Archery & Trick Arrows in Issue 18
Trick Arrow/Oil Slick Arrow - Now correctly lights 100% of the time |
The plastic tips at the end of shoelaces are called aglets. Their true purpose is sinister.
--The Question, JLU
What was the reason for reducing Explosive Arrow down to 1 second?
To make it more awesome?
Winner of Players' Choice Best Villainous Arc 2010: Fear and Loathing on Striga; ID #350522
I pull out an arrow with a MASSIVE WARHEAD on the tip.
I draw my bow.
I hold ...
... and hold ...
... and strain ...
... and hold some more ...
... I check my watch to see if I've held this huge arrow up here long enough ...
... I hold some more ...
... I say, can I shoot now?
I release my arrow.
I watch it explode on a target that has been dead for almost 2 seconds now, because I was too busy ADMIRING MY ARROW.
I could not get Oil Slick to fail lighting on my own, and I even went through an ITF with Rush_Bolt and it lit everytime, even in lag valley. That's worth noting because Castle said that the best test for the fix was in high lag situations. Doesn't get much laggier than there.
The fix to OSA was credited to the Dev called Black Scorpion (who I don't think I even knew existed before then), so thank him.
Dear Black Scorpion,
Run for President. I will vote for you.
Your new Sidekick,
Velocity Overload.
P.S. could you please fix Transfusion and Transference's failing when cast on a target that dies less than a second later next? Thank you.
Whining about everything since 2006.
Ammo switching for Dual Pistols was my idea:
http://boards.cityofheroes.com/showthread.php?t=135484
P.S. could you please fix Transfusion and Transference's failing when cast on a target that dies less than a second later next? Thank you.
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EDIT: And these changes really Improve TA's feel. Sure, no debuff values were buffed, and acid arrow still has its crap radius, but the sets definitely more enjoyable. Though the ice arrow animation situation is a bit funky.
EDIT: They should get black scorpion looking at carrion creepers. The power doesnt seem to have any functionality issues, but the never-ending damage numbers have always seemed like a bug to me.
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.
Side note, I wonder now with Burn and Oil Slick not having any +fear, why Ignite still has to have it...
My new Youtube Channel with CoH info
You might know me as FlintEastwood now on Freedom
I watch it explode on a target that has been dead for almost 2 seconds now, because I was too busy ADMIRING MY ARROW.
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Seriously though, if a 1.83-second activation meant the enemy was dead for 2 seconds before your arrow went off, adjusting the arrow speed to 1.0 seconds won't help, will it?
If we are to die, let us die like men. -- Patrick Cleburne
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The rule is that they must be loved. --Jayne Fynes-Clinton, Death of an Abandoned Dog
"The danger is not that a particular class is unfit to govern. Every class is unfit to govern." Lord Acton
Madam Enigma's History
Side note, I wonder now with Burn and Oil Slick not having any +fear, why Ignite still has to have it...
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EDIT: Also, I don't think OSBurn ever had Fear. It's always been Avoid. It's a relatively minor quibble to note, but important when it comes to effects.
Head of TRICK, the all Trick Arrow and Traps SG
Part of the Repeat Offenders
Still waiting for his Official BackAlleyBrawler No-Prize
Not Twilight's Grasp. My dark/dark defender regularly successfully pulls heals from people who fall down obviously-dead partway through the animation, my fire/kin troller regularly fails to get healing from people that I was pretty sure were still alive. The check-for-still-alive seems to happen at very different times for those two powers.
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When a living target dies in the time between the initial hit check and the pet being summoned, the pet no longer has a summon location (as it's defined as 'at Target', with Target defined as 'Foe' as opposed to 'DeadFoe') and so fails to summon.
Fixing it would require a redesign of the power or the game engine. In other words... wait till CoH2.
"The danger is not that a particular class is unfit to govern. Every class is unfit to govern." Lord Acton
Madam Enigma's History
Fixing it would require a redesign of the power or the game engine. In other words... wait till CoH2.
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Hmm.
Actually, I wonder if the dead spawn target problem could possibly be skirted by allowing Transference/Transfusion to target both live and defeated targets. I suppose it's possible that the act of switching states from live to dead could somehow throw a monkey wrench into the works. While conceptually very odd, it is probably not really exploitable, given that bodies fade and can't be moved.
Hmm. |
You couldn't have ONE psuedo-pet doing both functions ... but you could have TWO do that ...
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The fact of the matter is that if it were easy to fix, it would be fixed by now because it's been brought up so often.
I can't think of any powers that do it deliberately, and I wouldn't be surprised if the system wasn't designed to allow multiple target categories, but the fact that Carrion Creepers continues to deal damage to dead critters suggests it's at least theoretically possible.
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Additionally, looking at the power info, I have a theory the damage is not from dead NPCs, but that it's actually bugged and casting Entangle on itself.
Maybe.
Anyway, for clarity:
Transfusion the power targets a foe. Transfusion the pet targets itself (but affects 'Friend').
Carrion Creepers the power targets a location. Carrion Creepers the pet targets foes and summons more pets, which can then each target a different type of enemy, dead or alive if that's how the Devs set them up. But no one power affects both in Carrion Creepers.
The damage you see carrion creepers doing after all the enemies drop is damage to themselves.
Not too big of a change, but
Oh, and there's also this:
Enjoy!