Phantasm Suggestion for Devs


AngelBurst

 

Posted

Do not cast decoy if target has less then 25% life left.

May add to this in the future.


Best Regards,

AngelBurst

 

Posted

Quote:
Originally Posted by AngelBurst View Post
Do not cast decoy if target has less then 25% life left.

May add to this in the future.
Uh, No. No need for this change.


LOCAL MAN! The most famous hero of all. There are more newspaper stories about me than anyone else. "Local Man wins Medal of Honor." "Local Man opens Animal Shelter." "Local Man Charged with..." (Um, forget about that one.)
Guide Links: Earth/Rad Guide, Illusion/Rad Guide, Electric Control

 

Posted

HeroStats, and Hero Logger say otherwise!


Best Regards,

AngelBurst

 

Posted

Quote:
Originally Posted by AngelBurst View Post
HeroStats, and Hero Logger say otherwise!
Care to expand on that?

From what I've seen the Decoy persists even after Phantasm dies. If it has been cast when Phantasm is low on health, at least there is an extra body around to draw aggro should Phantasm be defeated. Could it provide better mitigation by use Energy Torrent? Sometimes. There are times that I'd much rather have the Decoy out.

If you've got the data it certainly would be more helpful to post that along with your suggestion.


 

Posted

<QR>

I believe what the OP means is, if the target the Decoy Phantasm was spawned for has less than 25% health, then make it so it won't spawn it on them.

I've seen that happen a lot, the Decoy gets cast on something with low HP's and then once the Decoy's target is (usually quickly) defeated, the decoy disappears. It then has to recharge the power and the player is left with one less way to deflect aggro.

It's annoying but, meh, I don't have THAT much of a problem with it. I also wouldn't complain if it were "fixed" so...


Losing faith in humanity, one person at a time.

 

Posted

Quote:
Originally Posted by Ynaught View Post
<QR>

I believe what the OP means is, if the target the Decoy Phantasm was spawned for has less than 25% health, then make it so it won't spawn it on them.

I've seen that happen a lot, the Decoy gets cast on something with low HP's and then once the Decoy's target is (usually quickly) defeated, the decoy disappears. It then has to recharge the power and the player is left with one less way to deflect aggro.

It's annoying but, meh, I don't have THAT much of a problem with it. I also wouldn't complain if it were "fixed" so...
Thanks for the translation . . . Angelburst must have had a mental burst. Must have taken the "Cryptic" name to heart.

The big problem I see? fighting AVs. An AV with 25% HP still needs the Decoy cast at it.


LOCAL MAN! The most famous hero of all. There are more newspaper stories about me than anyone else. "Local Man wins Medal of Honor." "Local Man opens Animal Shelter." "Local Man Charged with..." (Um, forget about that one.)
Guide Links: Earth/Rad Guide, Illusion/Rad Guide, Electric Control

 

Posted

Quote:
Originally Posted by Ynaught View Post
<QR>

I believe what the OP means is, if the target the Decoy Phantasm was spawned for has less than 25% health, then make it so it won't spawn it on them.

I've seen that happen a lot, the Decoy gets cast on something with low HP's and then once the Decoy's target is (usually quickly) defeated, the decoy disappears. It then has to recharge the power and the player is left with one less way to deflect aggro.

It's annoying but, meh, I don't have THAT much of a problem with it. I also wouldn't complain if it were "fixed" so...
There goes my reading comprehension score. Target, of course, referring to the enemy. At any rate, Local points out the obvious flaw in making a change like that to the AI. AV's and GM's can take quite a while to reduce from 25% to 0% hp, and decoy is needed during that time.


 

Posted

Quote:
Originally Posted by Local_Man View Post
Thanks for the translation . . . Angelburst must have had a mental burst. Must have taken the "Cryptic" name to heart.

The big problem I see? fighting AVs. An AV with 25% HP still needs the Decoy cast at it.
Listen to Local Man. He KNOWS what he is talking about, like Rufus!


"How do you know you are on the side of good?" a Paragon citizen asked him. "How can we even know what is 'good'?"

"The Most High has spoken, even with His own blood," Melancton replied. "Surely we know."

 

Posted

Quote:
Originally Posted by Ynaught View Post
<QR>

I believe what the OP means is, if the target the Decoy Phantasm was spawned for has less than 25% health, then make it so it won't spawn it on them.

I've seen that happen a lot, the Decoy gets cast on something with low HP's and then once the Decoy's target is (usually quickly) defeated, the decoy disappears. It then has to recharge the power and the player is left with one less way to deflect aggro.

It's annoying but, meh, I don't have THAT much of a problem with it. I also wouldn't complain if it were "fixed" so...
Ynaught has it right, and in most cases the the Phantasm would have killed the mob in the next few hits, but instead waste 8 seconds with the cast. Then looses the decoy, the extra protection, and dps waiting for the recharge. It's bad AI, not question about it.

And seriously the "real" problem is that most of us don't care considering we have perma PA. Which in it's self just screams for a look at the sets mechanics. When your low level pet makes you say meh, to your high level pet's poor behavior. Something is not right with the set.

Dare we even get in to that?


Best Regards,

AngelBurst

 

Posted

Quote:
Originally Posted by AngelBurst View Post
Ynaught has it right, and in most cases the the Phantasm would have killed the mob in the next few hits, but instead waste 8 seconds with the cast. Then looses the decoy, the extra protection, and dps waiting for the recharge. It's bad AI, not question about it.

And seriously the "real" problem is that most of us don't care considering we have perma PA. Which in it's self just screams for a look at the sets mechanics. When your low level pet makes you say meh, to your high level pet's poor behavior. Something is not right with the set.

Dare we even get in to that?
It's only meh when you have perma PA. In all other situations it's another story.


-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

 

Posted

Quote:
Originally Posted by AngelBurst View Post
Ynaught has it right, and in most cases the the Phantasm would have killed the mob in the next few hits, but instead waste 8 seconds with the cast. Then looses the decoy, the extra protection, and dps waiting for the recharge. It's bad AI, not question about it.

And seriously the "real" problem is that most of us don't care considering we have perma PA. Which in it's self just screams for a look at the sets mechanics. When your low level pet makes you say meh, to your high level pet's poor behavior. Something is not right with the set.

Dare we even get in to that?
I have perma PA and still care what Phantasm is up to. Though I care more that he is rushing into melee and dying so frequently than I care about the propensity for decoy to despawn shortly after it has been cast.

I'm curious why the decoy has to be linked to the foe in the first place? Wouldn't it make more sense for phatasm to just cast a static decoy (ie a totem) that lasts the full duration as opposed to linking it to the life of whatever he is currently targeting?

Personally that's the change I'd make to the decoy summon as opposed to it performing foe status checks prior to casting.


 

Posted

Quote:
Originally Posted by AngelBurst View Post
Ynaught has it right, and in most cases the the Phantasm would have killed the mob in the next few hits, but instead waste 8 seconds with the cast. Then looses the decoy, the extra protection, and dps waiting for the recharge. It's bad AI, not question about it.

And seriously the "real" problem is that most of us don't care considering we have perma PA. Which in it's self just screams for a look at the sets mechanics. When your low level pet makes you say meh, to your high level pet's poor behavior. Something is not right with the set.

Dare we even get in to that?
No, we don't want to get into that. There are a lot of other sets that need "looking at" long before Illusion. People don't farm with Illusion. A Perma-PA build is very expensive, and only a small percentage of Illusionists actually achieve it.

Illusion is fine as it is. It is pretty balanced with high survivability and decent single target damage, but low AoE damage and a unique kind of control.


LOCAL MAN! The most famous hero of all. There are more newspaper stories about me than anyone else. "Local Man wins Medal of Honor." "Local Man opens Animal Shelter." "Local Man Charged with..." (Um, forget about that one.)
Guide Links: Earth/Rad Guide, Illusion/Rad Guide, Electric Control

 

Posted

Quote:
Originally Posted by Local_Man View Post
No, we don't want to get into that. There are a lot of other sets that need "looking at" long before Illusion. People don't farm with Illusion. A Perma-PA build is very expensive, and only a small percentage of Illusionists actually achieve it.

Illusion is fine as it is. It is pretty balanced with high survivability and decent single target damage, but low AoE damage and a unique kind of control.
Thanks for bringing this up Local Man. My head tilted at the statement that "most of us don't care because we have Perma PA." Out of all of the illusionists in game I know of, only 3 have Perma-PA, and they achieved it at the expense of team useful powers like recall friend. Achieving Perma-PA also means taking a serious hit on endurance recharge recovery potential. My own illusionist has a base recharge bonus at level 50 of 103%, and at fulltilt attack I chew endurance almost as fast as a Dark Armor. Not exactly conducive to farming.

I think it's safe to say that most Illusionists do NOT have Perma Phantom Army. I think it's also safe to say that the majority of the game doesn't actually tweak out with IO's.

Against SO's, Illusion is just fine as is.