Time - Distortion Field: seeking a better understanding


Aggelakis

 

Posted

I've been playing solo more with my psy/time corruptor and have therefore had a clear enough playing field to observe a couple of things with Distortion Field that have raise questions:

1. apparently only half the distortion field works. Is this as intended? I've repeatedly observed characters running through the field and not being slowed or held until they reach the halfway mark. At first I assumed that the graphic was off centered from the actually field, but these same characters speed up as soon as they reach the near edge of the graphic. Just to make certain I was not observing an effect by those already in the distortion field, I began dropping it between the opponents and my character before taking a sniper shot, so they clearly had to run through the full field. I observed the same results.

2. Are some opponents completely immune to distortion field? I was surprised when a pair of Arachnobots skitted over the field as if it were not there. I had to slow them with time crawl and time stop to reassert control over the situation. Later encounters with Arachnobots had the same effect.

Likewise, flying opponents seem immune, this despite the fact that the field shows as a half sphere. I had a Freak juicer on the ground that I dropped the distortion field on top of. He promptly went airborne and flew over it to me.

I'm getting a might frustrated. I currently have a single slot used for slow and one for hold. Both have the best enhancement possible for my level. I hope to max DF out, but if it continues to under-perform, I may rethink that. I see tremendous potential from distortion field, I just feel its either not performing properly or I don't understand it properly.


 

Posted

1a. It's only a 2% (3% with Delayed) chance to be held, so it's not unlikely for a dude to run around in DF until he's dead and never get held.
1b. Enemies continue moving at their normal speed until the server sends an update on where they should be moving. The easiest way to see this is to stun a runner - they'll continue running at normal speed while under the stun animation until the server updates where they should be moving to next.
2. There are plenty of enemies in the game that have slow resistance. Likewise, all patches that don't have some sort of above-ground effect (e.g. rains) are ignored by flyers (including flying players).


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