Buff Trick Arrows 2.0! Now with more begging!


Adeon Hawkwood

 

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Originally Posted by Morgan78 View Post
Glue arrow to act more like oil and disruption arrows (no target required).
Emp arrow to have less endurance issues
I think with the above comments we can all agree to disagree based on what we get about the sets. I kind of get the differences between Entangling and Webnade myself but I am kind of thinking why not when it comes to the above. I never got why firing an EMP arrow affected endurance recovery. Glue Arrow arrow hitting a target is going to not so much get everywhere but where ever line of sight is. Just doesn't work out physically in my head.


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Posted

So I believe Synapse jokingly called Issue 24, "Issue Fix All The Things", and that made me wonder... what if Trick Arrow is one of the things and hasn't been announced yet?

And that thought made me realize that if it does include Trick Arrow, I'll probably collapse on the ground hyperventilating.


Trickshooter's Characters | @Trickshooter @Brightside

 

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Originally Posted by Trickshooter View Post
So I believe Synapse jokingly called Issue 24, "Issue Fix All The Things", and that made me wonder... what if Trick Arrow is one of the things and hasn't been announced yet?

And that thought made me realize that if it does include Trick Arrow, I'll probably collapse on the ground hyperventilating.
Trick Arrow and Poison could definitely use some help. Just getting the buff/debuff radii normalized would be a good start, plus all of your ideas for TA.


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Originally Posted by Aett_Thorn View Post
Trick Arrow and Poison could definitely use some help. Just getting the buff/debuff radii normalized would be a good start, plus all of your ideas for TA.
I don't know how the Devs feel about Poison, but I do know the last time I spoke to Arbiter Hawk about buffs, he said Force Field and Trick Arrows are at the top of his list for Support sets to review (that is to say, they're not necessarily his priority now, but whenever they get around to reviewing support sets, they are the two he'd like to work on first).


Trickshooter's Characters | @Trickshooter @Brightside

 

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Originally Posted by Blast_Chamber View Post
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.
Wrong powerset, this isn't about Archery.


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Posted

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Originally Posted by Trickshooter View Post
So I believe Synapse jokingly called Issue 24, "Issue Fix All The Things", and that made me wonder... what if Trick Arrow is one of the things and hasn't been announced yet?

And that thought made me realize that if it does include Trick Arrow, I'll probably collapse on the ground hyperventilating.
I thought it wouldn't happen for about a year though - didn't they hint at that somewhere? I forget.


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Originally Posted by JayboH View Post
I thought it wouldn't happen for about a year though - didn't they hint at that somewhere? I forget.
Synapse said they were booked on power changes for the next year, but they hoped they could find time to do it sooner. That was 7 months ago.


Trickshooter's Characters | @Trickshooter @Brightside

 

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I would love to see TA (and other sets like FF) get some love!


Here's hoping for you Trickshooter! Maybe my lvl 50 TA/A would come off the shelf if they did buff 'em!


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Originally Posted by Energizing_Ion View Post
Maybe my lvl 50 TA/A would come off the shelf if they did buff 'em!
I think a lot of us would do the same.


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Originally Posted by Energizing_Ion View Post
I would love to see TA (and other sets like FF) get some love!


Here's hoping for you Trickshooter! Maybe my lvl 50 TA/A would come off the shelf if they did buff 'em!
Well, I haven't heard anything about TA getting any love but FF and Cold will probably see some down the line. A few players have asked the devs is there and plans for adding absorb to both sets and the devs agreed that it sounds like an awesome idea .

I would love a buff to TA. I avoid it like the plague because of the lack of constant consistent mitigation/survival.



 

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Originally Posted by Tater Todd View Post
Well, I haven't heard anything about TA getting any love but FF and Cold will probably see some down the line. A few players have asked the devs is there and plans for adding absorb to both sets and the devs agreed that it sounds like an awesome idea .

I would love a buff to TA. I avoid it like the plague because of the lack of constant consistent mitigation/survival.
FF is a great place to add +Absorb, but Cold is far from needing any buffs. If anything, I could maybe see swapping the +HP of Frostwork with +Absorb, but it outperforms plenty of sets already.


Trickshooter's Characters | @Trickshooter @Brightside

 

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Originally Posted by Trickshooter View Post
FF is a great place to add +Absorb, but Cold is far from needing any buffs. If anything, I could maybe see swapping the +HP of Frostwork with +Absorb, but it outperforms plenty of sets already.

FF needs some love to keep it from being boring (I kid!) also layering it with more survival keeps it competitive.

You're right about Frostwork, I think that hawk or synap mentioned adding absorb to the power. Cold is amazing and it has aged very well. The only thing I would like to see is for Heat Loss's Recharge to be reduced a tiny bit...but now I'm just being greedy : /.



 

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Actually, the more and more I think about it, Sonic should get absorb over FF. It's more thematic in my eyes.

Adding absorb to FF won't make it's skippable powers any better IMO.


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I think Absorb is equally thematic for Force Field or Sonic Resonance. Actually, I consider Absorb a lot more thematic for FF than Defense.

I don't think Cold (or for that matter Thermal or Traps) should horn in on that just because they smell a buff. It's partly (but not quite entirely) the nature of these sets that justify a buff to FF and Sonic to begin with.


 

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Originally Posted by Oedipus_Tex View Post
I think Absorb is equally thematic for Force Field or Sonic Resonance. Actually, I consider Absorb a lot more thematic for FF than Defense.

I don't think Cold (or for that matter Thermal or Traps) should horn in on that just because they smell a buff. It's partly (but not quite entirely) the nature of these sets that justify a buff to FF and Sonic to begin with.


Trickshooter's Characters | @Trickshooter @Brightside

 

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Originally Posted by JayboH View Post
Actually, the more and more I think about it, Sonic should get absorb over FF. It's more thematic in my eyes.

Adding absorb to FF won't make it's skippable powers any better IMO.
I'm not a fan of FF myself but I can see why some players want absorb added to certain powers...my issue with the set was how boring it is lol. I'd rather see sets like TA, Poison or Sonic get some love first honestly...the sets are showing their age...and some of them like TA gets, passed over for no good reason...I mean I still can't believe how long OSA was broken!

TA...well one can read this thread to find some awesome ideas/changes for the set and Sonic could use some absorb and definitely a recharge reduction for Liquefy or more! I always thought that the power was too weak and it is.



 

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Trick Arrow needs love for sure. Cold Domination does more mitigation, gives more -res and have better effects over all. Normally, it's not fair to compare sets back to back like this because every set as that 'gem' power that makes it amazing...

Trick Arrow has no real gem. I always wanted the set to be the -res set but it never came to pass. I'd love to see it get something unique attached to it so finally it has something special about it.


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

 

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Originally Posted by Tater Todd View Post
I'm not a fan of FF myself but I can see why some players want absorb added to certain powers...my issue with the set was how boring it is lol. I'd rather see sets like TA, Poison or Sonic get some love first honestly...the sets are showing their age...and some of them like TA gets, passed over for no good reason...I mean I still can't believe how long OSA was broken!

TA...well one can read this thread to find some awesome ideas/changes for the set and Sonic could use some absorb and definitely a recharge reduction for Liquefy or more! I always thought that the power was too weak and it is.

I agree with you about Force Field being boring. It's unfortunate, because I can see where they tried to make it exciting, but how that didn't work out.

As part of the buffs to it, I'd like to see Force Bolt changed so that after it pongs the first enemy, the projectile pinballs around to hit additional targets, knocking them down. The Recharge on Force Bolt is 4 seconds, which is half of Jolting Chain, so I'd love it if the power could hit between 8 to 10 targets. People who want to lose the KB in Force Bolt itself could slot it with -KB proc.

If the "pinball" effect is too difficult, just giving Force Bolt a splash knockdown a la the new Propel could help a lot. But IMO due to the damage level being so low it would need to hit more than 5 targets in a small radius.


 

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Originally Posted by Tater Todd View Post
I'd rather see sets like TA, Poison or Sonic get some love first honestly...the sets are showing their age...
Honestly, I'd have to say that no set shows it's age more than Forcefield.

It's really a relic that's practically unchanged since a long forgotten time with completely different design goals and principles.



Edit: That's not at all to say that I don't think TA needs some dramatic buffing. It really could use it.


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FF DOES feel ancient. Sonic is getting there but it's unique effects are holding up albeit barely.

They don't need 'buffs' I don't think that is the correct term. They simply need love and synergy. These sets work well in groups but they play too passively and suck at soloing, making them boring. Some say that means more blasting, but when you pick defender particularly, you're aiming at supporting, not blasting.

I still think the phase powers should be changed to 15 second unchangeable recharge with a 5 second duration, 1 second cast. This would make them like ultra holds, useful for soloing without being too annoying.

Oh and Sonic's Knockback anchor is wwaayy too unwieldy. Needs some love.


Whining about everything since 2006.

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

 

Posted

I'm coming in kind of late here but I figure I'll give my $0.02.

In general I think the changes that you propose to Entangling Arrow, Acid Arrow and Disruption Arrow make a lot of sense. I think Acid Arrow should be a little bit stronger, either with a 20ft-25ft radius (so you can hit the entire spawn) or a full 30% resistance debuff. Personally I feel that as the only pure debuff set Trick Arrow should have the best resistance debuffs and even with the changes you propose I don't think it has but YMMV.

On other arrows:

Flash Arrow: You mention that Flash Arrow is on a par with other -perception powers in the game and that is largely true. The question I have is why should that be true? -Perception is one of the more questionable debuffs in the game. It does have some value as a utility debuff but for the most part -perception isn't that critical. Now that being said it does have value to a TA character int hat in a set reliant on debuffs for damage mitigation it allows them to apply 2 debuffs at the start of combat rather than one so I certainly wouldn't advocate removing it but I also don't think other -perception powers should be used as a baseline. Personally I'd like to see the -ToHit in Flash Arrow increased to about 10% to put TA closer in performance to sets like Time and Dark which also make extensive use of -ToHit for damage mitigation (it would still be weaker than them but not by as much.

Glue Arrow: I wouldn't object to the changes you propose but I also don't see them as highly critical. Glue Arrow is a pretty good power as it stands so I'd rather see the damage mitigation in the rest of the set buffed as opposed to Glue Arrow. Still changing it to a chance for hold patch would be an interesting change.

Ice Arrow: Personally I feel that the single target holds and stuns in all Buff/Debuff and Blast sets should have their recharge and duration adjusted (as well as normalizing what attribute they use, I'm looking at you Tesla Cage). I would say Scale 10, Recharge 20s for the Blast sets (same as Beanbag and a couple of others) and Scale 10, Recharge 16s for the buff/debuff sets. Also set them all to use Ranged_Sleep or Ranged_Immobilize as the scaling attribute instead of the grab-bag of Ranged_Sleep, Ranged_Immobilize, Ranged_Stun and Ranged_Ones that they have now (I would suggest Ranged_Stun but for some reason Masterminds and Corruptors have somewhat bizarre Ranged_Stun attributes compared to Blasters and Defenders). For comparison purposes Controllers and Dominators get Scale 12 Ranged_immobilize, Recharge 8s for their single target holds.


 

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Originally Posted by Adeon Hawkwood View Post
Flash Arrow: You mention that Flash Arrow is on a par with other -perception powers in the game and that is largely true. The question I have is why should that be true? -Perception is one of the more questionable debuffs in the game. It does have some value as a utility debuff but for the most part -perception isn't that critical. Now that being said it does have value to a TA character int hat in a set reliant on debuffs for damage mitigation it allows them to apply 2 debuffs at the start of combat rather than one so I certainly wouldn't advocate removing it but I also don't think other -perception powers should be used as a baseline. Personally I'd like to see the -ToHit in Flash Arrow increased to about 10% to put TA closer in performance to sets like Time and Dark which also make extensive use of -ToHit for damage mitigation (it would still be weaker than them but not by as much.
Well, I'm not one of the devs, so I can't tell you WHY -Perception tends to come with only a tiny -ToHit debuff in powers. It's just an observation that when it comes to -Perception/-ToHit powers, Flash Arrow is pretty much in-line with what the devs have decided are appropriate debuff values.

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Glue Arrow: I wouldn't object to the changes you propose but I also don't see them as highly critical. Glue Arrow is a pretty good power as it stands so I'd rather see the damage mitigation in the rest of the set buffed as opposed to Glue Arrow. Still changing it to a chance for hold patch would be an interesting change.
Well, the issue I have with Glue Arrow is that it's actually a very poor debuff and what it does well, -Speed, already comes in potent amounts in another power. It's just too overshadowed by every other AoE -Recharge support set power.

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Ice Arrow: Personally I feel that the single target holds and stuns in all Buff/Debuff and Blast sets should have their recharge and duration adjusted (as well as normalizing what attribute they use, I'm looking at you Tesla Cage). I would say Scale 10, Recharge 20s for the Blast sets (same as Beanbag and a couple of others) and Scale 10, Recharge 16s for the buff/debuff sets. Also set them all to use Ranged_Sleep or Ranged_Immobilize as the scaling attribute instead of the grab-bag of Ranged_Sleep, Ranged_Immobilize, Ranged_Stun and Ranged_Ones that they have now (I would suggest Ranged_Stun but for some reason Masterminds and Corruptors have somewhat bizarre Ranged_Stun attributes compared to Blasters and Defenders). For comparison purposes Controllers and Dominators get Scale 12 Ranged_immobilize, Recharge 8s for their single target holds.
Oh believe me, if I were a dev, there are soooo many things, especially in the legacy sets, that I'd love to go back and normalize or rebalance (especially between Defenders and Controllers).


Trickshooter's Characters | @Trickshooter @Brightside

 

Posted

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Originally Posted by Trickshooter View Post
Well, I'm not one of the devs, so I can't tell you WHY -Perception tends to come with only a tiny -ToHit debuff in powers. It's just an observation that when it comes to -Perception/-ToHit powers, Flash Arrow is pretty much in-line with what the devs have decided are appropriate debuff values
Well for most of the powers i think it makes sense. Smoke Grenade and Smoke are in sets that don't focus on debuff so the -perception is there to help with positioning and choosing your attack timing. Flash arrow is the only one I object to since it IS in a debuff set .

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Well, the issue I have with Glue Arrow is that it's actually a very poor debuff and what it does well, -Speed, already comes in potent amounts in another power. It's just too overshadowed by every other AoE -Recharge support set power.
That's true, I'm just not sure that adding more -recharge is the best way to fix the set overall. Upping the -recharge in Glue Arrow would certainly help the set but it's not the change I'd make first. I'll try to explain.

The sets I tend to compare Trick Arrow to are Dark Miasma and Time Manipulation since all three rely on a combination of -To Hit, -Damage, -Recharge and a little bit of control as their core damage mitigation. DM and Time combine this with a decent amount of healing and a bit of extra damage while Trick Arrow lacks any healing but has a larger damage boost (at least in theory). Now the obvious problem at the moment is that TA is lagging behind both DM and Time in terms of overall damage mitigation and is pretty questionable in terms of whether it is doing its job of increasing damage.

Now speaking for myself if I were fixing the set my primary aim would be to bring the -ToHit and -Damage up to a reasonable par with DM and Time and then increase the damage of the set to above that of DA and Time by improving Acid Arrow and Disruption Arrow (I'd be VERY tempted to give them both -30% resistance debuffs but I acknowledge that that would probably be overpowered). If that were done then I think the set would be reasonably balanced even without changing Glue Arrow.

I'd also aim to put more of the damage mitigation of the set into Flash Arrow to help with the fact that the set is a DeBuff focused set whereas both DM and Time are mixed. You can realistically use two powers for Alpha mitigation Flash Arrow + One Other, therefore loading a larger portion of the set's mitigation into Flash Arrow helps with Alpha mitigation.


 

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Originally Posted by Adeon Hawkwood View Post
-Perception is one of the more questionable debuffs in the game. It does have some value as a utility debuff but for the most part -perception isn't that critical.
I'm personally of the opinion that Flash Arrow ought to also debuff Range in much the same way that Tanker Taunts do so that Flash Arrow can have both in combat and out of combat utility. Combine Range Debuffing with Immobilize or Slow or Hold to keep things at a distance and you've finally given Trick Arrow some Alpha Strike utility, as well as a shot at Range Supremacy.


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FF, Sonic and TA seriously need looked at, and I think in that order of importance. They are really out of sync with the rest of the support sets and I certainly hope the devs give them some thought. If it happened and the devs did nothing to change them, I can accept that, but I highly doubt that would happen in light of all the newer sets that do a much better job of everything that these legacy sets do ok at. I get that something has to be worst, but those three set should not be the worst by the margin that they are.


Just note, I have a character of each of these in at least the 40s and I love the sets, but they are definately outperformed in even their core roles by other newer sets while not having the flexibility to cover other buffing or debuffing (TA is a notable exception in that it does a little bit of everything debuff but is behind a lot of other sets in the debuffing it does achieve while taking stacking powers to achieve it).