kariokie

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  1. In case anyone is wondering, Blueeyed is taking over the Defender list. I won't be able to keep working on it after this month, and right now is too hectic with jury duty and trying to keep up with work.

    It's in good hands!
  2. [ QUOTE ]
    Just letting you know I have read this, and will be addressing the valid issues.

    [/ QUOTE ]

    Thank you very much for taking the time to look at these, Geko.

    There are a lot of ones in there that could be considered a bit subjective (balance issues), however I do feel all of them are worth addressing, even if it's just to let us know we're all on crack.

    I also hope you've gotten a chance to look at everyone's additions -- new bugs have been discovered, and ones on the list have been fixed by y'all.

    As to everyone else -- thanks so much to contributing to this and doing research to back up/investigate the bugs other people found. Y'all rock.
  3. [ QUOTE ]
    [ QUOTE ]
    [ QUOTE ]
    the bug to enervating field being lowered to 30% is not a bug. intended and confirmed by the devs to bring the power into line with the other I5 balancing.

    [/ QUOTE ]

    Intended? Maybe. But it didn't get confirmed until a while after I5, and Erratic is still owed an apology for being told he was 'mistaken' about the numbers coming up on his screenshots.

    [/ QUOTE ]

    It still needs to be removed. Let's not let forum drama get in the way of maintaining this excellent list.

    [/ QUOTE ]

    While I fell soundly on the side of Erratic in that situation, I do agree, and the bug will be removed in the next version of the list.
  4. Sorry, I went AWOL again -- I got called to jury duty. (I should make an alt called "JurorNumberThree"... wonder what the powersets would be...)

    A bug submitted by Goofy_Parrot and Concern:

    [ QUOTE ]
    When an attack misses its target, aggro is generated when the attack begins. This is problematic when using a power with a long activation time (such as Ice Arrow); aggro is generated and you are subject to "return" fire before the attack is actually launched. The character is rooted in place until the animation finishes. (If the attack actually hits, no aggro is generated until the attack lands; this is when a miss should generate aggro as well). This bug is not limited to the Trick Arrow set, but impacts the set more than others due to its many powers with long animation times.

    [/ QUOTE ]

    To let you know, CuppaJo says she submits these bug collections in her reports to the Devs, and she mentioned that the Kheldian thread had gotten a post by Geko. So, if you have bugs, submit them! (I swear, people who can make a difference really are reading.)
  5. And, a note to everyone: this isn't a wish list, or a it'd be a nice list. This is for bugs, or balance issues that can be agreed upon and worded in a constructive manner with good reasoning backing it up. That leaves some hazy areas where I have to use my best judgment. Be afraid.

    Additionally, if someone wants to take over this list, please do let me know. I will be unable to continue updating it after this month.
  6. Sorry for the delay -- I wanted to let the patches come in after I5, but then I had to go to a wedding. Now I'm back, and so are the current Defender issues.

    Based on the September 6, 2005 post and your responses, here is the updated Defender Issues list. If anything is missing, please post and I will add them. Please note I have been absent from the boards, so things that might be common knowledge aren't (to me, at least).

    Credit to WanderingCat for the idea, format, and everything else.

    Affects Multiple Powersets:
    <ul type="square">[*]Bug: All disorient powers cause enemies with flight to move away at rapid speeds, even while under its effects. Individual powers with this problem are noted within their sets below.[*]Balance: Single target ressurection powers should not be expended and the associated endurance used unless the target accepts the resurrect. (LadyMage)[*]Quality of Life: Currently all powers that prevent status effects last between 60 and 90 seconds, making them impractical for team buffing. Is this intended?[*]Quality of Life: Now that rez effects give XP debt protection, is it possible to rethink the rez confirmation process? This can be removed entirely, or made an option, as with team gifts and team teleports. (Rigel_Kent)[/list]
    Primaries:

    Dark Miasma
    <ul type="square">[*]Bug: The disorient from Howling Twilight will cause enemies in flight to move away at rapid speeds, even while under its effects. (Eisregen)[*]Bug: Character is sometimes trapped in the tar patch animation when activating the power, until another power is activated. [*]Bug: Petrfying Gaze power description and combat messages suggest that the power reduces the targets defense, which does not happen. (Dysmal)[*]Balance: Dark Servant is a level 32 Primary Power. While you can now only summon one (as Controllers) it has not been made perma to compensate (as it was for Controllers). (Statesman says that won't happen.)[*]PVP: Darkest Night debuffs base damage rather than enhanced damage, crippling it in PvP. A power with a base damage of 100 would do 265 damage with 5 SO damage enhancements. Using Darkest Night would only reduce this damage to 235, a decrease of 11% rather than 25%. (LastHumanSoldier, wording by Quason)[/list]
    Empathy
    <ul type="square">[*]Bug: Adrenalin Boost's animation will play even if the power is not recharged/target is out of range/empath is out of endurance. (LadyMage)[*]Bug: Absorb Pain inflicts the user with the inability to be healed, even if the target had been defeated before the power could go off. (Rigel_Kent)[*]Balance: Resurrect is now the worst res power in the game not from a pool. It has the highest cost, tied for the highest recharge and has no effects to commend it like the other rez powers do (high buff, foe disorient, multi-res). (LadyMage) [*]Balance: Clear mind's animation (4 seconds) makes prebuffing a large team prohibitive, and using it as a release deadly. (LadyMage)[/list]
    Force Fields
    <ul type="square">[*]Bug: Knockback enhancements have no apparent effect in knockback powers in the FF set. Are enhancements/powers working as intended?[*]Balance: Repulsion Bomb has an approximately two to three second animation time thus generally failing to save people from any melee attacks unless it is acitvated/chained before it is needed. (Telok)[*]Balance: Repulsion Field. Statesman promised an end reduction to the power several weeks ago. No patch notes indicating whether or not the reduction has been implemented. (BurningChick)[*]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. (Telok)[*]Balance: Force Bolt has the exact same effect for Controllers as Defenders.[*]Balance: Detention Field has the exact same effect for Controllers as Defenders.[*]Balance: Repulsion Field has the exact same effect for Controllers as Defenders.[*]Balance: Force Bubble has the exact same effect for Controllers as Defenders.[*]Balance: Repulsion Bomb has the exact same effect for Controllers as Defenders.[*]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?[*]Graphics: The power icon for Detention Field does not match its effect. The icon suggests this power buffs an ally's resistance to energy and negative energy damage. [*]Quality of Life: Detention Field's graphic needs to be more obvious -- currently teammates can't tell when an enemy is detained and waste attacks on it.[/list]
    Kinetics
    <ul type="square">[*]Bug: When Transfusion is fired off on an enemy that is defeated before the power activates, there is no heal, though the animation fires. However, if Twilight Grasp goes off on a dying enemy, it heals the recipients. (Rigel_Kent adds: To be more technical, this seems to be a problem with all AoE effects generated around the single target of a power. Illusion Control-&gt;Blind's AoE mez effect also has this problem; if the Blind damage defeats the target, the AoE mez will not happen. AoE's generated around the user don't have this problem.)[*]Bug: When Transference is fired off on an enemy that is defeated before the power activates, there is no endurance regained for those in the AOE, though the animation fires. (Dark Pyroblast)[*]Bug: If Fulcrum Shift is fired off on an enemy that is defeated before the power activates, you get the single 50% caster buff, but NOT the 25% effect from the dying mob OR any mobs around him. (Quason)[*]Bug: Fulcrum Shift and Siphon Power. If a mob has a resistance, or vulnerability, to a certain type of energy AND that mob has an attack that is based on that type of energy, 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%. (Ladioss_Sopp)[*]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. (Quason)[*]PVP: Siphon Power and Fulcrum shift debuff base damage rather than enhanced damage, crippling them in PvP. A power with a base damage of 100 would do 265 damage with 5 SO damage enhancements. Using Siphon Power or Fulcrum Shift would only reduce this damage to 240, a decrease of 9.5% rather than 25%. (LastHumanSoldier, wording by Quason)[/list]
    Radiation Emission
    <ul type="square">[*]Bug: Enervating Field, pre-I5, debuffed enemy resistance by 37.5%. It now debuffs enemy resistance by 30%. (Erratic)[*]Graphics: The power icons for Radiation Infection and Enervating Field are reversed. (Rigel_Kent) [*]Graphics: Radiation Infection. All targets affected by this power are surrounded by a "red tinted cloud" sticky graphic, which suggests a -damage debuff. The cloud should be tinted yellow or purple. (Rigel_Kent) [*]PVP: Enervating Field debuffs base damage rather than enhanced damage, crippling it in PvP. A power with a base damage of 100 would do 265 damage with 5 SO damage enhancements. Using Siphon Evervating Field would only reduce this damage to 235, a decrease of 11% rather than 25%. (LastHumanSoldier, wording by Quason)[/list]
    Storm Summoning
    <ul type="square">[*]Bug: Thunderclap, and all stuns, cause enemies in flight to move away at rapid speeds, even while under its effects.[*]Bug: Hurricane, when used to push an enemy who is under the effects of a hold by another player, sometimes pulls or pushes the enemy in a different direction than intended. (Theory: Hurricane repels enemies Immobilized by another player as if that other player (caster of the Immob) were the origin of the Hurricane.)[*]Bug: Targets struck by lightning are still giving the message 'Your lightning temporarily disables a power in use by (target).' (Lady_Sadako)[*]Bug: Hurricane and teleport self, when the port both starts and ends within the Hurricane radius, seems to have a very high chance of putting the porter through the "paladinawaken" animation somewhere between 20 and 30 times, even more so when used inside door missions. (Blueeyed)[*]Balance: Lightning Cloud does the exact same damage and secondary effect for Controllers as it does for Defenders.[*]Balance: Snowstorm is more effective for Controllers than Defenders. ( It appears the defender version is 80% as slowing as the controller version, seems they were reversed. Dark_Pyroblast)[*]Balance: Tornado does the exact same damage and secondary effect for Controllers as it does for Defenders.[*]Balance: Freezing Rain provides a greater resistance debuff for Controllers than it does for Defenders. (Stormbringer, Dark_Pyroblast)[*]Graphics: The power icon for Freezing Rain does not match its effect. The icon suggests this power buffs the team's fire and cold damage resistance. (Rigel_Kent) [*]PVP: Hurricane does not debuff the ranged attacks (APP, Claws/Focus) of Scrappers and Tankers as it should. (Stormbringer)[/list]
    Sonic Resonance
    <ul type="square">[*]Graphics: Graphics are causing players headaches. (I believe a Dev said there was a fix in the works.)[*]Balance: Sonic resonance users extremely weak as far as self defense until 18 and Sonic Repulsion. Every other defender primary has a power in their primary to help with defense of some kind for themselves before level 10, even if that's just a heal or a slow.[/list]
    Trick Arrow
    <ul type="square">[*]Bug: Debuffing patches created by the Glue Arrow and Poison Gas Arrow powers disappear when the original target is defeated. (Rigel_Kent)[*]Bug: Poison Gas Arrow accepts slow enhancements but does not have a slow component in its description nor does it slow down the enemy. [*]Bug: When keying up a TA or Archery power that targets an enemy while moving, if you land out of reach of that power (ie. too far away from your target), your character will perform an animation of drawing the bow, though without an arrow and the power will not trigger. Annoying since it locks you in place for the duration of the animation. No other set behaves like this to my knowledge. Keying powers outside of their range only readies them until you move into range for all other sets. (Eisregen)[*]Bug: Disruption arrow accepts "enhance damage resistance" enhancments. (rethak)[*]Balance: Entangling Arrow, a Defender primary power, is less effective than Devices/Web 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. (Rigel_Kent)[*]Graphics: Flash Arrow displays an animation on affecting an enemy (effect is a DeBuff to Aggro Range and Accuracy). When an enemy is attacked, the animation vanishes (to signify that the enemy's Aggro Range is no longer suppressed), leaving the user with no clear way to tell when the Acc DeBuff expires (Acc DeBuff itself still applies after that first attack for all that's known).[/list]
    Secondaries:

    Arrow
    <ul type="square">[*]Bug: The disorient from Stunning Shot will cause enemies in flight to move away at rapid speeds, even while under its effects. (Eisregen)[*]Bug: When keying up a TA or Archery power that targets an enemy while moving, if you land out of reach of that power (ie. too far away from your target), your character will perform an animation of drawing the bow, though without an arrow and the power will not trigger. Annoying since it locks you in place for the duration of the animation. No other set behaves like this to my knowledge. Keying powers outside of their range only readies them until you move into range for all other sets. (Eisregen)[/list]
    Dark Blast
    <ul type="square">[*] Bug: The disorient from Dark Pit will cause enemies in flight to move away at rapid speeds, even while under its effects. (Eisregen)[/list]
    Electrical Blast
    <ul type="square">[*]Bug: Voltic Sentinal targets enemies trapped inside Force Field/Detention Field.[*]Bug: Voltic Sentinal does the same damage for Defenders as Blasters.[*]Balance: Considering the secondary effects of the other Defender Blast sets (-5% def, -5% acc, knockback, -5% res, the higher base acc of arrows), is the less than 10 point endurance drain in PvE of most Electric Blast powers (aside from SC) balanced, considering the original vision was that it would be more powerful in PvP but instead operates at 25% in that setting?[/list]
    Energy Blast
    <ul type="square">[*]No known issues.[/list]
    Psychic Blast
    <ul type="square">[*]Bug: The disorient from Scramble Thoughts will cause enemies in flight to move away at rapid speeds, even while under its effects. (Eisregen)[*]Balance: Mental Blast does too little damage for its animation time. It costs more end, does the same damage, and has 150% of the animation time of charged bolts. It is 1/3 the dpa of Dark Blast for the same cost. Its animation time should be reduced to 2 seconds. [*]Balance: Mental Blast's animation is long enough that the enemy could be defeated before the animation even appears to start. The speed of the animation turns many off the entire set. (LadyMage)[*]Balance: There is only one villian group which has vulnerabilities to psi damage and it's only in the early game when the set is weakest. By the time the set can actually do damage, most villian groups (nemesis, praetorians, Council, Carnies, Malta just to list a few) are not only not vulnerable, but have a high precentage of members with either sizable resists or defense to the entire set, save telekinetic blast, making the set feel underpowered throughout the game. (LadyMage)[*]Graphics: An enemy immobilized by Subdue will have the Psychic Blast debuff sticky graphic on his head, complete with the generic green tinted -recharge cloud. Subdue does not appear to actually have any debuffing effect. [/list]
    Radiation
    <ul type="square">[*]Cosmic Burst: The disorient from Cosmic Burst will cause enemies in flight to move away at rapid speeds, even while under its effects. (Miwa)[/list]
    Sonic
    <ul type="square">[*]No known issues.[/list]
  7. [ QUOTE ]
    **edited yet again because they still were not happy with it - I will change the patch note page in the morning**

    The Controller and Defender versions of Enervating Field debuff Resistance less than they did before Issue 5.


    Dev Note:
    This power has always been very strong and easy to use, despite its high endurance cost. With the overall decrease in the power of defensive buffs, this power had to be weakened or Radiation would be too strong compared to other Defender primaries and Controller secondaries.

    [/ QUOTE ]

    Hee. "Easy to use." Funny.

    "Don't kill the green glow-- oh, man."

    Plus, while bad guys run out of my Freezing Rain, at least they don't stuff it in their pocket and take it *with* them to aggro the rest of the room.
  8. [ QUOTE ]
    I'm guessing Statesman will make some kind of apologetic post within the next 24 hours ... with a further statement about how he's most happy with defenders as they stand. And yes, he even understands how certain sets are perceived as underperforming. But, rest assured, the devs have their eyes on the situation.



    [/ QUOTE ]

    I'm a hugs'n'puppies kind of gal normally, but I don't think we'll see another red name post in here.
  9. [ QUOTE ]
    Oh my.

    Rads are sharpening pitchforks.

    Stormies and DDs are worried.

    Bubblers are frustrated.

    Oh my.

    And I used to think that defenders were the calmest, tamest bunch around here

    [/ QUOTE ]

    Like I say -- Defenders are fierce when backed into a corner. Now you just have to pretend the entire game is a corner and you're set.
  10. [ QUOTE ]
    I have a suspecion that Cuppa-Jo got it all wrong. I have note seen a decrease with my Tarpatch (except for the recharge nerf) but I have seen a decrease in Darkest Night.

    My guess is that def debuff powers are the ones who been stealth nerfed...

    [/ QUOTE ]

    FYI, it wouldn't be CuppaJo who got it wrong. (And it does appear to be wrong so far.) She's merely carrying a message from the Development team.
  11. Thank you very much for the response.

    One thing -- right now Stormbringer's tests show that Defender's Freezing Rain (from Storm Summoning) is actually *less* effective a resistance debuff than the Controller version. I assume that's not intentional?
  12. There actually has been a benefit to the WLing, in the eyes of my level 27 Rad/Rad. (I haven't done pickups with my other characters, I usually just play with my SG and friends.)

    When I join a pickup team with obvious WLers, no one says "R U HEALER?" And no one tells me to "juss heal, no blast" or tells me not to debuff because they "can't c mobs" or anything else innane like that.

    Why? They probably have no idea that I'm a Defender, or that I heal, or that I'm in any way different from a Blaster.

    As I watch them use Flurry (a favorite among Blasters and Controllers in the 20s nowadays, and no, not Scraptrollers) and bounce around with their three movement powers, and as I watch them celebrate killing blues and whites with no deaths ("we rock!"), I'm just kind of happy that they're ignorant and not in my hair about how to play my toon, since they still are struggling with theirs.

    I'm worried, though, as I carefully watch the health bar of the multiple Scrappers and Tanks who haven't taken (or don't run) their defenses, that they're just going to get incredibly frustrated in the near future.

    I usually stick around for a few missions (on heavy babysitting mode, intead of "BLAST KILL KILL YAAARGH" mode as I usually prefer), do a bit of patter about my powers and theirs, and then move on.

    Nice, nice folks, all of them. I don't deal with nearly the active pickup group snottiness/bossiness I did before the WLing. But, you know, yikes. I foresee frustration ahead.
  13. Hey BlackFlash, I answered that for you. They're not talking about "powers that drain" in the way you think. They're talking about "powers that drain and buff the caster." (Which means powers that drain and add health or endurance or who knows what else. Now they'll add a consistant amount of health or endurance back, no matter what the level difference between you and the villain.)