Buff Trick Arrows 2.0! Now with more begging!


Adeon Hawkwood

 

Posted

Quote:
Originally Posted by Muon_Neutrino View Post
Trick arrows does seem to have as some sort of design goal that you should be layering all your arrows every spawn to get your debuffs. The problem is that that design goal is, quite frankly, idiotic. We should *NOT* be encouraging a design goal that will still see you animating 10 seconds worth of arrows to achieve what another set could in 2-4.
Not that I'm disagreeing with your point that it sucks to be expected to put out 5 powers when other sets put out 2, BUT the animation time thing comes up often and I don't see where it's an issue. Trick Arrows is actually a very fast animating set.

Not counting Flash Arrow because you can use it freely before a fight, Trick Arrows takes 5.31 seconds (not counting for server issues) to get out Glue Arrow, Poison Gas Arrow, Disruption Arrow, and Acid Arrow.

For Rad to get out Rad Infection and Enervating Field, it takes 5.13 seconds, and for Dark to use Fearsome Stare and lay down Tar Patch it also takes 5.13. Nobody really complains about the length of time for these (although I personally hate how long Tar Patch and Rad Infection take), so is this just a perception issue?


Trickshooter's Characters | @Trickshooter @Brightside

 

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Any improvement is a good improvement. I approve!


 

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While I like a lot of the suggestions that have been added since the original post, I think that any changes to trick arrow will be quick numerical improvements. Anything that is truly unique and creates a new mechanic will be used for new sets that can generate revenue.


 

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This thread is pretty dense with ideas, too many for my simple mind to track on.

For my part, though I have fun with Archery / Trick Arrow on a Corruptor, I find TA to be frustratingly neutered in some ways compared to its peer sets, but it's mostly several anemic powers that cause this perception for me rather than the entire set.


Ice Arrow is just disappointing. What I would love to see is instead of a boring single target hold, if it instead put down a Ice blaster sized ice patch as a ranged drop. That would be awesome.

Poison Gas Arrow is ok, but if it worked similar to Trap's Poison Gas Trap, perhaps lessened effect but a ranged drop, that would be better.

Disruption Arrow leaves me thinking I'm missing something, because it currently seems like a more END expensive, less effective dupe of Acid Arrow. I mean, of course I use it, but I'm not excited about it and it just doesn't seem to be worth the END. If it also applied a decent -damage effect or something equivalent on the other hand....I'd pay the END and smile.

Flash Arrow should be cool, but it seems to have almost no effect. It needs to actually do something useful in addition to its -PER effect (especially given how common Stealth is these days), either something normal or something out of the ordinary like wiping / lowering aggro profile. I don't know, I leave it to more knowledgeable folk to fathom, but please make it do _something_ not lame.



Tangential to Trick Arrow, I wish there were an Archery Manipulation / Control set or something along those lines that would allow Blasters and / or Controllers to have a primary / secondary bow combination.


 

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Originally Posted by KillerShrike View Post
Ice Arrow is just disappointing. What I would love to see is instead of a boring single target hold, if it instead put down a Ice blaster sized ice patch as a ranged drop. That would be awesome.
OMG gimmie.


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Posted

Hey Trickshooter,

I've been giving this some thought and I think that the problem is that any buff to defender TA/ needs to be pretty much neutral in respect to /TA for controllers.

I think buff requests should be simple, remain thematic with the existing dev vision of the set, while curing much of the set's ills.

For me the problem with the defender TA primary is that I eat the alpha and am dead before I can get all my debuffs down. Even with a tank going in first strong debuffs can put the negative attention back on you and solo all the attention is yours anyway.

Once the Alpha is over the problem after that is that even with maximum slow slotting in Glue Arrow the mobs can leave the area of effect and begin to close to melee long before Glue Arrow is recharged again.

With that in mind I would propose these 2 changes to TA and only these 2 to start:

1) Increase Flash Arrow's base endurance cost to 10 and add a base 27% enhanceable, non-stackable, and resistible to hit debuff, with a 7 second duration, to Flash Arrow. That's going to give you a 51ish% to hit debuff after slotting and will allow you to mitigate the Alpha, which is the one thing that TA doesn't allow you to do but all the other defender primaries do allow you to do.

It's a neutral buff for controller /TA since it will have a lower value and the controller can all ready do this more effectively by using an AoE control from their primary.

2) Add a mag 3 non-stackable immobilize with a 5 second duration to glue arrow, and have the glue patch pulse every 3 seconds with a 10% chance reapply a 5 second duration mag 3 non-stackable immobilize on all targets in it's area of effect.

This is mostly controller neutral since all control sets but Mind have an AoE immobilize that works for a much longer duration and can be multi-stacked and quickly refreshed.

Glue Arrow has a "real" effective range of 25 feet since it is a TAoE power instead of a Non-TAoE power. The target mob only has to go through 1/2 of the Area to be free and can easily leave the debuff area before the TA player's powers can recharge. This would be enough of an additional thematic slow down to keep the majority of the spawn in the patch until the debuffs expire.

I think that just those 2 things would make a huge difference to TA/ while doing almost nothing that can't all ready be done for controller /TA


-Insanity is doing the same thing over and over again and expecting different results. - Albert Einstein.
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I just posted a few times in a thread about Energy Melee being in the penalty box and it got me thinking...

How many more Melee sets will be fixed before Trick Arrow? Heck, the one change that TA recently received I view as a nerf. The -Damage debuff in Poison Gas Arrow is far less reliable than it used to be, having been tied to a fix that granted the skill a useless pulsing mag 2 sleep.


 

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Originally Posted by JuliusSeizure View Post
I just posted a few times in a thread about Energy Melee being in the penalty box and it got me thinking...

How many more Melee sets will be fixed before Trick Arrow? Heck, the one change that TA recently received I view as a nerf. The -Damage debuff in Poison Gas Arrow is far less reliable than it used to be, having been tied to a fix that granted the skill a useless pulsing mag 2 sleep.
I PM'd Synapse the other day about TA buffs and this was the response I got:

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Hey Trickshooter,

We're all very familiar with your posts regarding Trick Arrow. It's definitely on our radar, and your suggestions are good and pretty doable, however we've got a lot on our plate right now and we're effectively booked solid on power changes for the next year or so. Hopefully a window opens up to allow us to make some changes sooner rather than later for Trick Arrow. It could use some love.

Synapse
So, it's a little sad to see it's a ways off, but it's nice to hear they agree it could use some attention.


Trickshooter's Characters | @Trickshooter @Brightside

 

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Everybody *STOP* for a minute ... and think about what it means that the Powers Team is "booked solid for a year" ...

Yeah ...


It's the end. But the moment has been prepared for ...

 

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I'm glad you got a response, Trickshooter, and glad the devs are planning on looking at the set. I'm just sad it's so far off.


 

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Originally Posted by Pattern Walker View Post
I'm glad you got a response, Trickshooter, and glad the devs are planning on looking at the set. I'm just sad it's so far off.
I am too. This set needed attention long before Energy Aura did...


 

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Quote:
Originally Posted by Trickshooter View Post
I PM'd Synapse the other day about TA buffs and this was the response I got:



So, it's a little sad to see it's a ways off, but it's nice to hear they agree it could use some attention.
Congrats Trickshooter! I think they might be able to squeeze some changes in at least 6 to 8 months from now...it's a long time to wait but at least this time we actually got word from the source! This is exciting news!



 

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Quote:
Originally Posted by Trickshooter View Post
I PM'd Synapse the other day about TA buffs and this was the response I got:

So, it's a little sad to see it's a ways off, but it's nice to hear they agree it could use some attention.

Wow.... you got somewhere. I know you've been fighting for TA buffs for a really, really long time. Way to go.

FYI, I'm a big fan of buffing TA's -to hit. That alone would really huge improvement!


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Originally Posted by New Dawn View Post
That's not what I am saying. I can read your line 4 different ways and its still a myth.

Defenders can't keep a team alive single handedly. There is no singlehandliness in a team.
Not sure if serious. Ever play a Sonic or FF Defender that knew what they were doing? How about a Dark Defender? I'm sure Cold is just as amazing.

There is plenty of 'singlehandliness' in teams due to power creep in the inability for NCSoft to balance a checkbook let alone powersets but that last one is understandable but honestly: SS/Fire/Soul brutes carry teams all the time. So do Ill/Rad/lol Controllers. How about Bots/Dark Masterminds? Etc.

Not sure if you're even playing the game anymore at this point


Whining about everything since 2006.

Ammo switching for Dual Pistols was my idea:
http://boards.cityofheroes.com/showthread.php?t=135484

 

Posted

Quote:
Originally Posted by KillerShrike View Post
Ice Arrow is just disappointing. What I would love to see is instead of a boring single target hold, if it instead put down a Ice blaster sized ice patch as a ranged drop. That would be awesome.
This is still an awesome idea.

Those complaining about Flash Arrow - you realize it is basically a modified Smoke power from Fire Control, right?


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Originally Posted by Vel_Overload View Post
Not sure if serious. Ever play a Sonic or FF Defender that knew what they were doing? How about a Dark Defender? I'm sure Cold is just as amazing.

There is plenty of 'singlehandliness' in teams due to power creep in the inability for NCSoft to balance a checkbook let alone powersets but that last one is understandable but honestly: SS/Fire/Soul brutes carry teams all the time. So do Ill/Rad/lol Controllers. How about Bots/Dark Masterminds? Etc.

Not sure if you're even playing the game anymore at this point
I have a sonic, they do not single handedly carry people, people contribute too or are supposed to.

As a Dark Defender, which I have I think you'll find that other players contribute too or are supposed to.

Even with my Colds, or FFs other players contribute.

There is no singlehandedness unless everyone sits at the door.

There are factions that can break the level of support most the sets I have just discussed to beneath the average to what people are used to.

The other ATs are irrelevent to what you've been quoting me.

The difference is in how natural, people can play with the defender sets. Are some defender sets potentially allowing some mindless morons do well where others sets can't?

Sure and that's the problem. There shouldn't be anyone offering a team of idiots an autowin.

If you can't play to your characters strengths then you suck as a player of a character. If you can't play to the strengths of the defender you have then you suck with your character.


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.

 

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there are sets that can single handedly keep a team alive, but controllers

ice slick can be made perma, combined with arctic air you can almost totally lock down a spawn

mass hypnosis makes them not only stop attacking you but attack each other

static field from electricity can put them all to sleep perma. An elec/psi or elec/elec can drain a whole spawn and keep them from acting - an elec/elec blaster can do it even

there are plenty of permable powers that can single handedly keep a team alive. Of course the foes can be immune to them, not be bunched up, the hero casting them can be mezzed and unable to renew them.

what is possible and what is practical can vary greatly


 

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Originally Posted by dugfromthearth View Post
mass hypnosis makes them not only stop attacking you but attack each other



If Trick Archery was part of the control set then maybe we should be comparing Trick Archery to Mind Control. But it's not. If ya want Mass Confusion and keep a spawn busy hitting eachother or Seeds of Confusion then feel free and go make a Mind/TA or a Plant/TA, hell go make an Elec/TA for each of those super powersets ya mention and get EMP Arrow to boot!

I don't understand how people can fail when playing with a Trick Archer or relying on one. Playing with one like it can heal arrow you at any point would be a bit stupid. It takes knowing how to team with one to get the most out of their support, just like it takes knowing the opposite on how to team with one to get the least out of their support. I could go and hide behind a wall and scream heal me to an empath that's over 300ft away. This is precisely my point. If you don't play within a team mates flexibilities then no you are not going to succeed.

Some people like to run through steam rolling everything, not worrying about their timing, not having to care about their positioning and it's all just a keymash fest. That's for some people. Some people like to feel immortal and unchallenged. Some people actually cover their faults by eventually getting that build that allows them to get away with their one tactic of giving the enemy everything it could want. Again that's some people not all people.

Each defender set offers something another does not. You trade things, you can't be good at everything and when teamed with two defenders, one defender could be bringing something to the table that the other defender does not. I'd rather sit in on a Trick Archers farm than a Empaths farm if we are all looking for something that actually can singlehandedly save the team because in a typical PuG people do things like kill mobs to save themselves.


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.

 

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I personally wish that after firing Flash Arrow, the other arrows that don't cause damage would no longer cause aggro. No idea how to implement that technically, but it would help with it taking 5 arrows to match the output of other sets.

The alternative would be a fairly massive departure, but maybe work: have ALL of the arrows Tier 3 and higher be toggles, and when you click them you "load" your bow. Then when you fire either Flash (for placeables) or Entangling (for enemy-clicks). All of them fire together at once. Would require probably too much work to retool this way now, but it would have made the set very different.


 

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If they need to create a "combo system" like what Street Justice is like for a support set, Trick Arrow should be it.

Each type of Arrow should add more effects on top of another or by firing certain type of arrows, you get a Finisher type of Arrow. That makes shooting trick arrows more fun.


What's left is to normalize all Assassin Strikes and improve Stalker's old sets (Claw, MA and EM)! You don't need to bring back the missing PbAoE attack. You just need to make the existing ones better! For example, make Slice a WIDER and LONGER cone.

 

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While I concur that TA needs some love I don't believe the situation is as dire as the OP thinks.

1) There is no way the Devs will increase the values on Entangling Arrow by 50%. And why trade off the Acc bonus and actually raise the End cost? Once we've been given a bonus don't trade it away. The values on the debuffs are fine as they are. However I would raise the duration to 22s to match the Immob duration.

2) Flash Arrow is already good as you said.

3) I agree that Glue Arrow, a must-have for the set, needs upgraded. However a 2% chance at anything is meaningless and not worth the coding time. Also, the 60' range on the power makes it necessary to get closer to the enemy than I like. I would make the Hold chance 10% and increase the range to 80'

4) I agree with you on Ice Arrow. I would increase the debuffs to the 25% that you mentioned and I would also add a small DoT like the Hold in the Ice set.

5) Poison Gas arrow is pretty good as-is. As with Glue Arrow, I would raise the range to 80' but I would make the Sleep a field like Static Field is so enemies caught in it have a further chance to be affected if they wake up.

6) I agree that Acid Arrow needs a bigger radius. 8' is not reliable enough for a set that relies on debuffs. 15' would be much more appropriate however I would no increase the Recharge time.

7) Disruption Arrow costs too much End I agree. As a matter of fact your analysis of the power was spot on except for the part about more than 10 targets. I'm not one of those guys who asks the Tank to herd all the time so it's rare that I even see more than 10 mobs in a spawn. Increasing it to 16 seems excessive to me. Right on with the rest though, especially the - to hit

8) What is the radius of Oil Slick? Mids has it at 5' and I KNOW that's wrong.

9) I would remove the -Recovery part of EMP Arrow personally. Not all nukes have crashes and to be honest as good as the power is it certainly doesn't rate a crash IMHO


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Quote:
Originally Posted by Comicsluvr View Post
While I concur that TA needs some love I don't believe the situation is as dire as the OP thinks.

1) There is no way the Devs will increase the values on Entangling Arrow by 50%. And why trade off the Acc bonus and actually raise the End cost? Once we've been given a bonus don't trade it away. The values on the debuffs are fine as they are. However I would raise the duration to 22s to match the Immob duration.
Why wouldn't the Devs increase the value of the debuffs by that much? All it would do is bring it up to the level of Web Grenade. As it stands, Entangling Arrow is 1/5th the debuff strength of Web Grenade, with a 20% accuracy bonus and 2.6 less endurance cost.

The Accuracy and Endurance Cost bonuses were given to make up for the much poorer debuff. If I'm asking for the stronger debuff back, then the bonus should be removed, as they're no longer needed.

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3) I agree that Glue Arrow, a must-have for the set, needs upgraded. However a 2% chance at anything is meaningless and not worth the coding time. Also, the 60' range on the power makes it necessary to get closer to the enemy than I like. I would make the Hold chance 10% and increase the range to 80'
That would be a 2% chance to Hold everytime Glue Arrow activates, which is every 1 second, similar to Distortion Field. But that already feels kind of low in Distortion Field. I would say between a 5% and 8% chance to activate every 1 second would be much more appropriate for a support set that should be the best at debuff/control.

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5) Poison Gas arrow is pretty good as-is. As with Glue Arrow, I would raise the range to 80' but I would make the Sleep a field like Static Field is so enemies caught in it have a further chance to be affected if they wake up.
It works that way now, already.

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6) I agree that Acid Arrow needs a bigger radius. 8' is not reliable enough for a set that relies on debuffs. 15' would be much more appropriate however I would no increase the Recharge time.
Of course I wouldn't want to increase the recharge either, but going by other AoE debuffs, 8 foot radius powers are 20s or less on recharge, while 25 foot radius powers are 60s or greater on recharge. If I'm asking to move the radius to somewhere between 8 foot and 25 foot (as well as asking to increase the debuff value), then it will more than likely come with an increase to recharge. Can't get something for nothing.

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7) Disruption Arrow costs too much End I agree. As a matter of fact your analysis of the power was spot on except for the part about more than 10 targets. I'm not one of those guys who asks the Tank to herd all the time so it's rare that I even see more than 10 mobs in a spawn. Increasing it to 16 seems excessive to me. Right on with the rest though, especially the - to hit
Well, it's less about how many enemies you would typically see (I usually fight more than 10, personally though), and more about parity between sets. As I said, only 3 AoE Defender Debuffs are limited to a 10 enemy limit. The other two are Fulcrum Shift and Heat Loss; Disruption Arrow is far from being in the their league.

Even Acid Arrow has a 16 target limit. How often will anyone be hitting 16 enemies with that?

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8) What is the radius of Oil Slick? Mids has it at 5' and I KNOW that's wrong.
Both the oil and the fire have 25 foot radii. The 5 foot radius is part of a power the Oil Slick has that summons the fire.

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9) I would remove the -Recovery part of EMP Arrow personally. Not all nukes have crashes and to be honest as good as the power is it certainly doesn't rate a crash IMHO
Thematically, it doesn't make sense for EMP Arrow to cause -Recovery. It has it because EMP Arrow is pretty much a smaller AoE, ranged version of EM Pulse from Radiation Emission, which also has the -Recovery. It's there to be fair, I suppose. If EMP Arrow lost the -Recovery, I'd expect Rad users to also want their -Recovery removed (which I have no problem with).

My point with this thread has never been that omg trick arrowz iz da wurst n needz buffz NAO! Trick Arrows is a fun set that can put out plenty of AoE damage in the later levels. Anytime I've ever asked for buffs to the set, I've always tried to make it clear that I think the set is pretty close to where it should be, but still needs minor buffs to make it perform better. (Although I would support a combo system function being added; if any support set made sense with onee, it'd be Trick Arrows).

My opinion has always been that it is the support set that is least capable at offering support. You add up it's debuff and control options and at it's best it really only performs at or below the level of the debuffs of other debuff-heavy sets, but every other debuff-heavy set also offers buffs, which TA has no way to compete with.

All I want is the 9 powers of TA to equal the performance of the 9 powers of any other support set. And right now, I don't think they do.


Trickshooter's Characters | @Trickshooter @Brightside

 

Posted

I would like

Flash arrow to have more to hit debuff.
Glue arrow to act more like oil and disruption arrows (no target required) and and slower movement speed on foes.
Emp arrow to have less endurance issues a little faster recharge.

Faster animations
Less endurance across the board

And a quiver backpack =D


 

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Can we just have a "boxing glove" tip on the stun arrow... PLEASE!!! This is a slap in the face if we don't get it.











actually serious about the boxing glove thing... it will be cool... I would start and finish every fight with it.


"You sir, have never been in a hammer fight, that much is clear."
-Blast_Chamber

*yeah, I quoted myself.

 

Posted

I posted this in the defender thread as well. Any thoughts on the idea?

I tell you what would be amazing. Add a power called Empty Quiver that become available once you hit level 8 or so that essentially unloads all your target style debuffs at the same time. So say for example that Glue Arrow, Poison Gas Arrow and Flash Arrow were charged and you click Empty Quiver and it makes all 3 powers activate at the same time. The tech exists with DP select ammo to have more power icons appear with just one power choice. It would also give Trick Arrow something no other set has. This power would also alleviate complaints that Trick Arrow has to spend more time to accomplish what other sets do with less powers and give players more options.