Current Defender Issues
"Bug: When Transfusion is fired off on an enemy that is defeated before the power activates, there is no heal, though the animation fires. The problem is caused when summoning "psuedopets" at "target location" when the target location is your enemy. If the enemy dies, there is no longer a target location to summon to, and the power fails. "
Not a bug. Working like it should.
Guardian
Hot Alix 50 Fire/Kin/Psy:Main
Mora Victory Tri-Ice Tanker
Jasper Stone 50 Emp/ Elec:1st hero
Lady Courage 32 BS/SR
Cleo Cat 50 Ill/Kin
Max Multiplicity 35 MM Thug/Traps
Ripoffs are tacky and taboo. Be original!!
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"Bug: When Transfusion is fired off on an enemy that is defeated before the power activates, there is no heal, though the animation fires. The problem is caused when summoning "psuedopets" at "target location" when the target location is your enemy. If the enemy dies, there is no longer a target location to summon to, and the power fails. "
Not a bug. Working like it should.
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I wouldn't call it "working like it should" so much as I would call it "unintended, but unfortunate side-effect of the way it's programmed."
Edit: Also, I've finally settled on what is (hopefully) an easier to read layout for the issues list.
<QR>
Short help text on both Dark Miasma/Twilight Grasp and Dark Miasma/Howling Twilight still do not mention the -Regen.
Global @StarGeek
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Force Fields Balance Issues
Detention Field inflicts only affecting self status, but does not accept intangibility enhancements (which also enhance only affecting self magnitude).
Kinetics Balance Issues
Increase Density provides incomplete knockback protection similar to Acrobatics, but does not accept knockback enhancements (which also enhance knockback protection).
Sonic Resonance Balance Issues
Sonic Cage inflicts only affecting self status, but does not accept intangibility enhancements (which also enhance only affecting self magnitude).
Nice list.
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Cold Domination
Balance Issues
<ul type="square">[*]The +Defense shields in Cold Domination arent affected by buffs, namely Power Build Up, while the Forcefield shields are. At the sametime, this means Colds shields arent affected by debuffs like Weaken, while Forcefields would be. Is this difference intentional?[/list]
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Intentional. The Defense shields also give enhanceable Resistance, and if the power was set to be affected by outside buffs (like Power Build Up), this Resistance would be magnified by damage buffs (see the recent issues with Widow/Indomitable Will). To make the shields be affected by Power Build Up, the Resistance would have to be made non-enhanceable.
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Kinetics
Bugs
<ul type="square">[*]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%.[/list]
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That is not a bug, but rather inherent to the mechanics of Damage debuffs. If the devs want to make Damage debuffs unaffected by Resistance, they can simply flag the debuffs as unresistable.
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Sonic Resonance
Balance Issues
<ul type="square">[*]Sonic resonance users are 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]
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I have to agree with the people that bring Sonic Dispersion up as a means of self-defense. Even if it is not considered to be "enough", it should probably at least be mentioned. As it is written now, it almost seems like Sonic Cage is the only means for a Sonic/ to protect themselves.
General comment about Damage debuffs:
As BurningChick mentioned, some of the Damage debuff powers already have larger values for PvP than PvE. This was added because the debuffs have lower relative effect against characters with Damage buffs for their attacks. Since the PvP values were set with the direct assumption that they would not give a relative effect equal to the base value of their debuff, it is not a good argument to say that they don't (and even if they were increased, it would still be the case). If the current (PvP) debuff values are considered to be too low, that's a separate issue, and for the powers that currently have the same debuff values for PvE and PvP, the question could be raised if they shouldn't give higher debuff values for PvP.
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Nice list.
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Cold Domination
Balance Issues
<ul type="square">[*]The +Defense shields in Cold Domination arent affected by buffs, namely Power Build Up, while the Forcefield shields are. At the sametime, this means Colds shields arent affected by debuffs like Weaken, while Forcefields would be. Is this difference intentional?[/list]
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Intentional. The Defense shields also give enhanceable Resistance, and if the power was set to be affected by outside buffs (like Power Build Up), this Resistance would be magnified by damage buffs (see the recent issues with Widow/Indomitable Will). To make the shields be affected by Power Build Up, the Resistance would have to be made non-enhanceable.
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I think a big problem comes up with the many, many players that don't read the boards and wouldn't already know this. I'm sure many Cold/ users are under the impression that a power that says it will boost +Def powers will boost their Cold Shields. Is their any in-game way for them to find this info?
And also, why is the +Res in the Cold Shields enhanceable, anyway? They are comparable to the Ice Armor Shields, and the ability to enhance the +Res in them was removed because they said players were confused about slotting. (I'll find the note if anyone wants me to, I was going through all the patch notes on paragonwiki and I read it there*)
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Kinetics
Bugs
<ul type="square">[*]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%.[/list]
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That is not a bug, but rather inherent to the mechanics of Damage debuffs. If the devs want to make Damage debuffs unaffected by Resistance, they can simply flag the debuffs as unresistable.
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Then maybe they should be, as it doesn't appear to make much sense for an enemy to be weakened by poisonous gas or radiation except (for example) for their fire or cold damage because they have resistance to fire or cold.
The problem is made worse by the fact that many NPCs are made "thematically" to deal the same type of damage that they resist.
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Sonic Resonance
Balance Issues
<ul type="square">[*]Sonic resonance users are 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]
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I have to agree with the people that bring Sonic Dispersion up as a means of self-defense. Even if it is not considered to be "enough", it should probably at least be mentioned. As it is written now, it almost seems like Sonic Cage is the only means for a Sonic/ to protect themselves.
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Fair enough. I think it was originally left out because Forcefields also has a PBAoE shield (and a Cage) but also has other powers to defend themselves. I'm not trying to justify a comparison between the two different powersets, but I think that was probably the reason.
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General comment about Damage debuffs:
As BurningChick mentioned, some of the Damage debuff powers already have larger values for PvP than PvE. This was added because the debuffs have lower relative effect against characters with Damage buffs for their attacks. Since the PvP values were set with the direct assumption that they would not give a relative effect equal to the base value of their debuff, it is not a good argument to say that they don't (and even if they were increased, it would still be the case). If the current (PvP) debuff values are considered to be too low, that's a separate issue, and for the powers that currently have the same debuff values for PvE and PvP, the question could be raised if they shouldn't give higher debuff values for PvP.
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We can only assume that the PvP values were increased because they only affect base damage. They might be higher in PvP because certain ATs hit harder than many NPCs, too. Or because certain ATs have criticals. I don't think we've ever been told why they're higher in PvP, just that they're working as intended.
And for whatever reason that some are higher, it doesn't change the fact that they're not all higher. In fact, I think only 2 damage debuffs available to Defenders have higher PvP values. Are those 2 powers supposed to make up for the fact that all damage debuffs only perform at 50% of their PvE strength in PvP?
*Here it is, Issue 5 patch notes:
Ice Armor/Frozen Armor and Ice Armor/Wet Ice will no longer accept Damage Resistance Enhancements (This to help avoid confusion and prevent players from Slotting Enhancements sub-optimally).
* These powers only give resistance to Fire and Cold attacks. Many players slotted these powers for resistance, thinking that they were getting a bonus against the same attacks the powers give Defense against.
So I'm working on updating this with a few things, and I want to know if this note should stay on:
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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.
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Repulsion Bomb is no longer situational (I spam it whenever I can), but the last two still are. Still, Repulsion Field isn't really a unique situational power (several other Primaries have similar powers, even Stalkers have a version). That leaves Force Bubble, which is definitely unique and situational, but is that enough to justify this issue, or even a modified version, staying on the list? There are plenty of situational Tier 9s that are considered skippable.
Edit: ALSO, does anyone know the intended difference between the tier 1 blast icons used for Snap Shot/Charged Bolts/Power Bolt/Neutrino Bolt/Shriek, and the other one used for Ice Bolt (and incorrectly on Gloom)?
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Cold Domination
Balance Issues
<ul type="square">[*]The +Defense shields in Cold Domination arent affected by buffs, namely Power Build Up, while the Forcefield shields are. At the sametime, this means Colds shields arent affected by debuffs like Weaken, while Forcefields would be. Is this difference intentional?[/list]
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Intentional. The Defense shields also give enhanceable Resistance, and if the power was set to be affected by outside buffs (like Power Build Up), this Resistance would be magnified by damage buffs (see the recent issues with Widow/Indomitable Will). To make the shields be affected by Power Build Up, the Resistance would have to be made non-enhanceable.
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I think a big problem comes up with the many, many players that don't read the boards and wouldn't already know this. I'm sure many Cold/ users are under the impression that a power that says it will boost +Def powers will boost their Cold Shields. Is their any in-game way for them to find this info?
And also, why is the +Res in the Cold Shields enhanceable, anyway? They are comparable to the Ice Armor Shields, and the ability to enhance the +Res in them was removed because they said players were confused about slotting. (I'll find the note if anyone wants me to, I was going through all the patch notes on paragonwiki and I read it there*)
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*Here it is, Issue 5 patch notes:
Ice Armor/Frozen Armor and Ice Armor/Wet Ice will no longer accept Damage Resistance Enhancements (This to help avoid confusion and prevent players from Slotting Enhancements sub-optimally).
* These powers only give resistance to Fire and Cold attacks. Many players slotted these powers for resistance, thinking that they were getting a bonus against the same attacks the powers give Defense against.
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I don't believe there's any easy in-game way to find this out (without actually trying it), no. That is unfortunate, but also not unique. For instance, Regeneration/Reconstruction has enhanceable Toxic Resistance, and is thus set to not be affected by outside buffs. This means that its Heal won't be affected by Heal buffs, such as the 4-slot set bonus from Numina's Convalescence.
While it wasn't mentioned in the patch notes, something that was being tossed around when Ice Armor/{Frozen Armor/Wet Ice/(Glacial Armor? Oddly enough GA is not mentioned in the patch notes)} were set to not accept Resistance enhancements is that boosting the Cold Resistance of those powers didn't generally give an actual benefit. Even without slotting, using the 3 toggles in the set got you to the 90% Resistance cap, and if you add (unslotted) Permafrost you end up with 120% Cold Resistance. Any slotting of that Cold Resistance would only serve as a buffer against (really strong) Resistance debuffs (and to give you the possibility of having more Cold resistance earlier in the game, but at that point slotting for that Cold resistance would still be highly un-optimal in the vast majority of cases). (Frozen Armor also gives some Fire Resistance, but to compensate for Frozen Armor no longer accepting Resistance Enhancements, the Fire Resistance of both Frozen Armor and Permafrost was increased)
This (getting no "real" benefit from slotting for Cold Resistance) is not the case for the Cold Domination shields, since you "only" end up with around 70% Cold Resistance when 3-slotting Ice Shield, Glacial Shield and Arctic Fog.
(Technically, Ice Armor/Frozen Armor is still enhanceable, and is thus also set to not be affected by outside buffs. This is most likely just a legacy effect though, and could presumably be removed at will.)
The non-Tanker versions of Frozen Armor (in the Blaster/Controller Epics) are still slottable for Resistance.
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Kinetics
Bugs
<ul type="square">[*]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%.[/list]
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That is not a bug, but rather inherent to the mechanics of Damage debuffs. If the devs want to make Damage debuffs unaffected by Resistance, they can simply flag the debuffs as unresistable.
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Then maybe they should be, as it doesn't appear to make much sense for an enemy to be weakened by poisonous gas or radiation except (for example) for their fire or cold damage because they have resistance to fire or cold.
The problem is made worse by the fact that many NPCs are made "thematically" to deal the same type of damage that they resist.
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I agree that it does not always make sense that Resistance buffs reduce the effect of Damage debuffs, but making Damage debuffs unresistable could have some unwanted side-effects. For instance, Damage debuffs would become much stronger in certain situations, and this might not always be desirable. There would also be no simple way to give entities Resistance to Damage debuffs (without a significant change to the game mechanics). You could give selected entities a general Damage buff (say 100%) and reduce the base Damage of their attacks (to 50%) to compensate. This would in effect act as "resistance" to Damage buffs/debuffs, but you would have to make significant changes to many many powers, and it would not work in all situations (for instance, giving another entity this "resistance") without huge changes.
Anyway, even if making Damage Buffs unresistable would be desirable (and I'm not so sure that this is generally the case), it would probably be more of a Wishlist/For Discussion item rather than a Bug.
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General comment about Damage debuffs:
As BurningChick mentioned, some of the Damage debuff powers already have larger values for PvP than PvE. This was added because the debuffs have lower relative effect against characters with Damage buffs for their attacks. Since the PvP values were set with the direct assumption that they would not give a relative effect equal to the base value of their debuff, it is not a good argument to say that they don't (and even if they were increased, it would still be the case). If the current (PvP) debuff values are considered to be too low, that's a separate issue, and for the powers that currently have the same debuff values for PvE and PvP, the question could be raised if they shouldn't give higher debuff values for PvP.
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We can only assume that the PvP values were increased because they only affect base damage. They might be higher in PvP because certain ATs hit harder than many NPCs, too. Or because certain ATs have criticals. I don't think we've ever been told why they're higher in PvP, just that they're working as intended.
And for whatever reason that some are higher, it doesn't change the fact that they're not all higher. In fact, I think only 2 damage debuffs available to Defenders have higher PvP values. Are those 2 powers supposed to make up for the fact that all damage debuffs only perform at 50% of their PvE strength in PvP?
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If I'm not mistaken, Damage buffs on Players was talked about as a reason for increasing the PvP debuff values of those powers. As you mention, this does not seem to have been a universal increase of PvP debuff values though, and several powers still give the same debuff for PvE and PvP. You could either look at the situation as a "global" rule (either all Damage debuffs should be higher for PvP than for PvE, or they should all be the same), or judge each power separately. If a power gives an equal Damage debuff in both PvE and PvP, and the powerset that it is in is also deemed to underperform in PvP, increasing the PvP debuff would seem to be one way to improve the situation.
Either way, Damage buffs on the target is not generally a good argument for increasing the PvP debuff in the cases where the PvP debuff is already higher than the PvE debuff.
Hi guys, I wanted to add the following issues to the list, but I wasn't sure if I should. They're... inconsistencies, I guess, but if they were implemented, they might (<_< be considered "nerfs".
While these items don't hurt the Defender, I feel that they're "unfair" to NPCs or players in PvP.
What do you guys think?
<ul type="square">[*]Heat Loss has no Attack Type listed for Typed or Positional Defense powers to check against to see if they can dodge. If the caster has slotted for enough Accuracy, the only way to dodge the power is to have a buff to Base Defense (of which there are few) or to get lucky and have the power affected by the constant 5% chance to miss
[*]Fulcrum Shift has no Attack Type listed for Typed or Positional Defense powers to check against to see if they can dodge. If the caster has slotted for enough Accuracy, the only way to dodge the power is to have a buff to Base Defense (of which there are few) or to get lucky and have the power affected by the constant 5% chance to miss.
[*]Fearsome stare is not flagged as AoE_Attack, just Negative_Energy_Attack. While there are some powers with no Typed flag, there are only supposed to be a few that have no Positional flag, and most of these are Psionic powers from Mind Control and Illusion Control. Is Fearsome Stare really supposed to have no Positional flag?
[*]Repulsion Bomb has no MaxTargetsHit limit. This is probably left over from when it was an ally-targeted power.
[*]Lingering Radiation, along with all the Radiation Emission powers, is considered an Energy_Attack, eventhough it does no damage, and so can be avoided with Energy Defense. All the Kinetics debuffs could also be considered an Energy_Attack, but aren't, and the only way to avoid them is with Positional defense.
[*]Lingering Radiation, along with all the Radiation Emission powers, is considered an Energy_Attack, eventhough it does no damage, and so can be avoided with Energy Defense. Sonic Siphon could also be considered an Energy_Attack, but isn't, and the only way to avoid it is with Positional defense.
[*]Lingering Radiation, along with all the Radiation Emission powers, is considered an Energy_Attack, eventhough it does no damage, and so can be avoided with Energy Defense. Thunder Clap could also be considered an Energy_Attack, but isn't, and the only way to avoid it is with Positional defense.
[*]The "ShockDef" pet summoned by Defender's Liquefy does Smashing and Energy damage, but is only flagged as an AoE_Attack, not a Smashing_Attack or Energy_Attack. This means that foes with Energy or Smashing Defense, but no AoE Defense are less able to avoid the damage and Hold.
[*]Siphon Power is the only Click -Damage power (that doesn't summon a pet to inflict it's debuff) that can stack with itself. Should it be changed to match the rest, or should the rest be changed?[/list]
Also, about the mentioning Lingering Radiation thing, there are similar powers that also do no damage but are considered to have a damage type. All the Dark Miasma debuffs/controls, for instance, are considered Negative_Energy_Attacks in addition to whatever their Positional Attack is.
I didn't see this on the list.
I logged onto my TA/A defender today, and a bow redraw happened every time I switched between a Trick Arrow power and an Archery power.
Global @StarGeek
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I didn't see this on the list.
I logged onto my TA/A defender today, and a bow redraw happened every time I switched between a Trick Arrow power and an Archery power.
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That's a known issue and will be fixed in the next build on the Test server, according to BaBs.
When I'm playing my FF defender:
if I bubble a team-member and then I rebubble before the four minutes is up, the bubble icon vanishes (on the team view, click the right arrow to show team-mate buffs) when the first bubble expires, even though the second bubble is in effect. If I continue to maintain the bubble (buffing before 4 minutes is up), the icon will never appear.
In order to get the icon to re-appear, I have to wait for the bubble to fully drop and then apply a new bubble (which gets an icon).
Note: the 3d graphics and the defensive bonuses are working, this problem only affects the icon in the team buff view.
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When I'm playing my FF defender:
if I bubble a team-member and then I rebubble before the four minutes is up, the bubble icon vanishes (on the team view, click the right arrow to show team-mate buffs) when the first bubble expires, even though the second bubble is in effect. If I continue to maintain the bubble (buffing before 4 minutes is up), the icon will never appear.
In order to get the icon to re-appear, I have to wait for the bubble to fully drop and then apply a new bubble (which gets an icon).
Note: the 3d graphics and the defensive bonuses are working, this problem only affects the icon in the team buff view.
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This is also a known issue, and is actively being worked on by the Devs. We can only hope that they'll get it all fixed soon.
Ok, so the forum is being a real pain today.
I know there's a patch note about Vigilance no longer creating a -EndDiscount value, but I haven't had the time to test whether the fix works. Does anyone else know if it's fixed on Test OR can anyone test it and let the rest of us know?
Thanks for keeping up on this.
Global @StarGeek
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2nd Post has been updated by request.
Thank you for your contributions.
Regards,
Ex
Howdy,
Some thoughts about FF:
Repulsion Field is identical for defenders, controllers and MMs. The same power (be it called Repel, Repulsion Field, etc.) is almost identical (I think only activation times change, with the FF version being slower than the EA one) for Defenders, Controllers, Blasters, Stalkers, Corruptors, and MMs. It is ... quite odd ... for one power to show up in so many different places. Even odder is that it goes from being a Tier 2 (IIRC) for kins, to Tier 7 for bubblers, all the way up to APP for blasters.
Just IME 'n' all that ...
FWIW, I've just spent the last half hour or so playing with Repulsion Field and I think I've found an annoyance: the effects for the power go well past the power's AoE. There are actually 2 "fields" that emanate from the bubbler: one goes about 12' out (coming up on Dispersion's edge), and a smaller one that lines up more closely with the power's actual 7' AoE.
And, for the numbers people, it actually does seem to keep mobs from being able to use melee attacks about 50% of the time. That is ... nothing to sneeze at. But, again, it's an effect that's hard to leverage if you also want to use PBAoEs like Short Circuit or Irradiate. In the same vein, it's tough to use Force Bubble with anything but single target attacks, and the heavy hitters like Cosmic Burst require additional slotting for range to reach Force Bubble's edge.
You definitely do get damage mitigation from Force Bubble and Repulsion Field, but the mitigation comes at the cost of offensive effectiveness for defenders. Hurricane, at least, has the benefit of being tied to a /very/ effective debuff that more than compensates for any loss of offense. Hurricane's size also means that it is easier, with skill and practice, to keep mobs clumped or in corners so that the you don't really lose any offense.
OK, that bit was long-winded, but ummm, the next point will be better.
I was going to say something about Repulsion Bomb having a 10 foot radius and how it'd be tough to ram 16 mobs into that small a space. But it turns that its radius is 15 feet, the same as Neutron Bomb's. Both powers do identical damage (scale 1), so I don't why.
FWIW, none of FF's top 3 powers has an AoE cap.
Trick Arrows
Balance Issues
Entangling Arrow debuffs run and fly speed, but does not accept Slow Movement enhancements or enhancement sets.
Dark Miasma
Bugs
Howling Twilight's resurrection confirmation text says it restores only partial health and endurance.
That Oil Slick issue needs to be fixed.
ITF last night with a Fire Blaster and on my /Fire Scrapper with Blazing Aura. Slick lit about 50% of the time. Was frustrating seeing Rain of Fire/Blazing Aura, etc. hit it with no reaction.
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# Repulsion Bomb has no MaxTargetsHit limit. This is probably left over from when it was an ally-targeted power.
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SHHH!!! Don't tell anybody!
Trick Arrow
Balance Issues
Poison Gas Arrow was changed from a pet emanation to a click, but its mez remained non-stacking. This causes targets to wake up when Poison Gas Arrow's mez is reapplied.
I've already sent most of these to Castle over the last few months, but they're worth noting here.
<ul type="square">[*]Some TA powers do not display hit rolls unless they miss (Entangling Arrow, for instance). Some TA powers do not display hit rolls at all (Flash Arrow (yes, it's significant, because other auto-hit powers give notification in the Hit Rolls channel)).[*]Acid Arrow: No Resistance Debuff graphic.[*]PGA: No Damage Debuff graphic.[*]Flash Arrow: ToHit Debuff graphic fades very early (or never plays at all), leaving only the Perception Debuff graphic as a visible method of discerning whether or not the debuff is still active.[*]Using the emote /e flex when a bow is drawn (TA or Archery) gives an animation of the bow firing (with no arrow), then puts away the bow and returns the character to the default "stand around and wait" animation.[*]Entangling Arrow: -KB lapses if the power is reapplied before the previous -KB duration ends, allowing KB to occur. Likely affects Ice Arrow as well.[/list]
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No other repel power...
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No other heal power can target allies and self as well. It is a game engine limitation.