Official Thread for Trick Arrow changes


Adamh_77

 

Posted

I love my Ninja/TA Katakana. One problem I have though is that oil arrow freaks my minions out. Infact, any pets in the vacinity of the arrow freak out and won't respond. TA is a great set but it is SO buggy. It also doesn't ignite all the time.


 

Posted

I really don't think it is a Defender set. It's lack of any Heals also affects the AT's playability meaning you get defeated by more than 3 minions very easily and that means you have great difficulty soloing your missions on Heroic which is too high for my level 28 TA Defender. He is approaching the Debt Cap on Heroic. It's that weak. I usually wait for my Missions to age a level or two before attempting to solo them.

Maybe you sould give TA Defenders the ability to drop 5 missions per week instead of one? I am not sure, but I don't see any action on your part to fix the set and it is way overdue. Make it work or make all the TA Defenders into TA Blasters which is what they should have been in the first place, IMHO.


Quixotik

"I did not say this. I am not here." -Guild Navigator

 

Posted

I've said it before, and I'll say it again.

The set would be incredibly useful with two small changes.

Firstly, and mentioned many times above, Acid arrow should have a -regeneration element.
Acid arrow is already one of TA's most popular powers. I can understand how adding anything to it, even something as situational as -regeneration, might be too much. If devs are worries about that putting too many eggs in one basket, that -regeneration element should be applied to Poison gas Arrow, making it a more tempting offering.

Secondly, the issue of Flash Arrow.
It's been made clear that a -acc debuff increase is not coming.
I suggest that it be given a -range debuff.
This would be right in theme with it's -peception debuff.
It would, synergize with entangle, ice, and glue arrows, keeping enemies out of range would be a valid tactic.
And it would actually make the Trick Arrow set stand out, giving it something unique and different.
At the same time, it would demand tactics (literally, not the power). Without proper strategy, this debuff would be meaningless.
Finally, it would be more effective against certain mobs. Nemesis snipers, no matter how you debuff their range or perception, are gonna shoot you.

As for level of effect, I'd suggest that it looks something like
Defender -40%
Controller - 20%
Mastermind -15%

This would mean that a Trick Arrow Defender could cut a mobs range almost in half. I think this could create a whole new level of interest in the set.
By the way, this would, in my mind, be non-stacking. It would be overcome by the only other -Range power I've seen in the game, hurricane (which temporarily drops range on all powers to practically 0).

I'd suggest that it's to-hit requirement would be re-instituted though, should this change be implimented.


 

Posted

Putting -neg regen into posion gas arrow would be fitting to make it valuable. I would also agree that putting -regen in acid arrow would be overpowering to an extent. I think if they took away the to hit check for posion gass arrow then added the neg regen it would be a lot more balanced to sets like rad who get their 2 major debuffs on auto hit. To compensate the end cost needs to be uped a bit.


 

Posted

njicey!


 

Posted

I do not think adding -Regen to one power will be enough.

TA is underpowered for a Defender set for a number of reasons and you need look no farther than Radiation Emission to see why. Radiation EM does everything TA does to debuff foes. It does it faster, since there is no need to fire off an arrow when you do it with toggled powers leaving the Rad EM defender free to Heal, Buff their Team and themselves and actually attack with powers that that are damage boosted 25% by AM. Even so, that Heal equals a huge amount of damage mitigation which the TA Defender gets none of since it has no Heals or Buffs. And as mentioned. Rad EM gets very powerful -Regen too boot included with a toggle. So almost every debuff that TA has is in Rad EM and in Rad Em, they are applied in a way that favors CoX gameplay's activation times rather than Arrow by Arrow. On top of that Rad EM gets powerful buffs to Recovery, Recharge, Damage, Healing for their teammates and themselves. This allows them to solo missions which frankly, I can't do with TA even on Heroic sometimes.

Now I am all for the concept of a Defender with no Heals or Buffs, but just a very deadly array of debuffs, but TA's debuffs are no more deadly than Rad EM's and take much longer to apply and maintain.

So the set is seriously flawed for a Defender primary and you Cryptic Developers need to decide which powers in TA need to be made more powerful and on a scale you would never before consider for a Defender. You made this powerset to have no Heals or Buffs, now stand behind your idea and make it the very best debuffing set that a Defender could take. If you say that would destabilize gameplay in general then make TA a Blaster Secondary and tone it down a bit.


Quixotik

"I did not say this. I am not here." -Guild Navigator

 

Posted

[ QUOTE ]
Putting -neg regen into posion gas arrow would be fitting to make it valuable. I would also agree that putting -regen in acid arrow would be overpowering to an extent. I think if they took away the to hit check for posion gass arrow then added the neg regen it would be a lot more balanced to sets like rad who get their 2 major debuffs on auto hit. To compensate the end cost needs to be uped a bit.

[/ QUOTE ]
My Poison Gas Arrow is autohit. Plus, I quite like it since it already has, AFAIK, a 30% damage debuff component.

I love Amish's idea for a range debuff in Flash Arrow. That's a great idea to add in an underused debuff to make a valuable and interesting effect.

Also, someone was mentioning that Trick Arrow needs a -regen power, but for the record EMP Arrow is a very large, unresistable regen debuff. It can't be made perma, o'course, but it is there.


 

Posted

why not make a move like poisin gas or acid arrow have a -regen? they seem like the most logical choices. Make them have a bit more -regen then the radiation sets seeing as how we would get poisin gas and acid a little bit later in the set.
Theres my 2 cents! (hope this is implemented)


 

Posted

why not make a move like poisin gas or acid arrow have a -regen? they seem like the most logical choices. Make them have a bit more -regen then the radiation sets seeing as how we would get poisin gas and acid a little bit later in the set.
Theres my 2 cents! (hope this is implemented)


 

Posted

[ QUOTE ]
Trick Arrow has no Heals, Rez, or Team Resistance/Recovery Buffing, and really does nothing more than Radiation Emission, it just uses more powers to achieve less effect. I can't tell you how many teams have added me as a teammate and then complain about not getting any Heals from you, you are useless, get a real defender please. Getting booted off a team is rare, but one was a Synapse TF.


[/ QUOTE ]
why not get rid of entangling arrow and replace it with a heal?
the heal could be like Healing aura, but you would be able to shoot it onto any point on the ground. Give it a little bit better"healage" then healing aura ( say the same as heal friend in defender empathy powerset?) because it would be the only heal. just a thought, but a good one as far as I am concerned.


 

Posted

[ QUOTE ]
[ QUOTE ]
Trick Arrow has no Heals, Rez, or Team Resistance/Recovery Buffing, and really does nothing more than Radiation Emission, it just uses more powers to achieve less effect. I can't tell you how many teams have added me as a teammate and then complain about not getting any Heals from you, you are useless, get a real defender please. Getting booted off a team is rare, but one was a Synapse TF.


[/ QUOTE ]
why not get rid of entangling arrow and replace it with a heal?
the heal could be like Healing aura, but you would be able to shoot it onto any point on the ground. Give it a little bit better"healage" then healing aura ( say the same as heal friend in defender empathy powerset?) because it would be the only heal. just a thought, but a good one as far as I am concerned.

[/ QUOTE ]

A healing arrow would only be cool if it looked like a really long syringe.


 

Posted

[ QUOTE ]

why not get rid of entangling arrow and replace it with a heal?

[/ QUOTE ]Because it's shooting arrows.

Don't make Trick Arrow like all the other Defender sets. Make it do holds and debuffs etc. better than every other set.


 

Posted

[ QUOTE ]
[ QUOTE ]

why not get rid of entangling arrow and replace it with a heal?

[/ QUOTE ]Because it's shooting arrows.

Don't make Trick Arrow like all the other Defender sets. Make it do holds and debuffs etc. better than every other set.

[/ QUOTE ]

Why not keep Entangling Arrow, but have it transfer health also like a Vampiric Arrow (similar to Twilight Grasp, but with an Immoblize instead of debuffs). It could transfer ticks of Health maybe while the Immobilize was active for a new twist on healing.

In any event, my level 28 TA/Archery has no Temp powers except Throwing Knives because he has to do only missions with teams mostly and thats just the way it panned out. He's done Synapse (got booted from first Synapse attempt for no heals), Psyche, Moonfire, looking for a Citadel since 26, no luck yet. Right now I drop a mission every week and take timed ones and let the timer run out. If I am about to level I go get three missions to do at Heroic minus one level. I know level 30-ish is usually difficult, but this is unprecedented difficulty.


Quixotik

"I did not say this. I am not here." -Guild Navigator

 

Posted

Note: From the view of a Ninja/Trick Arrow Mastermind, 50.

Entangling Arrow: Very useful IMO, it can immobilize a lieutenant and can be spammed for a boss. I notice the -speed, but a -recharge should be in effect.
Flash Arrow: My ninjas (or teammates) could definitely use a -range to their advantage, as Genin love spamming Shuriken.
Glue Arrow: I'm annoyed by the fact that a Longbow Eagle can float out of my glue patch, but the -speed and -rech outweigh it. The duration should be ~40 seconds IMO.
Ice Arrow: Another thing that could use -recharge, a nice hold even if I just barely stack it.
Poison Gas Arrow: A sleep is in there for concept, but it could use a -regen way more. 25% or so, I think half of Rad's -regen, if PGA doesn't have -rech already, give it
Acid Arrow: Another thing that could use -regen (half of Rad's), I have no qualms about the AoE, Glue and disrupt take care of it.
Disruption Arrow: It should have a higher -res than Tar Patch, as TA ppl need to use Glue Arrow paired with it for same effect.
Oil Slick Arrow: The only reason I took TA on my MM (honest), it shouldn't have any bugs associated with it. The duration and rech are cool, as 3 Rech SOs and Hasten make it 7 seconds short of perma. Ninja scattering are part of the AI bugs, not OSA directly.
EMP Arrow: Rad has no reason to say Acid can't have a -regen because this thing does. With 3 rech SOs, perfect acc, and Hasten, the -regen is up for ~14% of the time, petty compared to Radiation Emission. Any end bugs in it that ppl are saying should be fixed.

Imbalances between Radiation Emission and Trick Arrow, (or Dark Miasma vs. TA on villain side) are very visible, and only magnified in tight situations, the Lord Recluse Strike Force for instance. If it doesn't get tweaked before the Statesman SF...


 

Posted

Currently the big problem with Trick arrow, is that every other secondary does what trick arrow does better, at a higher effect, or with better frequency.

The recharge on dis arrow is 2 minutes, the duration is only 30 seconds. Rad can heal, emp just as long as trick, and has a debuff that lasts *indefintely*

not to mention the fact that no other secondary in the controller set suffers this stupid redraw penalty.