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Posts
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Well, it looks like the intent of the Presence pool are powers that affect mob AI. That fits with the internal name of Presence (Manipulation) and the original effects of the powers (Taunt and Afraid, the old fear). Considering that, a Placate seems like it would fit right in to me.
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Quote:Just as a general point, a lot of self heals in Armor sets are also flagged to ignore external buffs since they have a Toxic Resistance so they aren't going to get ANY benefit from Field Medic.
Oh well.
Which is why it should affect or grant something else related to healing in addition to the +Strength(Heal) and -Resistance(Heal) (such as a +Regen buff or a buff to Regen strength, etc.). But this is probably something better discussed whenever Issue 24 goes in to beta. -
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Quote:The Coffee Talks aren't marketing, though. They're a community/social networking thing, which is why you really only see them mentioned here on the boards or on Facebook/Google+/Twitter, but not on the actual CoH website.A video. No plain text announcement.
"Fix everything issue"... Right. Fix your stupid marketing, Paragon Studios. Not everyone is fluent in english, not everyone wants to hear you blabble for minutes when only seconds would be needed to convey the actual information.
Marketing will likely write something up once there is enough information on the stuff definitely going in to Issue 24 to fill an article or a developer diary. -
Um... I mean, a Sleeping foe is a foe not doing any damage. On top of that it also does -Damage, and then depending on which Adaptation you're using, it also comes with other bonuses.
I don't know how up-to-date Paragonwiki is, but this is the description for it there:
Quote:Your Bio Armor is capable of corrupting the genetic code of nearby foes, reducing the damage they deal. Lesser foes may be put to sleep for a short time. While Efficient Adaptation is active, this power grants a moderate bonus to Regeneration. While Defensive Adaptation is active you gain a minor bonus to all types of damage resistance and increase the potency of this power's damage debuff. If Offensive Adaptation is active enemies are more likely to fall sleep. These special bonuses are unenhanceable. -
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Quote:In PvP, there is a 20% chance attacks can critical on a sleeping or held player.Oh, wait! Isn't critical guaranteed if the target is sleeping, Held, or Disoriented?
So with a sleeping Aura, there's a chance to put everyone around you to sleep. It'll probably be like World of Confusion, but hopefully last a lot longer.
Okay...Electric Melee just looked great all of a sudden with Bio Armor. -
I have a couple of ideas, just haven't sat down to work on them much. Stay tuned!
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Sometimes I enjoy it because it's debuffs are pretty good against one or two enemies. But most of the time I find it to be one of the most frustrating sets I've ever played (and keep in mind, I took Trick Arrows to 50 pre-Issue 7).
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Light Blast and Light Manipulation (as a buff/debuff set, not a Blaster secondary) sets are on a list of power set proposals I'd like to make, but every time I sit down to work on it, I sort of realize how easy it is to make so many other sets in the game look like 'light' already these days that it doesn't really seem worth it.
I'd rather the devs focus on sets that you can't 'fake' as easily like air/wind blast/control or new sets based on 'elements' we already have in game (like a psionic buff/debuff set or a sonic or forcefield based armor set). -
Quote:I think Absorb is equally thematic for Force Field or Sonic Resonance. Actually, I consider Absorb a lot more thematic for FF than Defense.
I don't think Cold (or for that matter Thermal or Traps) should horn in on that just because they smell a buff. It's partly (but not quite entirely) the nature of these sets that justify a buff to FF and Sonic to begin with. -
Quote:FF is a great place to add +Absorb, but Cold is far from needing any buffs.Well, I haven't heard anything about TA getting any love but FF and Cold will probably see some down the line. A few players have asked the devs is there and plans for adding absorb to both sets and the devs agreed that it sounds like an awesome idea
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I would love a buff to TA. I avoid it like the plague because of the lack of constant consistent mitigation/survival.If anything, I could maybe see swapping the +HP of Frostwork with +Absorb, but it outperforms plenty of sets already.
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Quote:Bonfire can also hit 16 enemies at once, compared to Ice Slick's 10.There's an oddity with Ice Slick vs Bonfire I hadnt thought of until just now.
Knockdown is weird. At least based on the visuals, there is a period after a knockdown where the enemy is immune to another knock. What this means for Ice Slick is that although it has a ~57% chance to knockdown a standing opponent, opponents who slip and fall have a lowered chance to fall again, because they are immune to some of the knock pulses while they are down.
If that period of immunity is one second (thats the value I've tended to assume in the past), then Ice Slick's actual knock rate over time is reduced by about 30% (I'm too lazy to compute it exactly), to right around 40% total.
Bonfire avoids this issue entirely. Because of the timing of the knockdown, the enemy is never immune to the next pulse. Its full rate of knockdown is always in effect, unlike any patch that ticks faster.
So, yeah, Fire Control really did just pick up Ice Slick with damage, better recharge, and longer duration, more or less.
Ice Control has needed buffs for awhile, hopefully this spurs someone in to reviewing it. -
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I don't know how the Devs feel about Poison, but I do know the last time I spoke to Arbiter Hawk about buffs, he said Force Field and Trick Arrows are at the top of his list for Support sets to review (that is to say, they're not necessarily his priority now, but whenever they get around to reviewing support sets, they are the two he'd like to work on first).
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So I believe Synapse jokingly called Issue 24, "Issue Fix All The Things", and that made me wonder... what if Trick Arrow is one of the things and hasn't been announced yet?
And that thought made me realize that if it does include Trick Arrow, I'll probably collapse on the ground hyperventilating. -
Quote:Hm... I wonder if they used the method I suggested. >.>Bonfire/Tornado will have a chance of knockdown on each tick rather than 100% chance with the Overwhelming Force proc. (Thanks Snowzone)
To be specific, it will change from a 100% chance for KB every 2s to a 40% chance for KD/60% chance for nothing* every 2s. (Thanks Roderick) -
Quote:I only mentioned all that for people that might not know, not specifically you.I'm aware.
I just felt that list was the only thing relevant to the topic.
Also, while I haven't specifically checked his full power sets, if he's anything like the rest of the trial AVs, he'll likely have Supervillain ResistanceThe average person clicking on a link that said "Tyrant's powers" might assume that those are specifically his powers and if something's not listed there, then he doesn't have it.
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Quote:He might be using this set in your example: http://tomax.cohtitan.com/data/power...e_I20.InfernalIs it just me or is his high level List showing his OLD ability from I7 (when he showed up as a combat enemy on Primal Earth for the first time) rather than his revamp in i20 (Mortimer Kal has him summon Demonlings from Demon Summoning rather than the old Behemoth Demons). Is Kal the only place where that was changed?
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As is stands right now, Shout costs the most endurance and takes the longest to animate of all the 10s "heavy hitters". It's in need of a buff besides the boost in range. Some kind of mez or a faster animation would not be out of place.
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My Storm/Energy is being rerolled as the Storm/Water he was always meant to be.
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Quote:Keep in mind that what City of Data shows is essentially a group of powers stored together as "Tyrant_Endgame" the way the 9 powers of, for instance, Fire Blast are stored as "Fire_Blast". That doesn't necessarily mean those are the only powers he gets, though.
He could also be using Archvillain's Might and you wouldn't be able to tell through City of Data alone.
Just like we can have "Fire_Blast", "Radiation_Emission", "Power_Mastery", and "Flight" all on one character, Critters can be linked to several "powersets" to use. For example, even though it's not always done this way, many factions are set up with a "Resistance" set that contains any powers that relate to the groups inherent resistances and defenses. Then there are the base minion attack sets, and then typically the higher rank or higher level sets add one or two powers. On their own, it would look like the higher ranks have fewer powers, but what's really happening is that higher rank/level enemies are getting access to multiple sets at once.
A good example of this is the Master Illusionist of the Carnival of Shadows:
As a Carnie, she would get the "powerset" that contains their typical inherent powers.
As an Illusionist, she gets the "powerset" of the Lieutenant-level Illusionists.
And then because she's a Master Illusionist, she gets the "powerset" with the Master Illusionist pets.
EDIT: A good example using an AV/Hero is Infernal. If you wanted to see what powers Primal Earth Infernal has, and you looked him up in the Vindicators, it would look like he has no attacks except summoning demons:
Low-level Infernal powers
High-level Infernal powers
But what actually happens is that Primal Earth Infernal uses the "powerset" originally set up for his Praetorian counterpart and then the "powersets" listed under his Vindicator powers get added to him (depending on level). -
Quote:For the record, I'm not campaigning for either one to be nerfed, I'm just saying the tech exists for them to alter how much this proc affects these two powers, and it would be fairly easy to accomplish compared to other suggestions) if they decide that there is definitely an issue.I would be torqued if the crusade for an Enhanced Bonfire nerf stepped on Tornado's toes.
I even responded back to Hawk after his comment that these are probably the two powers most people wanted the KB-to-KD effect for, and I'd hope that he'd explore other options if they needed to that didn't include making them exempt. -
Is it tacky to bring up my own suggestion here? >_>
Quote:Edit: Also, I sent this suggestion to Arbiter Hawk and he said that if it really came down to it, they could just easily make the Overwhelming Force proc not affect Bonfire and Tornado, but that they were monitoring them and so far they didn't feel a need to alter anything yet.As far as I'm aware, all versions of Bonfire and Tornado reference the same two pets.
A very easy way to reduce the effectiveness of this IO in those just those two pets without nerfing them or the IO would be to add a tag to each of their KB effects, called "ForceIO". That way, the power would function exactly the same as it always has until the IO was slotted.
Then, they would just need to add the corresponding effect to the Overwhelming Force proc that said, for example: -50% to all effects tagged ForceIO.
This would reduce the chance the KB would occur in both powers down to 50% while the IO was slotted, without affecting:
A) Either power for anyone without the IO slotted.
OR
B) The usefulness of the IO in any other power.
50% might still be too high, but it would be easy for the Devs to adjust because it's just a single line in the Overwhelming Force proc that they'd need to tweak.