Buff Trick Arrows!
Good read. I like the looks of the proposed changes.
"the reason there are so many sarcastic pvpers is we already had a better version of pvp taken away from us to appease bad players. Back then we chuckled at how bad players came here and whined. If we knew that was the actual voice devs would listen to instead of informed, educated players we probably would have been bigger dicks back then." -ConFlict
Somehow I doubt we'll get a Redname response on this although I agree with the sentiment that TA needs to be buffed.
Well my gripe with TA has always been this. All other defender sets can pretty much keep an 8 man invincible team alive single handedly where as this set fails epically to do the same thing. You might say the other sets are overpowered then if they can do that but I am a firm believer in bringing the underdog up to par than nerfing everyone else into the ground. I think there should be more focus on the mitigation part of the set. If they arent going to put a heal in it then the tohit debuff needs to be more significant than it already is. Who cares if you can debuff the enemies resistances into the floor, alot of good thats going to do you when you are eating the floor due to lack of mitigation.
Basically what needs to happen is the tohit debuff should be something crazy high like 15% unslotted for defenders and 10% for all others. It should be irresistable as well meaning it doesnt scale down with level or against avs kind of like how the stalker AS debuff is. I dont get the whole thing its going to make controllers overpowered arguement, when was the last time you seen any controller farming with TA? Like never. Also all the resistance debuff values for the defender version should be given to the other ATs and the defender value raised so it still has the 75-80% ratio with the other ATs.
Lastly I say lower the recharge of oil slick there is no reason for the stupidly long recharge on alot of powers in this game. Its kind of gotten to the point now where players dont even feel super due to the long recharges. I say cut it down to being an every spawn power so 90 seconds recharge unslotted. Now to me thats how you fix TA. If the set is going to give piss poor mitigation then the debuffs need to be extremely powerful. TA and Sonics should be the only sets that can floor any +4 critters resistances down to 25%. I feel thats only fair.
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Well my gripe with TA has always been this. All other defender sets can pretty much keep an 8 man invincible team alive single handedly where as this set fails epically to do the same thing. You might say the other sets are overpowered then if they can do that but I am a firm believer in bringing the underdog up to par than nerfing everyone else into the ground. I think there should be more focus on the mitigation part of the set. If they arent going to put a heal in it then the tohit debuff needs to be more significant than it already is. Who cares if you can debuff the enemies resistances into the floor, alot of good thats going to do you when you are eating the floor due to lack of mitigation.
Basically what needs to happen is the tohit debuff should be something crazy high like 15% unslotted for defenders and 10% for all others. It should be irresistable as well meaning it doesnt scale down with level or against avs kind of like how the stalker AS debuff is. I dont get the whole thing its going to make controllers overpowered arguement, when was the last time you seen any controller farming with TA? Like never. Also all the resistance debuff values for the defender version should be given to the other ATs and the defender value raised so it still has the 75-80% ratio with the other ATs. Lastly I say lower the recharge of oil slick there is no reason for the stupidly long recharge on alot of powers in this game. Its kind of gotten to the point now where players dont even feel super due to the long recharges. I say cut it down to being an every spawn power so 90 seconds recharge unslotted. Now to me thats how you fix TA. If the set is going to give piss poor mitigation then the debuffs need to be extremely powerful. TA and Sonics should be the only sets that can floor any +4 critters resistances down to 25%. I feel thats only fair. |
-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
Well my gripe with TA has always been this. All other defender sets can pretty much keep an 8 man invincible team alive single handedly where as this set fails epically to do the same thing. You might say the other sets are overpowered then if they can do that but I am a firm believer in bringing the underdog up to par than nerfing everyone else into the ground. I think there should be more focus on the mitigation part of the set. If they arent going to put a heal in it then the tohit debuff needs to be more significant than it already is. Who cares if you can debuff the enemies resistances into the floor, alot of good thats going to do you when you are eating the floor due to lack of mitigation.
Basically what needs to happen is the tohit debuff should be something crazy high like 15% unslotted for defenders and 10% for all others. It should be irresistable as well meaning it doesnt scale down with level or against avs kind of like how the stalker AS debuff is. I dont get the whole thing its going to make controllers overpowered arguement, when was the last time you seen any controller farming with TA? Like never. Also all the resistance debuff values for the defender version should be given to the other ATs and the defender value raised so it still has the 75-80% ratio with the other ATs. Lastly I say lower the recharge of oil slick there is no reason for the stupidly long recharge on alot of powers in this game. Its kind of gotten to the point now where players dont even feel super due to the long recharges. I say cut it down to being an every spawn power so 90 seconds recharge unslotted. Now to me thats how you fix TA. If the set is going to give piss poor mitigation then the debuffs need to be extremely powerful. TA and Sonics should be the only sets that can floor any +4 critters resistances down to 25%. I feel thats only fair. |
I farm with both my Fire/TA and my Plant/TA. Both are greatly under appreciated by CoH players in general. The biggest problem I have is dud OSAs.
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However for corruptors and defenders I would tend to agree with EvilRyu - there is not enough damage mitigation in TA to keep a solo corruptor alive and in a group every other set will add so much more. While the defender has a little more damage mitigation it still falls far short of every other buff/debuff set. I tried a /TA corruptor and after 20 levels of getting shredded by any enemy with reasonable ranged damage I finally gave up: as Ryu noted the -to hit isn't enough to matter and the other primary damage mitigation, the -damage in PGA, is far to low for corruptors to make a difference. While the controls in TA do have some -recharge they don't have enough to make a difference, especially considering that one power in traps (web grenade) has more -recharge than all of TA's -recharge combined: 50% for webnade vs 40% for entangling + glue + ice arrow - and in the time it takes you to stack that on one target I could have webnaded 3 targets. (FYI - using corruptor/controller numbers here)
I don't know if Ryu's suggestions are the best changes, that much unresistable -to hit might be to much but I do agree that for a set that has NO buffs or heals it needs to debuff a LOT more. The -recharge in glue and entangling arrow need to be increased, the -damage in PGA needs to be high enough to make a difference or another debuff needs to be added. The set needs some more -to hit somewhere, I would actually suggest adding it to PGA and making it normal, resistable to hit debuff that way the set won't suddenly become an AV killer but will have more utility in normal situations. I also think the -recharge needs to be buffed up - that combined with some more -to hit would probably give the set what it needs
Globals: @Midnight Mystique/@Magik13
Flash arrow gives a bigger -tohit that is noticable. Really, I never found it's -tohit noticable.
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I'm of two minds about Trick Arrow. The real problem with it is that it's so painful to solo a TA/Archery with a straight-up SO build. The damage is pathetically small, and the aforementioned alpha problem is well known. I'm working on getting a ranged defense of 35+% with IOs to see if that plus Flash Arrow really works against alphas. I'm able to run my Storm/Electrical defender on +0/x8, so certain defender builds can survive it even if they don't have the highest DPS.
On the other hand, a team with a Trick Arrow defender runs roughshod over mobs when the TA can get all the debuffs out there without being skewered. Throw in a Dark Defender or controller, and nothing can stop the team.
While the buffs you suggest would make running Trick Arrow defenders solo more fun, they would probably be overpowered for teams. That's always the dilemma for defenders -- some of them just don't play very well solo, but become huge force multipliers on teams. It's not clear you can buff solo play without giving the team way too much firepower.
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When it comes to controllers I would agree with Milady's Knight - TA is fine as it is. However the reason it is fine for controllers is that they have plenty of damage mitigation in their primaries so the lack of mitigation doesn't hurt them. In fact, I consider TA pretty much the best secondary for controllers because it is active, interesting and has JUST what a controller needs - extra control (to fill in whatever gaps the primary might have) and -resistance. My second favorite set is radiation and while that set is far more powerful than TA most of the extra ability is wasted - for example, my illusion/rad hardly ever uses radiation infection or lingering radiation, pretty much relying on AM+Hasten and EF to supplement phantom army, phantasm and his controls. So TA works nicely for controllers.
However for corruptors and defenders I would tend to agree with EvilRyu - there is not enough damage mitigation in TA to keep a solo corruptor alive and in a group every other set will add so much more. While the defender has a little more damage mitigation it still falls far short of every other buff/debuff set. I tried a /TA corruptor and after 20 levels of getting shredded by any enemy with reasonable ranged damage I finally gave up: as Ryu noted the -to hit isn't enough to matter and the other primary damage mitigation, the -damage in PGA, is far to low for corruptors to make a difference. While the controls in TA do have some -recharge they don't have enough to make a difference, especially considering that one power in traps (web grenade) has more -recharge than all of TA's -recharge combined: 50% for webnade vs 40% for entangling + glue + ice arrow - and in the time it takes you to stack that on one target I could have webnaded 3 targets. (FYI - using corruptor/controller numbers here) I don't know if Ryu's suggestions are the best changes, that much unresistable -to hit might be to much but I do agree that for a set that has NO buffs or heals it needs to debuff a LOT more. The -recharge in glue and entangling arrow need to be increased, the -damage in PGA needs to be high enough to make a difference or another debuff needs to be added. The set needs some more -to hit somewhere, I would actually suggest adding it to PGA and making it normal, resistable to hit debuff that way the set won't suddenly become an AV killer but will have more utility in normal situations. I also think the -recharge needs to be buffed up - that combined with some more -to hit would probably give the set what it needs |
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I am kind of against buffing the whole -recharge thing. To me that debuff is basically worthless because you wont get values high enough to floor them unless you have ice attacks or controls in addition to that and its usually just enough for one target with a few exceptions here and there. -Tohit only has real value when its unresisted. Its kind of dumb that defense doesnt get resisted but yet tohit debuffs do. I think it should only be fair that the value stays constant no matter what the level of the critter is. Also I think its about time for a power engine overhaul so we can finally get some +damage or -damage and -resistance enhancements for those damage buffs/debuffs and resistance debuff powers. -Speed and immobilize are also worthless and should be changed because just about any enemy in the game can out range you at some point even with boost range on your attacks. Speed debuffs and immobilizes work well in other MMOs because not all critters in those games have range attacks or they cant out range you to begin with.
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I have also noticed that the same amount of recharge debuff in web grenade helps out my */traps corruptors a lot. In both cases I am combining -recharge with a considerable amount of def so I do agree with you that we need a lot more -to hit but I think that combining that with a good increase in the recharge debuff will make for a better rounded set and one that is less likely to be overpowered. We would need a LOT more -recharge though, the current values are so low as to be unnoticable.
As for unresistable to hit debuff I personally would love it and I think the point you make about def vs -to hit is good but I am not sure the dev's are going to buy into it. My fear is that if we push for something completely new, like a lot of unresistable -to hit, we won't get anything or we will only get a little more of it. While having a 10% unresistable to hit debuff will be incredible against AV's or at the high level game against +3 to +4 enemies I don't spend much time playing at that level and would rather have 20% to hit even if it is resistable, as that be more usefull over the entire life of the character. I really dislike powers that usefull against AV's but not really much use in the rest of the game.
Globals: @Midnight Mystique/@Magik13
Just poking my head in so this may not be valid...
I wonder if it would be a good idea to add a -range modifier to Flash Arrow. I say this since it seems like it would have good synergy with the immob and slow abilities present in the set. Make it an active way of solving the problem of fighting enemies with good ranged attacks by taking away their range.
Just poking my head in so this may not be valid...
I wonder if it would be a good idea to add a -range modifier to Flash Arrow. I say this since it seems like it would have good synergy with the immob and slow abilities present in the set. Make it an active way of solving the problem of fighting enemies with good ranged attacks by taking away their range. |
I did the Madeline Casey arc with one of my energy/ blasters tonight. I got held towards the end of one of the longer missions (I'd run out of break frees at that point) by an illusionist and even though I "should" have been able to use my tier 1 and 2 primary, I couldn't. The illusionist was out of my range and stayed there.
-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
Just poking my head in so this may not be valid...
I wonder if it would be a good idea to add a -range modifier to Flash Arrow. I say this since it seems like it would have good synergy with the immob and slow abilities present in the set. Make it an active way of solving the problem of fighting enemies with good ranged attacks by taking away their range. |
I have always thought the range issue that we have in this game was bad. I didnt realize how bad it was until I played Aion. If playing the sorcerer, the closest thing to a blaster in Aion, there is pretty much no non-elite critter in the game that will survive your full attack chain before getting to you if you start attacking from maximum range. Most of the melee critters do not have range attacks so immobilizes actually do something for a change instead of just make it where they just attack you from that spot. Even without the few crowd control abilities that sorcerers get I found leveling one up 1000 times easier than playing any blaster combination in CoH. I died way fewer times as a sorcerer than I did as chanter that actually has heals and buffs because you kill so much faster. This leads me to believe that blaster in CoH are extremely underpowered and need alot more damage. Also the range issue we have in CoH needs to be addressed because the lie that range is a blaster's defense needs to be dealt with.
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When I first started playing Red Side Longbow scared me beyond belief...due to the fact I saw them drop two Stone Brutes thanks to Sonic Grenade stacking.
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So Brutes would be merrily SMASHing away, all their toggles would drop, and they'd suddenly take an absolute bucketload of damage and have to spend 5-10 seconds retoggling, even if they did somehow survive. This led to MUCH swearing over Teamspeak by the Brute player I was usually teamed with.
This is all a little vague in my memory these days, since it was a long time ago, but I definitely remember there being a high mag, very low duration mez involved with high level Longbow, which made them excruciatingly painful to fight if you had any sort of toggles. (remember, this was back when this were all fields, before 'defensive' toggles stayed running through mezzes...)
Anyway, apologies for a slight derail in the thread. In an attempt to stay vaguely OT, I have to agree with one general point in the analysis on TA. It seems to be a weak link in the Defender Primary options, but I'm personally not sure what could be done to it without swinging the pendulum back the other direction toward 'overpowered' and 'FoTM'.
Warning:
The above post may contain Cynicism, sarcasm and/or pessimism. If you object to the quantities contained, then tough.
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.
There are team tactics that never ever get thought about with Trick Archery. That's all I am saying. It can in some instances blow other defenders right out of the water in terms of helping to create survivability.
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Anytime I get on a team with a TA defender I have come to the realization that we will have no real mitigation for the duration of the team unless we get someone else with a real support set on the team.
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This I dont believe for one second. I have never seen a trick arrow defender save a team single handedly on invinceble for an entire mission like the other powersets can. It simply cant be done because EMP arrow isnt up enough neither is oil slick. All I can say is pics, video and demo record or it never happened.
Anytime I get on a team with a TA defender I have come to the realization that we will have no real mitigation for the duration of the team unless we get someone else with a real support set on the team. |
Without a single doubt in my mind and you are talking to someone who has tanked the entire STF with just a Scrapper for a team of Scrappers and no one with aid other, give me a break here, plus I know how to do them all without getting defeated (excuse my Sig a moment). Trust me I'd do it with a Trick Archer as any Tank.
I am not here to butter peoples bread for them I am here to simply root out the common mistake where people have the gall to believe that if they can't do something then no one can. Start thinking, start achieving.
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.
Most likely the entire team is "Doing It Wrong". How about doing things right from the get go? I prefer proactive players who can create a set up "to begin with" and hold it.
Without a single doubt in my mind and you are talking to someone who has tanked the entire STF with just a Scrapper for a team of Scrappers and no one with aid other, give me a break here, plus I know how to do them all without getting defeated (excuse my Sig a moment). Trust me I'd do it with a Trick Archer as any Tank. I am not here to butter peoples bread for them I am here to simply root out the common mistake where people have the gall to believe that if they can't do something then no one can. Start thinking, start achieving. |
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Dispari has more than enough credability, and certainly doesn't need to borrow any from you.
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Team doing it wrong? If the other defenders dont need any help what so ever to keep an 8 man invincible team alive then why cant TA do the same? Thats the problem. You shouldnt have to use special circumstances or setting the mission up a special way just to be able to do what you claim is possible. A defender should be fully capable of this by the time they are fully slotted with SOs. Thats my point. TA can not do this period. What you are saying is that its the circumstances and abilities outside of the primary that is doing the job that the primary should be doing on its own.
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No defender is doing anything on their own in teams. It helps if the anchor lives, it helps if the damage, debuff or control effects are kept of off defenders so Trick Archery is doing no different in being a "Help me to help you" type defender. It does perform if you work with what it offers rather than what other defenders offer.
Does TA need you to know of an anchor? No it has different needs and so needs different things from you as a player whatever you are playing. I should be able to tank with any type of Tanker the entire inner circle "altogether" with just a Trick Archer for support. I'd never be able to do that with a Scrapper, 2 of the inner circle has proven fine but 4 would be forget it. That's not with any Trick Archer as people do build differently but everything is there. I never thought it was called Trick Archery for some basic reason.
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.
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.
If you can not need a controller or defender at all for hard stuff then you know your game. What defenders and controllers contribute or should contribute is an easier game. I'd of been much better off with any defender than without in a team of Scrappers.
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The thing is there are very few great players in CoX. I pretty much build my toons around the fact that the majority of the players are idiots and dont know how to play well. I build my toons around not dying, like softcapping their defense or maxing out their regeneration or hitpoints. Having a good defender, controller and maybe to a lesser extent a dominator on a team pretty much means no one is supposed to die ever dispite the other 7 players being idiots. Back in the days before the nerfs we had more wiggle room for stupid players than we do now. All I am asking for is for TA to be brought up to par finally with all other defender primaries. Its just crazy how the devs look at stuff and think its overpowered when it clearly isnt. When was the last time any TA defender soloed an av?
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I'm very shamefully bumping this. I know! I feel terrible doing it, but I don't even know if its been seen by any red names (I PMed Castle, but I understand he doesn't always have the time to respond to every one he gets), so I'm just not ready to see this thread end up in the no man's land that is Page 2.