Originally Posted by hewhorocks
So we are agreed on this then: "Buff TA for Defenders!?"
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Buff Trick Arrows!
I think the concern is that Controllers get added utility from the debuffs, but I in general agree. I think even accounting for concepts (which sometimes preclude bows) there are a lot fewer Trick Archery toons than most other buff/debuff sets.
The best set to compare it to is really Dark, IMO, since like TA, it's basically a debuff set. I'm currently playing a /Dark Corruptor as well as a /TA Corruptor, and it's like night and day - /Dark seems like "easy mode". By the numbers, the Dark powers tend to be about twice as good as equivalent TA powers. Compare Darkest Night with Poison Gas Arrow (I'm looking at those wonderful Corruptor numbers for PGA), or Tar Patch with Disruption Arrow, for instance. TA has a much better second to last power in Oil Slick, but Dark makes up for it ten times over with things TA has no answer for - great mitigation through Fearsome Stare and Shadow Fall, and healing through Twilight Grasp. Basically, in Dark M. every power but Black Hole is at least good, compared to about 2 or 3 of the same quality for TA before Oil Slick.
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And Corruptors and MMs. Arguably those two need it more, since they get neither higher debuff values or longer mez durations. Or really anything to stack it with.
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But yes, Trick Arrow's and Archery i've found on my corruptor, sitting at 27 isn't that great in doing what Trick Arrow is meant to do. Be a pain in the rear for the enemy, its a pain, but not this jabbing thorn in the side like most other power sets.
I very much agree with the OP's post some pages ago.
I think they have managed to capture the comic book feel of Trick Arrow though. I can hear mobs mumble to themselves : "Its only Green Arrow / Hawkeye we dont have to worry. Its not someone impressive like Batman/ Captain America"
((I tried to go with less epic Icons though Superman/Thor would have been equally valid))
I think they have managed to capture the comic book feel of Trick Arrow though. I can hear mobs mumble to themselves : "Its only Green Arrow / Hawkeye we dont have to worry. Its not someone impressive like Batman/ Captain America"
((I tried to go with less epic Icons though Superman/Thor would have been equally valid)) |
Yes, they have captured the look and feel of Trick Arrow very well - it's just not as good as other sets, playwise. I think it's actually a tribute to the look and feel of the set and what a good idea the set is that so many people are clamoring for it to get some love - if it was an underpowered set that wasn't original and looked bad, no one would play it and no one would care much.
I think they have managed to capture the comic book feel of Trick Arrow though. I can hear mobs mumble to themselves : "Its only Green Arrow / Hawkeye we dont have to worry. Its not someone impressive like Batman/ Captain America"
((I tried to go with less epic Icons though Superman/Thor would have been equally valid)) |
Nothing that Trickshooter has proposed would hurt the feel of a green arrow toon. In fact a buff would help them to be more playable. I never thought Hawkeye or Green Arrow were gimps both always were significant members of the team.
If anything, Green Arrow and Hawkeye have more effects that target more than one target than many of the other Super Superheroes out there.
Batman has nothing really to affect more than one target at a time.
My point was that Hawkeye/ Green Arrow seem to confront Minions/ LTs rather than Bosses or EBs. That really seems to be the case with TA/'s.
((I would point out that our friend Green Arrow didnt even get first billing in his own mag for 40+ years?! Arrow car anyone? ))
Trickshooter, Deathstroke... was an appropriate villian for the " New Teen Titians" agreed though again hes no Darkseid or even Doctor Doom. Now that I think about it, I think Frostfire would give him a run for his money!
In anycase lets no bicker and argue about who slew who, let us instead Buff Trick Arrow please.
Is there any indication that something will ever be done?For the Devs is it a case of " Good enough lets move on.." or "We are to busy" or " Doesnt look that way to us.?" Just curious if anyone has insight.
He will honor his words; he will definitely carry out his actions. What he promises he will fulfill. He does not care about his bodily self, putting his life and death aside to come forward for another's troubled besiegement. He does not boast about his ability, or shamelessly extol his own virtues. - Sima Qian.
"EMP Arrow
This arrow can unleash a massive pulse of electromagnetic energy on impact. This EMP can affect machines, and is even powerful enough to affect synaptic brain patterns. It will incapacitate all foes in its radius. Additionally, most machines and robots will take moderate high damage. However, this power uses a lot of endurance and leaves you unable to recover endurance for a while."
A buff thats not hard to introduce to the set could be here. I wonder why the hell I have lost end recovery after firing this arrow. Is it because I've been so near to it and therefore exposed to it? I don't get why this arrow has to be so special it effects your end rec to the point of making your hero feel like they've just ran a marathon. If it's there so that the set is balanced when most everyone thinks TA is anything but balanced I especially don't understand it conceptually.
He will honor his words; he will definitely carry out his actions. What he promises he will fulfill. He does not care about his bodily self, putting his life and death aside to come forward for another's troubled besiegement. He does not boast about his ability, or shamelessly extol his own virtues. - Sima Qian.
I ended up abandoning my archery/TA at 21 as acid arrow, while very nice, did not up my kill speed enough that I could handle a simple council paper mission without ending up nearly dead after every other group of minions. Poison gas arrow was nearly useless - the damage reduction was not noticable and the sleep, while it helped some, was not enough (it was basically the sleep that let me get though 2 groups before having to rest/stand around and let my health regen). I just didn't have the patience to push on to see if disruption arrow made up the difference. While the set is probably very solid once you get OSL level 35 is way to long for me to wait for a decent soloer.
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Actually, I have to disagree with the OP's basic thesis too. He goes by the assumption that Trick Arrows is a set without enough damage mitigation. he also disregards the amount of -recharge the set has, and why -recharge stacking is powerful with the set. Let me explain it by describing what TA was before issue five launched, and why it was changed.
During open beta for issue five Trick Arrow could apply so much -recharge that enemies would just stand there with nothing to do. They would effectively be held because it also had so much -speed that mobs could not move very fast. This was mainly due to Glue Arrow. It originally had a 45 second duration I think, but only 6 second or so recharge. And it self stacked. So that 20% -recharge could be stacked six times AT LEAST by one defender. Everyone knew this was too powerful and would be changed.
About the claims that Trick Arrow has les -recharge in it then anything else:
Entangling Arrow: 12.50% -recharge for 15 seconds (4 second recharge)
Glue Arrow: 20.00% -recharge for 30 seconds
Ice Arrow: 12.50% -recharge for 10 seconds (18 second recharge)
Note the duration of Entangling arrow vs recharge. It is stackable up to 3, almost 4 times.
Vs
Lingering Radiation: 75% -recharge for 30 seconds (1.5 nub recharge)
This one wins out, but it's also not perma without some serious +recharge slotting. with the same amount of +recharge slotting you could begin stacking glue arrow to easily match or beat this
vs
Web Grenade: 62.50% -recharge for 15 seconds
Poison Trap: 30% -recharge for ten seconds (1.5 min recharge)
Note that you either need to have placed multiple poison traps or have some serious +recharge slotting for it to apply more then that 30% -recharge. And web grenade is single target only. You could affect 3 targets with it, maybe 4 with slotting at once. But if you have enough -recharge to use Poison Trap as a perma aoe -recharge, you could at most have 4 stacked at a time. While the trick archerer given the same insane level of recharge could stack 15+ copies of glue arrow easily. Why? Because by that point glue arrow would be recharged almost as fast as it finishes animating.
vs Cold: Ok, HERE is a clear winner. BUt then if you didn't expect a cold based set to have more -recharge I'd laugh.
Storm also can deal a lot more -recharge reliably to a wide area. Except that it's a enemy targeted toggle. So constantly draining endurance, and if the target dies you lose that -recharge. Expect your anchor to die fast in most teams. TA on the other hand is fire and forget.
Trick Arrow also has as much or more -damage in one power then many buff/debuff sets have. Sure kinetics has more if stacked and Cold has a -damage power with twice the effect. But Benumb is on a 2 minute recharge timer. It takes heavy +recharge to make it perma ON ONE TARGET. 3 standard SO enhancements make poison gas arrow perma without additional +recharge set bonuses or quicken.
The -resist debuffs btw are weaker then comparable powers in other sets due to stacking issues too. While sonic gets two -resist powers which stack (at higher values) one is single target (acid arrow is an aoe, even if a small one) and the other has a really high endurance cost to run. How high? 1.04/sec unslotted. Since base recovery rate is 1.67/sec that means it takes almost all your base recovery to run.
Honestly, Trick Arrow is very effective as it is right now. Buffs would be apreciated sure. However it doesn't underpreform as badly as the OP thinks. It does have a serious lack of strong tohit debuffing. However it's one tohit debuff is perma out of the box, and unresistable. Which means vs an AV or GM flash arrow is as effective or more then other sets applying tohit debuffs.
"The danger is not that a particular class is unfit to govern. Every class is unfit to govern." Lord Acton
Madam Enigma's History
Correction: With some recharge, you could maybe put -45% on two to three targets.
You realize, don't you, that the -recharge, -resistance, and even -defense from individual powers within TA don't stack on themselves? So even if I kick out Entangling Arrow each time it's recharged, it will still only provides -12.5% recharge. So TA can only output -45% recharge on a single target.
Correction: With some recharge, you could maybe put -45% on two to three targets. |
Trick Arrow was Castles first set and I think he made a lot of "play it safe" errors like this which unfairly penalize Trick Arrow. I'd remove the no stacking from most of the powers as part of a full pass of the set, it should be a strength of the set that you can stack effects onto enemies.*
Personally I'd even remove the No Stack from Acid and Poison Gas Arrow, and slap in some -regen into PGA and Disruption Arrow (maybe 100-150 apiece).
Madam_Enigma, I look forward to responding to your post after I get off work. I'm not going to attempt such a lengthy post on my G1. :B
During open beta for issue five Trick Arrow could apply so much -recharge that enemies would just stand there with nothing to do. They would effectively be held because it also had so much -speed that mobs could not move very fast. This was mainly due to Glue Arrow. It originally had a 45 second duration I think, but only 6 second or so recharge. And it self stacked. So that 20% -recharge could be stacked six times AT LEAST by one defender. Everyone knew this was too powerful and would be changed.
About the claims that Trick Arrow has les -recharge in it then anything else: Entangling Arrow: 12.50% -recharge for 15 seconds (4 second recharge) Glue Arrow: 20.00% -recharge for 30 seconds Ice Arrow: 12.50% -recharge for 10 seconds (18 second recharge) Note the duration of Entangling arrow vs recharge. It is stackable up to 3, almost 4 times. Vs Lingering Radiation: 75% -recharge for 30 seconds (1.5 nub recharge) This one wins out, but it's also not perma without some serious +recharge slotting. with the same amount of +recharge slotting you could begin stacking glue arrow to easily match or beat this vs Web Grenade: 62.50% -recharge for 15 seconds Poison Trap: 30% -recharge for ten seconds (1.5 min recharge) Note that you either need to have placed multiple poison traps or have some serious +recharge slotting for it to apply more then that 30% -recharge. And web grenade is single target only. You could affect 3 targets with it, maybe 4 with slotting at once. But if you have enough -recharge to use Poison Trap as a perma aoe -recharge, you could at most have 4 stacked at a time. While the trick archerer given the same insane level of recharge could stack 15+ copies of glue arrow easily. Why? Because by that point glue arrow would be recharged almost as fast as it finishes animating. vs Cold: Ok, HERE is a clear winner. BUt then if you didn't expect a cold based set to have more -recharge I'd laugh. |
(edited to include more background, was cut off previously)
-Recharge is capped at -75%. At this value, an enemy's powers take 4 times as long as to recharge. The Ice Control power Shiver can instantly drop a same level enemy to this floor (base -80-ish percent Recharge, I'm on a lunchbreak at work or I'd look up the number.) Snow Storm drops enemies into the 60% range, and Lingering Radiation floors it on same levels but is hard to perma, as you've noted.
In any case, it isn't possible to apply "so much -recharge that enemies...just stand there with nothing to do." For one thing, for -Recharge to have any function, the enemy has to expend its powers. Ice Control gets around this with Arctic Air, which confuses enemies into expending their powers on each other. Trick Arrow has nothing like that.
Secondly, -Recharge increases in worth as it amount increases. When you floor an enemy's -Recharge, you increase the recharge time of its powers by x4. But using numbers you've provided, TAs AoE -Recharge on a same-level group is just 1.25%. Here's how you come up with the number:
The calculation for the recharge multiplier is BaseRechargeTime / ( 1 + Buffs - Debuffs ). In this case, that means 1 / (1 - .2) = 1.25; powers that normally recharge in 5 seconds now recharge in 5 x 1.25 = 6.25 seconds.
Now compare same group hit by Snow Storm. The recharge time is about (1 / (1 - .4)) * 5= 12.5 seconds--almost twice as effective. Next, look at Shiver or Lingering Radiation. The recharge time is (1 / (1 - .25)) * 5 = 20 seconds, or over three times as effective.
I won't bother calculating the value of the two single target -Recharges in TA. I don't know why you'd worry about stacking weak single target -Recharge on an enemy. The only things likely to live long enough for it to matter are AVs and they are so resistant to the effect you have to hammer them with huge values for it to have much effect. The powers might have an impact for a TA/Ice, or Ice Control/TA--but in the latter case, Ice Control can already floor recharge on a standard group, all the way up to +4 enemies, so I doubt the impact even then.
I'm not a math genius, but I think I'm smart enough to notice that numbers like '20' and '12.5' are a lot smaller than '75' and '62.5'. In -recharge, like many other areas, TA's powers are a joke compared to other sets.
"EMP Arrow
This arrow can unleash a massive pulse of electromagnetic energy on impact. This EMP can affect machines, and is even powerful enough to affect synaptic brain patterns. It will incapacitate all foes in its radius. Additionally, most machines and robots will take moderate high damage. However, this power uses a lot of endurance and leaves you unable to recover endurance for a while." A buff thats not hard to introduce to the set could be here. I wonder why the hell I have lost end recovery after firing this arrow. Is it because I've been so near to it and therefore exposed to it? I don't get why this arrow has to be so special it effects your end rec to the point of making your hero feel like they've just ran a marathon. If it's there so that the set is balanced when most everyone thinks TA is anything but balanced I especially don't understand it conceptually. |
Actually, I have to disagree with the OP's basic thesis too. He goes by the assumption that Trick Arrows is a set without enough damage mitigation.
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It can put out the weakest AoE -Recharge debuff in any buff/debuff set.
It can put out the weakest AoE -ToHit debuff in any buff/debuff set.
It can put out a good AoE -Damage debuff that might sleep minions.
It can put out the third worst ST Hold in the game.
It can put out the weakest ST Immobilize in the game.
And then of course there's EMP Arrow, which is fantastic but... why should the rest of TA be so weenie by comparison? EMP Arrow is designed to be situational, not uncommon for tier 9s, but in actual gameplay it's not. It's actually the best option in nearly every situation, because it offers a level of damage mitigation you just can't get in the rest of the set.
he also disregards the amount of -recharge the set has, and why -recharge stacking is powerful with the set. |
Let me explain it by describing what TA was before issue five launched, and why it was changed. During open beta for issue five Trick Arrow could apply so much -recharge that enemies would just stand there with nothing to do. They would effectively be held because it also had so much -speed that mobs could not move very fast. This was mainly due to Glue Arrow. |
It originally had a 45 second duration I think, but only 6 second or so recharge. And it self stacked. So that 20% -recharge could be stacked six times AT LEAST by one defender. Everyone knew this was too powerful and would be changed. |
As far as I can remember, nobody ever thought it was considered "too powerful", just "too Controller-y".
Snippets about -recharge |
Let's assume you're fighting a level 50 Carnie Illusionist, and she uses her Blind on you. It has a 9 second recharge, and it's hold time is 7.45s, so already not perma, unless... the sleep goes off, which lasts 14.9s, giving her the oppurtunity to perma mez you.
You only have time to use one of your -Recharge debuffs on her, which will increase the recharge time of her Blind...
Glue Arrow will bring the recharge of her Blind to 11.25s. Sucks to be you, I guess.
Lingering Radiation will bring the recharge of her Blind to 36s.
Freezing Rain will bring the recharge of her Blind to 18s.
Infrigidate will be stopped by the -Recharge cap and will bring the recharge of her Blind to 36s.
Web Grenade will bring the recharge of her Blind to 24s.
Trick Arrow also has as much or more -damage in one power then many buff/debuff sets have. Sure kinetics has more if stacked and Cold has a -damage power with twice the effect. But Benumb is on a 2 minute recharge timer. It takes heavy +recharge to make it perma ON ONE TARGET. 3 standard SO enhancements make poison gas arrow perma without additional +recharge set bonuses or quicken. |
Kinetics, with the easily stackable Fulcrum Shift, can also go higher.
Radiation is lower, but by only 6.25%, and higher if against a player. Radiation also has Fallout, which offers another source, though not much lives after Fallout.
Also, 3 standard SO enhancements do not make PGA perma. Even if you used 4 to get to +100 Recharge, it would still have 2.5s between applications, and PGA doesn't stack at all. Managing to get it up before the previous one ended... will cause the previous one to immediately end.
The -resist debuffs btw are weaker then comparable powers in other sets due to stacking issues too. While sonic gets two -resist powers which stack (at higher values) one is single target (acid arrow is an aoe, even if a small one) and the other has a really high endurance cost to run. How high? 1.04/sec unslotted. Since base recovery rate is 1.67/sec that means it takes almost all your base recovery to run. |
Tar Patch self stacks to -60% and can hit 16 enemies.
Sleet self stacks to -60% against 16 targets, and then gets another -30% from Heat Loss on another 10 enemies.
Trick Arrows, at it's best, can get to -60% against 10 enemies.
Also, let's look at endurance costs... If TA wanted to debuff at -40% for 30 seconds, it would cost them 30.16 endurance (1 Disruption Arrow, and two Acid Arrows because they only last 20 seconds). That's 1.005 endurance a second. Not much better than Sonic.
Honestly, Trick Arrow is very effective as it is right now. Buffs would be apreciated sure. However it doesn't underpreform as badly as the OP thinks. It does have a serious lack of strong tohit debuffing. However it's one tohit debuff is perma out of the box, and unresistable. Which means vs an AV or GM flash arrow is as effective or more then other sets applying tohit debuffs. |
And yes, Flash Arrow is good against AVs and GMs. But they make up, what? 10% of the game? Why is a tier 2 only good for 10% of the game? And that's like... the last 10% of the game, why are we even getting it at tier 2?
Edit: My mistake, Quicksand is actually 30s recharge.
A very nice thread with some great info.
I hope you folks get TA looked at after GR comes out.