Current Defender Issues (October 3, 2005)
Twilight grasp's animation time doesn't bug me. It's AoE is pretty big and it heals for a lot. It's also a very, VERY powerful debuff. To me, it's a debuff with a healing component.
Bug(?) OR maybe just qulaity of life for stormies again.
Snow storm causes fear in mobs, whihc can wreak havoc with trying to keep them bunched up, or a single large mob in range for a team, doubly so when it's a mob with slow resist, but you want the -recharge to help out. As I learned the hard way with hatched krakens in the sewer trial, and the tank goes "turn the damn storm off!" As it was overriding her taunts and punchvoke, and making the kraken run everywhere, like toward a very pissed hydra head.
And on quality of life, even heavily slotted, the -recharge really is the better use for snow storm over the slow, specially on AV's Slowing movement is pointless by the 40's when every mob virtually has massive ranged damage anyway, ports, mezzes like mad, drains end, did i mention mezzes? *cough* Not to mention how pointless it is in pvp, but that's another can of worms.
The power needs something besides a slow, or a slow that means something, *remembers when you could stop vahz zombies with it* Not that overpowered perhaps, but something anything to again make people look for a stormie in a group.
Oh and since you're looking, thanks for visiting, but since i'm also still better as hell.
Anything besides "negligence" please!
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Just letting you know I have read this, and will be addressing the valid issues.
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Thanks, Geko.
/e devlovingdance
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Additionally, I think these "place effects" are "owned" by the targeted victim. So if I use Transfusion, Transference, or Blind on the Blood Brother Slammer, the Blood Brother Slammer becomes the proud owner of a nasty AoE that heals heroes, refills their endurance, or mezzes his nearby Hellion buddies. Since effects in general fizzle if their owners have been defeated, this theory, if true, would explain why these powers behave the way they do when their target is defeated. The target "owns" the secondary effect.
Consequently, I think there's a technical limitation preventing Transfusion from getting "fixed:" specifically, I didn't think the code allows for a hero to "own" a secondary effect centered on someone other than himself. Yet.
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Actually, Twilight Grasp never fizzles. If you activate the power, it works, even if the target dies 0.001 seconds after you activate it. I suspect that, like ranged location AoE damage effects (Burn, Rain of Fire, etc.) Twilight Grasp is owned by the hero.
Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA
Anyone see my post on the previous versions of this thread regarding the relative uselessness of Hamidon Enhancements for the majority/major Kinetics powers and agree or disagree with me? This became the case after the change to HOs so that they are now equal to dual level 50 SOs. Bottom line is that I don't think it's fair compared to other sets, not just defenders.
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Twilight grasp's animation time doesn't bug me. It's AoE is pretty big and it heals for a lot. It's also a very, VERY powerful debuff. To me, it's a debuff with a healing component.
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I agree. It's actually comparable in magnitude with Empathy's AoE heal, and it does debuff toHit and health recovery significantly. I don't find the animation very annoying. Maybe I just remember the way it used to be.
Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA
Sorry to update this for you already, Karioke, just wanted to make sure Cuppa had a complete as possible list to bring to the devs.
Credit to Karioke and WanderingCat, and to everyone that presented the issues.
[color= red]Affects Multiple Powersets:[/color]
<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.[*]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. (Concern, Goofy_Parrot)[*]Balance: Single target ressurection powers should not be expended and the associated endurance used unless the target accepts the resurrect. (LadyMage)[*]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)[*]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?[/list]
[color= red]Primaries: [/color]
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)[*]Bug: Shadowfall does not stack with : Empathy: Fortitude, Invulnerability: Invincibility, Invulnerability: Tough Hide, Frozen Armor, Ice Armor: Wet Ice, Ice Armor: Glacial Armor, Ice Armor: Energy Absorption, Stone Armor: Rock Armor, Stone Armor: Crystal Armor, Stone Armor: Mineral Armor, Stone Armor: Granite Armor, Force Field: Dispersion Bubble, Blaster Epic : Cold Mastery: Frozen Armor, Controller Epic: Cold Mastery: Frozen Armor, Controller Epic: Psionic Mastery: Indomitable Will, Controller Epic: Stone Mastery: Rock Armor. (StarShield)[*]PVP: Darkest Night debuffs base damage rather than enhanced damage, crippling it in PvP. A power that does a 100 base damage would do 265 with 5 damage SOs. With Darkest Night, the damage would be debuffed to 227.5, which is a reduction of only 14% instead of 37.5%. (LastHumanSoldier, wording by Quason, corrected by WhatRoughBeast)[*]PVP: Twilight Grasp debuffs base damage rather than enhanced damage, crippling it in PvP. A power that does a 100 base damage would do 265 with 5 damage SOs. With Twilight Grasp, the damage would be debuffed to 252.5, which is a reduction of only 4.7% instead of 37.5%. (WhatRoughBeast)[/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 least effective 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: 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 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?[*]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.[*]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. Are there any plans to either make the graphic more obvious, or to otherwise make it more difficult to waste attacks on a DF'd enemy?[/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. There are also reports of the same issue occuring if the enemy moves out of Line of Sight during Tranfusion's animation time. (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->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 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%. (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, even on small teams. (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">[*]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) [*]Quality of Life : Neither Erratic nor the Defender community have been given an apology, formal or informal, for the Developer behavior regarding the I5 Enervating Field changes. (Concern, Blueeyed, et all)[*]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 Evervating Field would only reduce this damage to 235, a decrease of 11.3% rather than 30%. (LastHumanSoldier, wording by Quason, corrected by WhatRoughBeast)[/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: Teleporting within a hurricane can sometimes leave a player cycling the 'paladinawaken' animation for around 20-30 cycles. (Blueeyed)[*]Bug: If another hero is under a Disorient effect but protected by 02 Boost, and I re-apply O2 Boost on that hero, the Disorient graphics appear over that hero's head for an instant. During that time, the hero is detoggled. (Rigel_Kent)[*]Balance: Snowstorm's recharge debuff 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: Freezing Rain provides a greater resistance debuff for Controllers than it does for Defenders. (Stormbringer, Dark_Pyroblast)[*]Balance: ThunderClap's disorient lasts the same duration for Controllers as it does for Defenders, and may crit.[*]Balance: Tornado does the exact same damage and secondary effect for Controllers as it does for Defenders.[*]Balance: Lightning Cloud does the exact same damage and secondary effect for Controllers as it does for Defenders.[*]Balance: The hero version of O2 Boost cancels itself, even though it does not grant +def or +damage resistance buffs. Its function and duration are similar to Clear Mind and Clarity, so it should be allowed to self-stack. The villian version of 02 Boost does self-stack, and is not overpowered for doing so.(Rigel_Kent)[*]Bug: Steamy Mist's defense does not stack : Empathy: Fortitude, Invulnerability: Invincibility, Invulnerability: Tough Hide, Frozen Armor, Ice Armor: Wet Ice, Ice Armor: Glacial Armor, Ice Armor: Energy Absorption, Stone Armor: Rock Armor, Stone Armor: Crystal Armor, Stone Armor: Mineral Armor, Stone Armor: Granite Armor, Force Field: Dispersion Bubble, Blaster Epic : Cold Mastery: Frozen Armor, Controller Epic: Cold Mastery: Frozen Armor, Controller Epic: Psionic Mastery: Indomitable Will, Controller Epic: Stone Mastery: Rock Armor. (StarShield)[*]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?[*]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 STILL causing players headaches. Suggested fixes can be found here[*]Balance: Sonic resonance users 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]
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. Generally, we don't want to give enemies a big Resistance buff. (rethak)[*]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. (Voiced by Concern, several others)[*]Balance: Entangling Arrow, a Defender primary power, is less effective than Devices/Web Grenade, which is in a Blaster secondary set.[*]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. (Rigel_Kent)[*]Balance: Entangling Arrow and Ice Arrow have 25% longer durations as Controller secondaries than as Defender primaries. (Rigel_Kent, Concern)[*]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:
Archery
<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)[*]Balance: Archery seems underpowered in groups due to lack of inherent enemy debuff.[/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)[*]Quality of Life: A miss with Gloom has an unreasonably long delay between when it is cast and when it will be reported as a miss.[/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? Can the PvE endurance drain be boosted?[/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 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 significantly. 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)[*]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]
[color= red]Debatable Issues[/color]
<ul type="square">[*]Psychic Blast: 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)[/list]
Dev Responses:
<ul type="square">[*]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.)[/list]
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This is still not a wish list, nor an 'It'd be nice' list. This is for bugs or GLARING balance issues. And like Karioke, that means we get to use our judgement. Be VERY afraid.
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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)
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I built the discussion thread and discussed, and nothing in it has convinced me that Psi is badly unbalanced. [To oversimplify, Psi pretty much has a problem with Robots, Rikti psychics, and Carnies. Lethal has a problem with Robots, Rikti Psychics [they're always in partial/full armor], other armored Rikti, Crey armor/guards, Malta everything, Freak Tanks, rock-type Devos. . . it has some strengths to compensate, though. ]
I may change my view later, [I haven't done a comparison to Energy, which Defenders can actually choose in Energy or Electric] but I don't see this as a clear balance issue. Could we mark it as "under discussion" or something?
Mini-guides: Force Field Defenders, Blasters, Market Self-Defense, Frankenslotting.
So you think you're a hero, huh.
@Boltcutter in game.
Good idea, and done. But please keep the debate in your thread, not here.
Jeez... devs need to either start fixing things or increase signature size. I'm running out of room.
Thanks for collating this, guys. Blueeyed, just a few concerns with your version:
Darkest Night is in fact a 37.5% damage debuff rather than a 25%. A power that does a 100 base damage would do 265 with 5 damage SOs. With Darkest Night, the damage would be debuffed to 227.5, which is a reduction of only 14% instead of 37.5%. Twilight Grasp also suffers from a similar problem with regards to damage debuffing.
Enervating Field also has a higher damage debuff than 25%. I can't remember offhand what it is.
The problem with Fulcrum Shift and Siphon power debuffing damage differently based on enemy resistance also affects other damage debuff powers, such as Darkest Night, Twilight Grasp and Enervating Field. This looks like it was intentional, debuffs were deliberately made resistable back in.. Issue 2, if I remember right. I did test it in the Arena, and true to form, these powers aren't resistable when cast by a defender. I have not tested with Controllers, nor have I tested other powers (is Snow Storm resistable by an Ice Tank with slow resist?)
There is no secondary called Arrow. It's called Archery.
Under the third point for Arrow, 'Trick Arrow' should probably be replaced by 'Archery'.
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Twilight grasp's animation time doesn't bug me. It's AoE is pretty big and it heals for a lot. It's also a very, VERY powerful debuff. To me, it's a debuff with a healing component.
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I agree. It's actually comparable in magnitude with Empathy's AoE heal, and it does debuff toHit and health recovery significantly. I don't find the animation very annoying. Maybe I just remember the way it used to be.
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To be specific, Twilight Grasp is a single target 20% To Hit Debuff, 12.5% Damage Debuff and -Regen Debuff, with a large side helping out AoE Heal(base heal is equal to 23% of your base HP).
Heroes
Dysmal
Lumynous
Sam Steele
Pluck
Wile
Slagheap
Pressure Wave
Rhiannon Bel
Verified
Stellaric
Syd Mallorn
Villains
Jotunheim Skald
Saer Maen
Jen Corbae
Illuminance
Venator Arawn
Taiga Dryad
Tarranos
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Actually, Twilight Grasp never fizzles.
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Right... I didn't say TG though
Technically, TG does fizzle if the hero using it dies, so that's mostly working as expected.
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Just letting you know I have read this, and will be addressing the valid issues.
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Wooo whooo! Hallelujah!
Now..... which ones does geko consider "valid issues"?
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NONE OF THEM!!! HAHAHAHA
Defenders are already the Most balanced AT, Especially with Super Ub4R Vigilance
NO SOUP FOR YOU
Thanks a ton for the proofreading, WhatRoughBeast. Hopefully I got them all.
It's interesting that the wierd actions of debuffs like Siphon Power were made resistable during a patch, but it seems like a very strange pattern to run by, so I'm going to leave it up just to make sure we get a confirmation on that. Who knows, it's possibly that they accidently messed it up.
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Also, my boyfriend plays a Storm/Rad that duos with my Kin/Psy, and he has been upset lately because he feels like he isn't contributing to teams very much when we bring our double defender package deal. It seems there is a reason why. Please fix those storm powers, devs. Lots of people don't like teaming with stormies as is, don't make it harder for them. And I would love for my boyfriend to want to play as his character more. I know he gets discouraged.
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Maybe if he didn't start fights with Snow Storm like he did in that Skyraider mission the other day... (okay, that one might have been an accident, though I admit I almost wetted myself at the sight... knew what was coming when I saw the animation go off). I've got some 70-80 levels of Storm Defenders and Controllers on me and might be able to help if it's just a tactics/build issue.
Uhm, I'll now return you to your regularly scheduled advertisements.
Winston Churchill
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Maybe if he didn't start fights with Snow Storm like he did in that Skyraider mission the other day... (okay, that one might have been an accident, though I admit I almost wetted myself at the sight... knew what was coming when I saw the animation go off). I've got some 70-80 levels of Storm Defenders and Controllers on me and might be able to help if it's just a tactics/build issue.
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Well, the one time I dropped was a lapse in judgement on my part - I saw a flash arrow go off and cast my debuffs, thinking aggro had just been drawn and I needed to act fast. What else can I say but "oops" And yes, I do lead in with snow storm. However, if the bad guys arent attacking already I will only do this if I have a solid wall to leap behind while I cast. In my experience, this actually buys a lot of time - all the aggro is on me, but by the time they notice, I'm already out of line-of-sight. Freezing Rain doesnt need that line-of-sight, so they're slowly running towards a trap at that point. The risk of doing that with Sky Raiders, of course, would be the porters, but with an average of three per mob and a thunderclap ready to go when they poof in next to me, there's little risk involved in this strategy.
The only real problem I have, simply put, is that anything I can do, someone else can do better. Of course, we're the kings and queens of knockback, but since I'm always teamed with a kin defender the last thing we need is to keep the bad guys out of reach. The powers conflict, which bums me out, but for concept purposes he only works as a stormie. I look at my proposed build and see potential for happier days to come, especially if they fix up some of the problems pointed out by the OP here. Only time will tell I guess.
I gotta back him up here, Eis. He was really flustered when he died. I asked him why he attacked first and he said he didn't, and I had to tell him Flash arrow didn't draw aggro. He didn't know Flash Arrow didn't aggro, and I only knew cuz I was toying with the idea of an all-natural TA/Archery defender and I read the description.
Also, he's been playing Battletide as a storm defender for well over a year now. We were up to 29 on Champion Server a long time ago and he was Storm/Elec. He played him, I believe, to the teens as Storm/Elec on Virtue when we first made them there. Then he rerolled as Storm/Rad and we both got up to level 34 before we rerolled again (build/name issues) right before I5. And now we're back to 25. (*Happy dance!*) That adds up to about 100 levels playing with Battletide, believe me he knows what he's doing. And we've got two friends with level 50 stormies. Thanks for the offer, though, Eis.
Just a simple mistake was all.
I don't know if this has been brought up yet, but Increase Density for Kinetics Controllers does not grant the stated damage resistance buff. I do not know if this affects Kinetics Defenders as well.
Proud member of the Twilight Avengers
Shunya~DB/Electric Scrapper capable of 262 DPS pre Incarnate
Mindtrix~Ill/Cold Controller soloed Lusca pre Incarnate
Psyanara~Night Widow/Fortunata 300+ DPS w/ Reactive
A couple comments from the Blaster perspective:
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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)
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Yes, can you please change this? I've personally never been in a situation where I didn't want the rez, since people are usually pretty smart about when to use them (really, only rez inspirations are unsafe to use in combat). Plus, I hate how the confirmation breaks all the rez animations. At least add the option to auto-accept ressurections, like team gifts and teleports?
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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.
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Heartily seconded. I'm not even sure there IS a graphic. I was bailing someone out at a Troll rave the other day, and went through three blasts before I noticed 'Unaffected' floating up from my target. He'd thrown a Detention Field around the Supa Troll to save himself, and I absolutely couldn't tell until actually shooting the guy.
Arc #41077 - The Men of State
Arc #48845 - Operation: Dirty Snowball
Something else you can add to Trick Arrow as a Bug.
The area of effect for Acid Arrow does not match the animation graphic when firing at a normal sized target. Please change one or the other but preferable increase the size of the area of effect. It's easier to do than changing the animation anyway and is not unbalancing.
Another Trick Arrow bug is that Acid Arrow unlike all other -res debuffs does not actually stack with itself. The damage stacks but the debuffs don't.
Jeez, that sucks.
It's too late after the last edit for me to change that post, but please, do keep them coming.
I'll post another collation by Monday.
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!
Okay, the -acc debuff from flash arrow does not stack with itself. Wasn't sure if you snuck that into the trick arrow bugs but there is another one.
Possible bug, Poison Gas Arrow has a small chance to induce a sleep effect on a mob although the description sounds as though it should be a hold similar to Choking Cloud from the radiation primary. Either the description needs to indicate that gagging mobs will attack immediately if attacked or the power needs to be changed to a hold instead of a sleep.
Oil Slick says that it provides a -def debuff however there is no indication that a -def debuff is being provided. (I have to double check on that one but I don't remember seeing the downward shield animation on mobs in Oil Slick)
Those are just a few that come off the top of my head at the moment.
Twilight Grasp still takes WAY to long to activate. In a group of 4 roughly even level players, I can't heal my team fast enough if one of them starts getting below 50% health.