Time Bomb - worst possible tier 9 in the game?
I am coming up on level 32, and reading the specs, I can't believe how horrible this power sounds. This has to be a joke, waiting this many levels for something that takes 8 seconds to set up that is interruptable, waiting another 15 seconds, on a very long recharge?
Someone call up Castle and ask him for a change to this please. |
It's decent for what it does.
What it is, however, is replaceable by Trip mine, thereby making it functionally irrelevant.
The same could be said for most stealth powers. Heck, several of the Devices set alone is now functionally replaced with IOs.
Intangible powers are functionally irrelevant in 99.9% of teams.
Same goes for Sleeps.
For some Defenders, their tier 9 nukes are "useless" in that they come with an end crash.
The fact that Time Bomb is tier 9 in some ATs doesn't matter. It functionally makes something like a Traps set an 8 power set, and that's no different than a lot of sets. That kind of set does limit variability a tad, but most find that something "skippable" is handy in order to get all of those pool powers.
I am coming up on level 32, and reading the specs, I can't believe how horrible this power sounds. This has to be a joke, waiting this many levels for something that takes 8 seconds to set up that is interruptable, waiting another 15 seconds, on a very long recharge?
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It's a power that was designed primarily for soloing and was originally a blaster power.
I concur that having a power designed primarily for soloing as the tier 9 primary power of an AT that is specifically designed for teaming is probably a bad design element.
In and of itself the power is decent though, at least for a blaster.
-Insanity is doing the same thing over and over again and expecting different results. - Albert Einstein.
-I do not feel obliged to believe that the same God who has endowed us with sense, reason, and intellect has intended us to forgo their use. - Galileo Galilei
-When injustice becomes law, resistance becomes duty. - Thomas Jefferson
Teir 9's are often just the cherry ontop of the cake that makes up the majorty of a powerset.
Fortunatly traps is a very tasty cake, because it has one of those fake cerry things.
Skip the fake cherry and devour the cake I rekon.
Time Bomb is a waste of code.
Based on the damage it does, if they gave it the cast time of say, a Snipe and made it a a placed AoE like a Rain or whatever (e.g., your toon presses some buttons on a bomb-like device then tosses it into the crowd), it would probably be less maligned.
A crash-less nuke with the only drawback of having a Snipe's animation time? Yeah, I could see that being usable.
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Don't think time bomb was really meant to be used in the middle of a mob. I like dropping it when the tank is herding. If you time it right, it wont go off right when the first guy steps on it and maybe hit two or three baddies. Instead, with good timing, it will hit the whole mob and destroy them.
Don't think time bomb was really meant to be used in the middle of a mob. I like dropping it when the tank is herding. If you time it right, it wont go off right when the first guy steps on it and maybe hit two or three baddies. Instead, with good timing, it will hit the whole mob and destroy them.
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A def soloing or tanking which has a debuff toggle (DN/RI/EF, even SS w/ good timing) basically can preset a few tripmines and then a time bomb on a corner, and just pull a herd w/ the toggle around the corner - voila! BOOM!
aye, ive never used it, but timing and application is key in this power....
A def soloing or tanking which has a debuff toggle (DN/RI/EF, even SS w/ good timing) basically can preset a few tripmines and then a time bomb on a corner, and just pull a herd w/ the toggle around the corner - voila! BOOM! |
-Insanity is doing the same thing over and over again and expecting different results. - Albert Einstein.
-I do not feel obliged to believe that the same God who has endowed us with sense, reason, and intellect has intended us to forgo their use. - Galileo Galilei
-When injustice becomes law, resistance becomes duty. - Thomas Jefferson
Time Bomb is pretty terrible. I don't have anything good to say about it. I've used it on a dark/trap corruptor, who was pretty leisurely in general, and it was slow for HIM. (And it requires freaking pinpoint timing, making it a WORSE investment of time. )
Mini-guides: Force Field Defenders, Blasters, Market Self-Defense, Frankenslotting.
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@Boltcutter in game.
On a blaster, it's bad for a tier 9, but has some use. When soloing I can set it in the middle of a large spawn, wait till the thing has flashed it's countdown to 3 seconds and set the trip mine, both go off at once, nearly everything's dead.
Or, go to the next spawn while your team is preparing to attack the spawn in front of them, by the time it goes off your team will have just reached them... usually people haven't the slightest clue where the explosion came from, but it gets it's use.
That said, it's tough to use, it might be alright if the 10 second timer didn't follow that incredibly long animation time (overkill), and blaster level damage is the only thing that makes it worthwhile. Also, in the defender/cor/mm traps, it means you don't get to set use your FFG (and your team doesnt get the benefit, because this power REQUIRE's stealth to be useful). and the def traps doesnt get cloaking device, so you don't even have that readily available.
My conclusion is that it's simply a power in the wrong set, more could have been done to change this to a defendery tier 9. Trying to think what... Perhaps an Electric Mine, that has a sapper field sort of effect? acts as a different sort of trip mine on a longer recharge, larger radius, none of the super long placement time nonsense.
"defenders sappin mah demons"
"Fascinating. I'm not bored at all, I swear." -Kikuchiyo
On a blaster, it's bad for a tier 9, but has some use. When soloing I can set it in the middle of a large spawn, wait till the thing has flashed it's countdown to 3 seconds and set the trip mine, both go off at once, nearly everything's dead.
Or, go to the next spawn while your team is preparing to attack the spawn in front of them, by the time it goes off your team will have just reached them... usually people haven't the slightest clue where the explosion came from, but it gets it's use. That said, it's tough to use, it might be alright if the 10 second timer didn't follow that incredibly long animation time (overkill), and blaster level damage is the only thing that makes it worthwhile. Also, in the defender/cor/mm traps, it means you don't get to set use your FFG (and your team doesnt get the benefit, because this power REQUIRE's stealth to be useful). and the def traps doesnt get cloaking device, so you don't even have that readily available. My conclusion is that it's simply a power in the wrong set, more could have been done to change this to a defendery tier 9. Trying to think what... Perhaps an Electric Mine, that has a sapper field sort of effect? acts as a different sort of trip mine on a longer recharge, larger radius, none of the super long placement time nonsense. "defenders sappin mah demons" |
-Insanity is doing the same thing over and over again and expecting different results. - Albert Einstein.
-I do not feel obliged to believe that the same God who has endowed us with sense, reason, and intellect has intended us to forgo their use. - Galileo Galilei
-When injustice becomes law, resistance becomes duty. - Thomas Jefferson
A thrown hand grenade with a 10 second timer would be better for a defender. Clicking the power starts the timer. Clicking the ground where you want it throws the grenade. Giving it a 10-15 foot radius fear effect from the time it lands until the time it explodes would also be a nice thematic addition.
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(was having trouble figuring out things you could give a traps it didn't already have, since it has so many debuffs and you can't let it stack holds an such easily)
"Fascinating. I'm not bored at all, I swear." -Kikuchiyo
Time Bomb is not a tier 9 for blasters. Could be worse - could be Frozen Aura (the blaster version).
-Insanity is doing the same thing over and over again and expecting different results. - Albert Einstein.
-I do not feel obliged to believe that the same God who has endowed us with sense, reason, and intellect has intended us to forgo their use. - Galileo Galilei
-When injustice becomes law, resistance becomes duty. - Thomas Jefferson
Suddenly I just had a vision of how horrifying it would be if while you were distracted some trickster came and set and armed a mine on top of your foot.
I mean, it's bizarre and evil to the extreme... Can you say worst monday ever?
"Fascinating. I'm not bored at all, I swear." -Kikuchiyo
Even on teams they can be very useful, especially if you aggro two groups at the wrong time. Heck, you can sleep a big group around a tank and it's as effective as a hold until they wake up. Which can be many seconds, just depending on what's going on. If your team's in trouble, you're probably outnumbered, which means you probably aren't attacking every mob in the spawn, which means the sleep will be the most effective when you really need it.
The other thing about them is that if you sleep mobs when they've aggroed on you, it's more than likely that they will aggro on whomever woke them up instead of continuing to attack you. So they're a great defensive tool for a controller, blaster or defender.
Mez attacks are among the most powerful in the game. A lot of players skip them and opt only for damage attacks. This is a mistake. Once you get a damaging attack chain to recharge fast enough, you don't need more attacks. You need a variety of effects to use when necessary.
Those mez attacks come in very handy when you have to deal with things like Sappers. Also, two of the same kind of attack can also mez a boss immediately. For example, an MA scrapper's Cobra Strike and an /Energy Tanker's Stun can Stun a Dark Ring Mistress in one shot from the scrapper and the tanker. When players combine their powers in this way tough groups like Carnies suddenly become a whole lot easier.
Ah, fear during the countdown sounds very cool hahah, and defendery indeed
(was having trouble figuring out things you could give a traps it didn't already have, since it has so many debuffs and you can't let it stack holds an such easily) |
Fear causes enemies to run and scatter. It's not particularly desirable.
Terrorize causes enemies to stand a cower.
I'm pretty sure he means the fear mechanic as described in the game, not the terrorize mechanic (which I'm pretty sure is what you're thinking of), which is colloquially, and incorrectly, known as fear.
Fear causes enemies to run and scatter. It's not particularly desirable. Terrorize causes enemies to stand a cower. |
-Insanity is doing the same thing over and over again and expecting different results. - Albert Einstein.
-I do not feel obliged to believe that the same God who has endowed us with sense, reason, and intellect has intended us to forgo their use. - Galileo Galilei
-When injustice becomes law, resistance becomes duty. - Thomas Jefferson
I'm honestly surprised that Time Bomb has remained mechanically the same since Omega Maneuver was added to the game.
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I am coming up on level 32, and reading the specs, I can't believe how horrible this power sounds. This has to be a joke, waiting this many levels for something that takes 8 seconds to set up that is interruptable, waiting another 15 seconds, on a very long recharge?
Someone call up Castle and ask him for a change to this please.
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