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No mentions of Trick Arrows anywhere in this! Hrumph!
Nice interview, anyway! -
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*CENSORED*
You tripled the activation time on ANOTHER Energy Melee attack!?!?!?!?!?!?!?!
I am aghast, appalled, and angry.
Just when I was starting to play my Inv/EM tank a little again after retiring her. Believe it or not, some of us actually use that power and slot it out for a purpose (like punchvoke with procs).
Nice changes on Invuln, and the rest looks quite interesting, but I'm too mad about yet another 'triplet the activation time" to EM to care at the moment.
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It says recharge time. -
LOVE the Energy Aura changes. Really like the Toggles changes.
Now, where's the Trick Arrows changes? *looks around*
*checks bottom of shoe* -
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The second post with the issues as of October 1st has been updated.
Thank you to all involved.
Regards,
Ex
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Thanks, Ex! You're the bee's knees! -
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[ QUOTE ][*]Added note about Combat Text for Howling Twilight.
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Was this from my report? I don't know what the combat spam says for Howling Twilight, but I do know the little "Do you want to be rezzed?" window says something like "partial hit points and endurance." That's what I meant to report, the rez confirmation yes/no text.
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<.<
Fixed -
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Fulcrum Shift has no Attack Type listed for Typed or Positional Defense powers to check against to see if they can dodge. If the caster has slotted for enough Accuracy, the only way to dodge the power is to have a buff to Base Defense (of which there are few) or to get lucky and have the power affected by the constant 5% chance to miss. Is this intended?
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This powers first effect is auto-hit from what I understand. This is the case with all powers where the power is to summon a pet based on the target. This is much like the old glue arrow, and any targetted summons by NPCs. Although the opposite is true about the other kinetic powers. Transfusion/Transferrence do the same thing but require a hit check to summon the invis pet, otherwise there would be no check on if the power would heal/recover or not. Since Fulcrum Shift is designed to affect multiple enemies, it would be unfair to have a hit-check on the first target, so this is auto-hit.
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The note is actually about the -Damage power used by the Debuff "psuedopet", which is not auto-hit.
With Fulcrum Shift, the initial "psuedopet" summoning is autohit. The +50% Damage pet is summoned at the caster, and then up to 10 -Damage pets are summoned at up to 10 foes. Each -Damage pet will roll a tohit check, and if it's successful they'll cause the -25% Damage debuff and then summon a third pet at their location that grants +25% Damage in an AoE.
Because that debuff power used by the -Damage pet has no attack type, neither Positional Defense nor Typed Defense will help to evade it.
So, the note is there because I don't know if it's intended to be difficult to avoid. All other Kinetic powers that have a ToHit check don't have a Damage_Type listed for Typed Defense (though, they should be considered Energy_Attack, imo), but they do have one for Positional Defense (Ranged_Attack). -
I'd like to see Energy Drain do more than drain Endurance. Perhaps -Damage or -ToHit. It would add more survivability, increase the usefulness (not that it's not useful, but endurance management is not a problem for EA), and would even be helpful for teaming.
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Ok, so the forum is being a real pain today.
I know there's a patch note about Vigilance no longer creating a -EndDiscount value, but I haven't had the time to test whether the fix works. Does anyone else know if it's fixed on Test OR can anyone test it and let the rest of us know? -
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When I'm playing my FF defender:
if I bubble a team-member and then I rebubble before the four minutes is up, the bubble icon vanishes (on the team view, click the right arrow to show team-mate buffs) when the first bubble expires, even though the second bubble is in effect. If I continue to maintain the bubble (buffing before 4 minutes is up), the icon will never appear.
In order to get the icon to re-appear, I have to wait for the bubble to fully drop and then apply a new bubble (which gets an icon).
Note: the 3d graphics and the defensive bonuses are working, this problem only affects the icon in the team buff view.
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This is also a known issue, and is actively being worked on by the Devs. We can only hope that they'll get it all fixed soon. -
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I didn't see this on the list.
I logged onto my TA/A defender today, and a bow redraw happened every time I switched between a Trick Arrow power and an Archery power.
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That's a known issue and will be fixed in the next build on the Test server, according to BaBs. -
Hi guys, I wanted to add the following issues to the list, but I wasn't sure if I should. They're... inconsistencies, I guess, but if they were implemented, they might (<_<
be considered "nerfs".
While these items don't hurt the Defender, I feel that they're "unfair" to NPCs or players in PvP.
What do you guys think?
<ul type="square">[*]Heat Loss has no Attack Type listed for Typed or Positional Defense powers to check against to see if they can dodge. If the caster has slotted for enough Accuracy, the only way to dodge the power is to have a buff to Base Defense (of which there are few) or to get lucky and have the power affected by the constant 5% chance to miss
[*]Fulcrum Shift has no Attack Type listed for Typed or Positional Defense powers to check against to see if they can dodge. If the caster has slotted for enough Accuracy, the only way to dodge the power is to have a buff to Base Defense (of which there are few) or to get lucky and have the power affected by the constant 5% chance to miss.
[*]Fearsome stare is not flagged as AoE_Attack, just Negative_Energy_Attack. While there are some powers with no Typed flag, there are only supposed to be a few that have no Positional flag, and most of these are Psionic powers from Mind Control and Illusion Control. Is Fearsome Stare really supposed to have no Positional flag?
[*]Repulsion Bomb has no MaxTargetsHit limit. This is probably left over from when it was an ally-targeted power.
[*]Lingering Radiation, along with all the Radiation Emission powers, is considered an Energy_Attack, eventhough it does no damage, and so can be avoided with Energy Defense. All the Kinetics debuffs could also be considered an Energy_Attack, but aren't, and the only way to avoid them is with Positional defense.
[*]Lingering Radiation, along with all the Radiation Emission powers, is considered an Energy_Attack, eventhough it does no damage, and so can be avoided with Energy Defense. Sonic Siphon could also be considered an Energy_Attack, but isn't, and the only way to avoid it is with Positional defense.
[*]Lingering Radiation, along with all the Radiation Emission powers, is considered an Energy_Attack, eventhough it does no damage, and so can be avoided with Energy Defense. Thunder Clap could also be considered an Energy_Attack, but isn't, and the only way to avoid it is with Positional defense.
[*]The "ShockDef" pet summoned by Defender's Liquefy does Smashing and Energy damage, but is only flagged as an AoE_Attack, not a Smashing_Attack or Energy_Attack. This means that foes with Energy or Smashing Defense, but no AoE Defense are less able to avoid the damage and Hold.
[*]Siphon Power is the only Click -Damage power (that doesn't summon a pet to inflict it's debuff) that can stack with itself. Should it be changed to match the rest, or should the rest be changed?[/list]
Also, about the mentioning Lingering Radiation thing, there are similar powers that also do no damage but are considered to have a damage type. All the Dark Miasma debuffs/controls, for instance, are considered Negative_Energy_Attacks in addition to whatever their Positional Attack is. -
So I'm working on updating this with a few things, and I want to know if this note should stay on:
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Currently the last three powers in the FF set are highly situational and generate a great deal of aggro, all of which is drawn on to the least defended member of the team -- the FF Defender.
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Repulsion Bomb is no longer situational (I spam it whenever I can), but the last two still are. Still, Repulsion Field isn't really a unique situational power (several other Primaries have similar powers, even Stalkers have a version). That leaves Force Bubble, which is definitely unique and situational, but is that enough to justify this issue, or even a modified version, staying on the list? There are plenty of situational Tier 9s that are considered skippable.
Edit: ALSO, does anyone know the intended difference between the tier 1 blast icons used for Snap Shot/Charged Bolts/Power Bolt/Neutrino Bolt/Shriek, and the other one used for Ice Bolt (and incorrectly on Gloom)? -
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Nice list.
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Cold Domination
Balance Issues
<ul type="square">[*]The +Defense shields in Cold Domination arent affected by buffs, namely Power Build Up, while the Forcefield shields are. At the sametime, this means Colds shields arent affected by debuffs like Weaken, while Forcefields would be. Is this difference intentional?[/list]
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Intentional. The Defense shields also give enhanceable Resistance, and if the power was set to be affected by outside buffs (like Power Build Up), this Resistance would be magnified by damage buffs (see the recent issues with Widow/Indomitable Will). To make the shields be affected by Power Build Up, the Resistance would have to be made non-enhanceable.
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I think a big problem comes up with the many, many players that don't read the boards and wouldn't already know this. I'm sure many Cold/ users are under the impression that a power that says it will boost +Def powers will boost their Cold Shields. Is their any in-game way for them to find this info?
And also, why is the +Res in the Cold Shields enhanceable, anyway? They are comparable to the Ice Armor Shields, and the ability to enhance the +Res in them was removed because they said players were confused about slotting. (I'll find the note if anyone wants me to, I was going through all the patch notes on paragonwiki and I read it there*)
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Kinetics
Bugs
<ul type="square">[*]Fulcrum Shift and Siphon Power. If a mob has a resistance, or vulnerability, to a certain type of damage AND that mob has an attack that is based on that type of damage, the amount the damage will be debuffed is altered by the mobs resistance. For example -- a villain has a 25% vulnerability to energy attacks. His energy damage is debuffed an extra 25% beyond the base 25%, making the final debuff 31.25% (25% of 25 is 6.25). This works in reverse as well. A mob, such as Hamidon, with 90% resistance to all attack types would only be debuffed 2.5%.[/list]
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That is not a bug, but rather inherent to the mechanics of Damage debuffs. If the devs want to make Damage debuffs unaffected by Resistance, they can simply flag the debuffs as unresistable.
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Then maybe they should be, as it doesn't appear to make much sense for an enemy to be weakened by poisonous gas or radiation except (for example) for their fire or cold damage because they have resistance to fire or cold.
The problem is made worse by the fact that many NPCs are made "thematically" to deal the same type of damage that they resist.
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Sonic Resonance
Balance Issues
<ul type="square">[*]Sonic resonance users are extremely weak as far as self defense. Every other defender primary has powers in their primary to help with self-defense of some kind, even if that's just a heal or a slow. Sonic Cage seems inadequate for this.[/list]
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I have to agree with the people that bring Sonic Dispersion up as a means of self-defense. Even if it is not considered to be "enough", it should probably at least be mentioned. As it is written now, it almost seems like Sonic Cage is the only means for a Sonic/ to protect themselves.
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Fair enough. I think it was originally left out because Forcefields also has a PBAoE shield (and a Cage) but also has other powers to defend themselves. I'm not trying to justify a comparison between the two different powersets, but I think that was probably the reason.
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General comment about Damage debuffs:
As BurningChick mentioned, some of the Damage debuff powers already have larger values for PvP than PvE. This was added because the debuffs have lower relative effect against characters with Damage buffs for their attacks. Since the PvP values were set with the direct assumption that they would not give a relative effect equal to the base value of their debuff, it is not a good argument to say that they don't (and even if they were increased, it would still be the case). If the current (PvP) debuff values are considered to be too low, that's a separate issue, and for the powers that currently have the same debuff values for PvE and PvP, the question could be raised if they shouldn't give higher debuff values for PvP.
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We can only assume that the PvP values were increased because they only affect base damage. They might be higher in PvP because certain ATs hit harder than many NPCs, too. Or because certain ATs have criticals. I don't think we've ever been told why they're higher in PvP, just that they're working as intended.
And for whatever reason that some are higher, it doesn't change the fact that they're not all higher. In fact, I think only 2 damage debuffs available to Defenders have higher PvP values. Are those 2 powers supposed to make up for the fact that all damage debuffs only perform at 50% of their PvE strength in PvP?
*Here it is, Issue 5 patch notes:
Ice Armor/Frozen Armor and Ice Armor/Wet Ice will no longer accept Damage Resistance Enhancements (This to help avoid confusion and prevent players from Slotting Enhancements sub-optimally).
* These powers only give resistance to Fire and Cold attacks. Many players slotted these powers for resistance, thinking that they were getting a bonus against the same attacks the powers give Defense against. -
If your friends were going to pay to play anyway, why would the change to trial accounts suddenly change their mind...?
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I'm thinking that ambush was there before, IIRC. I know that on my last run of the ITF, the leader warned us that there would be some Khelds waiting there, but there weren't that time. Might be a buggy spawn that some see and others don't?
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I saw it last night. It was just like the Kheldian ambush that was in Closed Beta but they took out when they beefed up the final AV fight.
Back or not? Intended or buggy?
I dunno.
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A wizard did it? -
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Heres the problem I have ewith the new changes. One of the players in our Posi TF was on a trial account, we found this out as he started to complain he was getting no xp OR infl any more.
However, one of the missions bugged, a kill all that wouldnt finish despite all enemies visable to the team had been killed. (apparently there was a clock work off the map somewhere, 8 players searched very thoroughly) So the leader sent a petition and we waited... and waited.. Eventually the leader quit, then someone else, etc. Leaving the trial account as leader. The GM responded to the petition... BUT THE TF LEADER COULDN'T RESPOND TO HIM! He couldnt use tells! The GM went on his merry way thinking the trial account user was afk, telling him to respond via e-mail.. which he couldnt do without a support account, which apparently you dont have as a trial user... so instead of another hour wait for a new petition, the TF broke up..
And BTW, if you've ever petitioned a mission in progress, nearly the first question they ask is "Is this your mission or are you the team leader?" (TF missions belong to the team leader, thats why you can't use 'makeleader' during a TF to switch the leader) Which is why only the TL was petitioning.
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Buuut... GMs don't magically know who the team leader is to send tells to. If the GM was responding to him, it was because he sent his own petition along with the mission leaders.
Also, if he wanted to get rid of the star, he could have logged out and then back in. The star would have been passed to the next name on the list. -
You guys need to take a deep breath and put away your
s and
s. This is all probably just a small side-effect of the purchase options being disabled on Test. It will probably all clear itself up when they reenable purchasing. And even if it doesn't, do you really think the devs are just going to be all, "sux2bu" and not fix it ASAP?
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I made a similar post a few months back when they first added the ToHit rolls to the combat spam (which I'm sure has been wiped from existance now, siiigh).
Nothing looked like it added up. I did several tries, with and without Aim and I would get similar strange messages. I assumed some of the spam was missing due to latency or something, but there were strange extra tohit rolls (in addition to the actual tohit rolls) around 50% that would show up (eventhough my RoA was slotted for around 95% accuracy), and when I hit Aim, it would go up to 60% or so.
Didn't know what it was, since I have no Procs slotted in it. I thought maybe it was the "Avoid" power's tohit roll, but that has standard accuracy, so it shouldn't have showed up as 50%.
So yeah, Rain of Arrows is a confusing power. -
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"Bug: When Transfusion is fired off on an enemy that is defeated before the power activates, there is no heal, though the animation fires. The problem is caused when summoning "psuedopets" at "target location" when the target location is your enemy. If the enemy dies, there is no longer a target location to summon to, and the power fails. "
Not a bug. Working like it should.
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I wouldn't call it "working like it should" so much as I would call it "unintended, but unfortunate side-effect of the way it's programmed."
Edit: Also, I've finally settled on what is (hopefully) an easier to read layout for the issues list. -
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PVP: Darkest Night debuffs base damage rather than enhanced damage. A power that does a 100 base damage would do ~195 with 3 damage SOs. With Darkest Night, the damage would be debuffed to 145, which is a reduction of only ~26% instead of 50%.
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I don't think this is a bug since there seems to be a work-around of sorts already in place -- the PvP value of the power, 50%, is higher than the PvE value, 37.5.
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Not listed as a bug. It's a PvP issue. And while the higher PvP value might make up some of the difference lost, not all -Damage debuffs for Defenders work that way. Poison Gas Arrow and Benumb, for example, both do not have a higher PvP -Damage value. -
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Force Fields
<ul type="square">[*]Balance: Currently the last three powers in the FF set are highly situational and generate a great deal of aggro, all of which is drawn on to the least defended member of the team -- the FF Defender.[*]Balance: Force Field defenders rely on only two methods of Defending -- adding Defense and use of knockback. Considering the multiple ways all other Defender sets have of Defending their teams within each set (heals, buffs, debuffs, holds, etc.), is it intended for FF to be a two-trick pony?[/list]
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In direct gameplay I have found the damage mitigation offered by the FF set is not lacking. I realize it is only to ways of accomplishing that goal but if it can do the trick using only two methods how does it matter, the job is done. as per the high tier powers my style I never liked KB so I avoid them but force bubble is an immensely powerful tool, situational yes, but effective in those common situations.
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It's not that FF isn't good at it's job. It's that the limited way of protecting a team offered to Forcefield makes the set undesirable to play, despite how desirable they are to teams.
And while Force Bubble's uses should be limited like most Tier 9s, it's almost TOO limited. It's hard to find reasons to turn it on 95% of the time.
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Kinetics
<ul type="square">[*]Quality of Life: Increase Density duration is far too short for practicality. The fact that it has a damage resistance buffing component indicates that it was intended to be used regularly and preemptively, but with a duration of 60 seconds, it's nearly impossible to maintain and still carry out the rest of our primary functions, even on small teams. [/list]
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ID protects KB, Holds and Immobs as well as grants a resistance ... if it lasted as long as say Sonic Haven it would be very overpowered, the short lifespan seems to be set so that if you want the whole team to have that great buff you can't do much else ... seems balanced.
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Nobody's specifically asking for it to last as long as the Sonic Shields, but it doesn't even last as long as Clear Mind and Clarity, both of which are already considered to have too short durations.
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Storm Summoning
<ul type="square">[*]Quality of Life: Snow Storm causes many mobs to run away, if the altered versions of their attacks take more than 10 seconds. Don't Stormers already have enough scatter?[/list]
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Storm Summoners Scatter ... its the set but played well they have controlled scatter, its a little difficult at times but diffent powersets require different tactics, Storm is no different.
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Storm is supposed to have controlled scatter, yes, but Snow Storm is supposed to be one of those powers that help control it by slowing mobs. I think the problem here is that mobs run out of attacks and their AI tells them to run away when that happens.
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Sonic Resonance
<ul type="square">[*]Balance: Sonic resonance users are extremely weak as far as self defense. Every other defender primary has powers in their primary to help with self-defense of some kind, even if that's just a heal or a slow. Sonic Cage seems inadequate for this.[/list]
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Sonic Dispersion - +res and mez resist, not as good as a tank but if work hard its enough (It is better on a Controller but Controllers are like that)
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Until the epic shield, 15% resistance is basically the only self-defense option Sonic Resonance users can rely on. Even Forcefield Defenders and Empathy Defenders have more ways to help themselves.
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Trick Arrow
<ul type="square">[*]Bug: Flash Arrow gives a perception debuff. However, when the power is recast from within enemy's normal perception range, the Defender will be spotted, regardless of whether the second Flash arrow hits or misses, and regardless of how much time is left on the first Flash Arrow. Limitation of the engine. Remove?[*]Bug: Oil Slick Arrow does not light every time it's attacked with a fire or energy attack, despite the target dying.[*]Bug: Poison Gas Arrow summons a pet that serves no purpose except to appear as a brownish-green gas cloud. This graphical pet sticks around for the duration of the debuff, causing many people to believe that enemies that enter the cloud after PGA is activated will be debuffed, when it actually does nothing. [*]Balance: Flash Arrow, a Defender primary power, is no more effective than Devices/Smoke Grenade, which is in a Blaster secondary set.[*]Balance: As a general design issue, too many Trick Arrow powers have been balanced directly against similar Control powers. They are intentionally weaker than their Control counterparts. This makes it appropriate for a Controller secondary, but it underperforms as a primary in its own right. [*]Balance: Trick Arrows lost most of its original -Recharge debuffs during I5 beta, citing that there were too many in the set. Now we have Cold Domination which can stack much higher -Recharge than Trick Arrows ever could when it was in beta. Perhaps it's worth testing how Trick Arrows performs with Glue Arrow, Ice Arrow, Entangling Arrow, and Poison Gas Arrow having their original -Recharge values back?Worth mentioning?[/list]
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I have played a TA def to 37 and two trollers over 40 and have never seen this Flash Arrow bug ... I JUST tested it I cannot get this bug to occur. when comparing Flash Arrow to Smoke Grenade also consider Flash Arrow is Second tier power and Smoke grenade is tier 5 ... thats available at around level 14/16. Should they be identical?
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It's not really a bug. Like I said, it's a limitation of the engine and does happen. Find some even-level or higher mobs, Flash Arrow them, move closer towards them, fire Flash Arrow again, and the old -Perception is removed, allowing for them to see you before the new -Perception is applied. All non-stacking debuffs work this way, but it's most obvious for -Perception debuffs.
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The Description in Oil Slick Arrow States it may burst into flames if fire is used near it. So it seems to be working as intended although I have found through lots of usage Oil Slick Arrow lights less often outdoors and almost never when mixed with quicksand (maybe even never)
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Castle has stated the power is supposed to always light and is balanced around always lighting (which is why it's recharge is twice the length of similar powers like Ice Slick).
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PGA is -DMG I have seen this first hand scrapper goes in and I hit PGA and they start taking less damage ... but it doesn't mean this shouldn't have a -regen but I also realize TA runs a close line to being overpowered
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I know PGA is -Damage. The problem is that it leaves that gas cloud on the ground, which is only a graphic. But because it sticks around, many new TA players think the gas cloud left on the ground works like Glue Arrow, where a mob is debuffed when they enter the cloud, but that's not how it works. Poison Gas Arrow works like a standard targeted AoE where only those hit when the power was activated are affected.
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As per balance TA is a late blooming set, with Oil Slick Arrow and EMP Arrow DRASTICALLY outperform every other arrow, but it is a set that relies on stacking as many arrows as you can, PGA alone is a little weak, but glue + PGA + Acid + Disruption + Flash give an entire spawn a complete debuffing. TA is an AoE based Set and requires a lot of practice to get the most out of it when you get there it has proven to be more than enough. and as a side note, Look at EMP Arrow, just about the best single power in the game, I have compared it in City of Data many times to many powers. EMP does make up for any shortcomings the set my have
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Trick Arrows is a late-blooming set, and no one has said that it's not powerful at those later levels. But you can't balance 7 powers in a set around the last 2 available in the set. Even if you wanted to, the second to last power is bugged and the very last is only a ranged version of EMP Pulse, the final power in Radiation Emission which is not balanced as a late-blooming set in the slightest to compensate for it's tier 9.
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Secondaries:
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Electrical Blast
<ul type="square">[*]Bug: Voltaic Sentinel targets enemies trapped inside Force Field/Detention Field.[*]Balance: While Elec Blasts damage numbers arent lower than similar powers in other sets, it feels like a weaker damage set. It trades a heavy-hitter (such as Will Domination or Blazing Arrow) for a theoretical advantage in its end draining utility. The problem is that End Drain is not that powerful in the PvE portion of the game (unless combined with Kinetics), where many NPC powers are cheap and backed up by an increased recovery rate.[/list]
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Power Build Up + Short Circuit ... end drain all the sudden becomes a magoe issue in PvE ... granted I did level my Kin/Elec but I also levelled my Elec/Elec Blaster the stacking end drain is an excellent damage mitigator
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End Drain only becomes powerful when you can fully drain a foe or group of foes AND prevent them from recovery. Many NPC powers are very endurance-cheap and they can start attacking again within seconds if their recovery isn't completely halted when they're drained. -
Alright, I'll be adding a few more issues soon (mostly from Rigel_Kent).
Regarding the Sonic Resonance issues, the note about Liquefy was a requested addition. Since the only feedback I've gotten from this thread about it has defended the timer on Liquefy, I'll move it under a new header for debatable issues.
The second issue about Sonic's self-protection was already on the list I started working from. Again, if anyone else feels that Sonic Resonance does better than this issue suggests, I'll move it under a debatable header. I do have a Sonic Defender, and I know that in the lower levels, even with Sonic Dispersion, there wasn't much I could do to increase my survivability besides keep attacking. With my Forcefielder, I had Force Bolt and Personal Forcefield for when things went bad. I wouldn't have a problem with something like adding another effect to Sonic Siphon (KD, KB, Slow, Stun, etc.) for those times when there's one too many enemies than you can handle.
I've also reworded the AV resistances issue to say a "reliable source of -Regen." I know Trick Arrows does have -Regen, but it's a 15 second duration on a power with a base recharge of 5 minutes. The point is, many players assume that -Regen is desperately needed for every AV encounter and will willingly wait around until a Defender/Controller with -Regen joins their team, even if there are Defenders without -Regen (or a reliable source of it) who would be willing to join.