Dev Response - Trick Arrow Set
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For those who complain that the Archetypes who have the fewest sets were overlooked... the next planned powersets are melee based.
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Please be spear or halberd or pike or lance or glaive or any other type of polearm!!!! For the love of god I want one and Valkery still is mocking me with hers and Battle Maider looks so stupid carrying a huge halberd on her back and using a little flaming sword instead!
Also, just an idea but can you make a special type of respec that allows you to "restart" a character at a lower level with new power sets but keep their badges, accolades, influence, story arcs, etc.
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For those who complain that the Archetypes who have the fewest sets were overlooked... the next planned powersets are melee based.
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Too bad I won't be playing long enough to see them.
Thanks for nothing.
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We are continuing to look at the set. Being one of the new sets in the game, it is going to be scrutinized beyond just the Training Room server.
If the set continues to prove itself sub-par on the Live servers, then some adjustments will be made.
This was one of the hardest sets to define. It falls out of line with the "normal" Defender sets. It isn't a buff set, its a debuff set. Its really a different playstyle than Defenders have had before.
For those who complain that the Archetypes who have the fewest sets were overlooked... the next planned powersets are melee based.
[/ QUOTE ]Nooooooooooooooo theres nothin wrong with trick arrow set even after the changes the debuffs are awesome iam lvl 35 now and loving it plz leave trick arrow as it is cause It is not subpar
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I and many others here would disagree with you on that. I respec'd mine and I was not happy with it at all. It's too end heavy and the recharge rates are totally unacceptable. And Flash arrow is pointless.
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It falls out of line with the "normal" Defender sets. It isn't a buff set, its a debuff set. Its really a different playstyle than Defenders have had before.
[/ QUOTE ]Errr....what? Where have you been? Half the existing defender sets revolve around their potent debuffs, and one more of the others is the king of debuffing single targets. Debuffs are very much a well-established defender function and, in many scenarios, already the most effective way to defend a team (unquestionably so in issue 5). The variety and sheer strength of debuffing is one of the aspects that sets COH apart from standard MMOs. There are many fully viable (and often, superior) ways to deal with enemies aside from the bog-standard Tank & Heal.
The issue with trick arrow is not that it debuffs, it's that it debuffs poorly. With just Tar Patch and Darkest Night, for instance, a dark defender can outperform nearly the entire powerset of Trick Arrow stacked at once, every fight, indefinitely, with less slotting, less vulnerability to enemy alpha, and less hassle with super-slow recharges. Many of us defenders are quite used to being able to debuff enemies to the point where healing is nearly useless, and Trick Arrow, supposedly The debuff set, is very far from being able to achieve that. The state it initially arrived to Test in was only barely on that par, and even then only against near-level enemies since nearly all its prime mitigation methods are unenhanceable. After the brutal nerfing it received it is, to sum up, not only a set limited to one role, but also greatly outperformed in that one role by sets with many more capabilities besides.
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For those who complain that the Archetypes who have the fewest sets were overlooked... the next planned powersets are melee based.
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Any Controller sets in the works? These sets really don't fall into that (although they do get the secondaries, but that's not what I mean), neither did the Kheldians.
For the love of Leeroy Jenkins, please, pretty please, give us a scrapper set that does something, anything, other than Smashing/Lethal. I dont care how many pink tutus my scrapper would have to wear, or how many dainty roses between the teeth, please no more smashing/lethal sets. For all that it holy I have a choice of
Lethal
Lethal
Smashing
Lethal/Toxic
Smashing/Dark
Lethal
I'm afraid the recent nerf just went too damn far. I hadn't played my TA/A defender since before that nerf, and I went and played him again today. He's only level 7, but I'd gone primarily for the TA powers available to me (skipping entangling arrow... duh), so I have Flash, Glue, Ice.
And I don't do anything anymore.
Admittedly, at level 7, with only TOs, I'm not going to be terribly effective with any set... but I don't do *anything* anymore.
Ice Arrow Holds... great.. for a few seconds (two Hold TOs). Then they break out, and the icon's not even at half size. They resume hitting me and/or allies.
Glue Arrow is perfectly fine.... when I use it every third or fourth fight. What about all the ones in between? .. nada.
Flash Arrow recharges enough I can use it once or twice a fight... except I haven't noticed any real effect from the -acc so far, and the animation takes FOREVER.
My debuffs, for a completely debuff set... are for the most part ineffectual. I bring almost nothing to a team. Yes, I'm low level, but even at low level I should have *some* effectiveness. Everything I can do has barely any effect.
I MUCH rather prefer that TA would be kept a completely debuff set. No buff or healing crap. It makes it unique. But if it's going to be a debuff set, make it good at it.. at all levels. When you're balancing for SOs and high level play, don't forget that people still have to *get* there. When another set (Dark Miasma) as pointed out above is better at debuffing with just two powers over a debuff-centric set, something's gotta be done.
Virtue Server
Red Fox Bravo - DM/Invul Scrapper
Tsynth - DB/WP Stalker
Stalker Dual Blades/Willpower Guide
The Quick and Dirty Guide to Dual Pistols
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We are continuing to look at the set. Being one of the new sets in the game, it is going to be scrutinized beyond just the Training Room server.
If the set continues to prove itself sub-par on the Live servers, then some adjustments will be made.
This was one of the hardest sets to define. It falls out of line with the "normal" Defender sets. It isn't a buff set, its a debuff set. Its really a different playstyle than Defenders have had before.
For those who complain that the Archetypes who have the fewest sets were overlooked... the next planned powersets are melee based.
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If I may suggest a stretchy scrapper or tanker set? Not as strong as the other ones, but the melee range is longer, and if you give knockback powers, you can keep others out of their melee range while they still remain within yours. And to compliment it, some kind of elastic defense?
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We are continuing to look at the set. Being one of the new sets in the game, it is going to be scrutinized beyond just the Training Room server.
If the set continues to prove itself sub-par on the Live servers, then some adjustments will be made.
This was one of the hardest sets to define. It falls out of line with the "normal" Defender sets. It isn't a buff set, its a debuff set. Its really a different playstyle than Defenders have had before.
For those who complain that the Archetypes who have the fewest sets were overlooked... the next planned powersets are melee based.
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That means blasters are getting our melee secondaries back, right?
RIGHT?!?!?!!?!?!? GIMMIE GIMMIE GIMMIE!
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This was one of the hardest sets to define. It falls out of line with the "normal" Defender sets. It isn't a buff set, its a debuff set. Its really a different playstyle than Defenders have had before.
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Dark/Rad/Storm are debuff sets. They may have some buffs in them, but they are defined by their debuff centered playstyles. In fact, the only thing in Dark that can actually be called a buff is Shadowfall. Even the heal and the res are also debuff attacks.
Wait, no, shouldn't compare anything to Dark/ or it will likely get nerfed to the brink of oblivion and ignored.
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For those who complain that the Archetypes who have the fewest sets were overlooked... the next planned powersets are melee based.
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As long as the new melee based sets are actual melee based sets and not short-range sets like dual pistols that I have seen suggested all over the place.
Okay, too much randomness in this thread. With the new ta changes entanlge arrow is now usless, the -rec made it worth using every once in a while, now its a wasted power, especially for trolls. Glue arrows new longer recharge and im guessing reduced duration make haste pretty neccesary, even when already slottign for recharge. Making it so that glue arrows dont stack with one another would be a fix, then you can cover more area, but not ubber slow any one area. I dont know what is wrong with flash arrrow, it just needs fixin.
still under 20, so i dont have perma haste yet. The rechrages just seem out of wack, alot like playign a troll in i5.
Why 'fix' the -res powers so to not make them too strong when stacked? I'm lost here... instead of having ONE power that does it with maximum effectiveness and giving TA a DIFFERENT power, you in fact make it into a synergy effect! However, this time 1+1 does not equal 3! Instead, it's just 1+1 = 2! That's not synergy!
Don't make the defender needy to get both powers to give off a large -res, instead give us just ONE useful -res and something else. Then again, I don't want you to do this and give us some stupid power like the 'beanbag' power in the AR Blaster set!
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If the set continues to prove itself sub-par on the Live servers, then some adjustments will be made.
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Does that hold true for Regen and Invul as well?
(Oops, wrong thread.)
Infinity: 50
InfernalMachine F/F Tank
Shaugraun MA/Reg
Burning Force Fire/kin
Rancor DM/EA Brute
Triumph:
Phanatique Lvl:30 BS/Regen Scrapper
Mu Machine Lvl 44 SS/ElA Brute
I still think ice arrow should be replaced with some kind of foam arrow. It would do the same thing but would be unique in terms of RP concept and graphics, and to my mind would make more sense as the kind of payload an arrow would carry.
Regarding Flash Arrow, is it just me, or does this thing NEVER draw aggro? From a playability point of view, this is great cuz you can debuff and have time to prepare your attack. But does it really make sense that you could launch an arrow into the middle of a mob, an arrow that EXPLODES with a blaze of light, and nobody does anything?
And yet, when I use other powers, like the ice arrow, they aggro before I even release the arrow. Hmmm....
-mb
Look on the numbers, no healing or buffs, powers that require long activation times and have slow recharge, missing acc roll.
Compare the set with rad and see it is pretty clear to adept players what works best in teams.
Even if the debuffs were comparable unslotted with Rad, the huge group buff and heal really broaden the gap.
The set needs to be spectacular at debuff to match up wit rad that has nice buffs and storm that has great pets.
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A debuff set like the Dark Defender?
[/ QUOTE ]Dark has healing, res buffs and pets that heal and hold.
It also has fear(control) and the res team power.
In fact, Arrows is nothing like dark at all.
That is why dark is very playable.
Currently TA isn't.
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There is a bug with Entangling Net when used by a controller: Controllers often do not get Containment from EN. This bug occurs when a [damage-doing] power is chained immediately following Entangling Net. The Net hits and immobilizes a foe, then the follow-up attack is fired; but it only does single damage.
Just last night this bug happened three times in a row in Outbreak: I shot EN and immediately queued up Levitate. I had combat messages turned on so I know neither power missed, but the Levitates still did single damage and did not get Containment bonus.
When I wait a half second after EN, Containment works properly; the bug only seems to occur with powers chained immediately after EN. It's as if EN's activation time overlaps into the next power, so follow-up powers activate before the game registers that EN has already immobilized a foe.
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For those who complain that the Archetypes who have the fewest sets were overlooked... the next planned powersets are melee based.
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Not to continue derailing this thread but does this mean we might see:
* pistols
* street fighting
* whips
* devices defense (body armor, etc. for the au natural)
and * shields soon enough?
I also have hopes that the devs have something really clever up their sleeve that breaks the mold along the lines of:
* plant/vegetation melee (no not just spines!)
* plant defenses (nope, not regen--and some of these powers to those black roses and other fairly staid DE)
* temporal shift/multiplicity defenses (or illusion defenses for that matter)
* size changing defenses (growth and shrinkage states with supplementary innates for your big or small form!)
In short, please feed my altitis.
The only comment I really have is that something just seems to be lacking. Some of the arrorws are cool, but it just seems so bland. Maybe some new costume accesories just for this power something to make it stand out more than just a bow.
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This was one of the hardest sets to define. It falls out of line with the "normal" Defender sets. It isn't a buff set, its a debuff set. Its really a different playstyle than Defenders have had before.
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Absolutely. I have been playing it as my "set 'em up" set. Then I use Archery to "knock 'em down". It turns a Defender into a Controller who can easily solo at low levels.
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Compare the set with rad and see it is pretty clear to adept players what works best in teams.
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Absolutely, it's a soloer's set--or a set for teams that don't care if someone is neither fish nor fowl.
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Can i get a ruling here? i get removed for agreeing for someone?
The problem with an all debuff set (and primarily debuff sets like Dark, Rad, and Storm) is that the AoE limits make them the second-class citizens of the Defender AT.
Imagine this: You can buff all your teammates only if you play on Heroic. Play on a difficulty that spawns more? Then you can't buff your 6th or 7th team mate. In addition, even on Heroic, we'll occasionally remove the buff from your 7th teammate. The gung-ho scrapper agro too many? Half your buffs disappear. Task Forces and Trials? Even on Heroic you can forget about buffing teammates 6 and 7, maybe even the 5th. Hazard zones? Good luck.
This doesn't even take into account that debuffs are area based. They were already at a disadvantage if the geometry wasn't right. The AoE limits make a challenging problem impossible.
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We are continuing to look at the set. Being one of the new sets in the game, it is going to be scrutinized beyond just the Training Room server.
If the set continues to prove itself sub-par on the Live servers, then some adjustments will be made.
This was one of the hardest sets to define. It falls out of line with the "normal" Defender sets. It isn't a buff set, its a debuff set. Its really a different playstyle than Defenders have had before.
For those who complain that the Archetypes who have the fewest sets were overlooked... the next planned powersets are melee based.
[/ QUOTE ]Nooooooooooooooo theres nothin wrong with trick arrow set even after the changes the debuffs are awesome iam lvl 35 now and loving it plz leave trick arrow as it is cause It is not subpar