Seeker Drones, then jump in there and toebomb Poison Trap and Acid Mortar. Maybe see if you can put down a Trip Mine, and even if you can't, you've pretty much neutered that group for the rest of your team.IMO
Traps are great solo, not so much on teams. The only time traps is good on a team is when fighting a prolonged battle in fixed position, such as AV's and the like. The problem is that when the team needs you the most (debuffing hard targets), you will be getting pummeled by all the aoe damage that occurs in such a fight. Squishy types are ranged for a reason.
I do like to play mine solo, it's great fun to stack as many traps in one place as you can and pull a mob to your "trap". The problem for me is that Corr/Def are generally team type ATs, if I'm solo why not do it right and hop on my Brute? This is the reason I'm in the process of stripping my fire/traps, and eventually will be deleting him.
Traps can be a surprisingly active set if you play it a little more aggressively. It's a powerful set, don't worry about pulling, take the Traps to your enemies. -
Quote:Yes well, the game doesn't start out at 32 for Kinetic Defenders.TBH this is probably pretty crappy news to all the kinetic defenders out there.
If you can easily reach the damage bonus cap then an added 30% isn't going to be much use is it....
I would have thought, a static end redux bonus would have been more fitting, or a different way of improving damage, maybe better recharge to slot nicely into the current end reduction.
I mean don't get me wrong it's a nice buff, just not as helpful as it could have been if done differently...
but then again what do i know i don't play defenders
It's nice with Siphon Power till they get Fulcrum Shift. Post-Fulcrum Shift, it's nice for those times when there aren't a lot of enemies, or when your target runs away from the group of enemies at the last second, or when your target dies mid-animation.
And in a way, this is a buff to solo endurance consumption. After all, it will now take less attacks to defeat enemies. Defenders currently have the worst DPE in the game, and still will on teams, but this change brings them up to about Corruptor level damage while solo.
Is it a big change? Not really. Is it a noticeable change? Not always. Is it a welcome change? You bet! It means Defenders are being paid attention to, and not being dismissed as "most balanced" anymore. *shakes fist at Statesman* -
The redheaded stepchildren of the Defender AT are FF/Elec (yes, you Westley!) or FF/Archery. >_>