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Adeon Hawkwood

 

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Originally Posted by Madadh View Post
And I wonder where my Ax went?
Ax went to blither in the corner when Mace was buffed.

When people say they want Ax buffed, they don't mean to change the set. Just mess with some numbers so that it is more equal to its sister set.


 

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Originally Posted by PRAF68_EU View Post
Er, Ax used to be nearly identical to mace until Mace got buffed.

I don't think anyone is suggesting changes to Ax beyond buffing it's damage to be more in line with similar sets, like Mace.



Played Illusion/TA controller to 50. Whilst fun, the frantic bow-swapping makes it seem very clumsy, and quite a few powers seem very weak for their effective activation times.



I think you are worrying to much. I think those early powers could be buffed quite a long way before the set became overpowered...


Personally, I would like to see those earlier powers (Acid, Glue, Ice, Poison Gas) made much more effective but with longer cooldowns to reduce weapon-swapping.

Edit: This is what I would do to Trick Arrow. Firstly, I believe the tech now exists to have Flash Arrow ignite Oil Slick without it having to damage other targets. That would solve one issue. The other thing I would do is increase the radius of Acid Arrow to 15', increase it's resistance debuff to 30%, and increase it's recharge to 40s.
Point 1: I think you're worrying far too much about damage numbers that really, don't differ by much.. Is Mace slightly better? Perhaps. How many builds can leverage that slight difference to much? Not frikking many..

Point 2: I can't comment at all on this. Not a troller type, and not an obsessive redraw type.


Point 3: I'd be OK with buffing the early powers, if those buffs dropped later. I don't think they will. Not sure that's even in the spirit of the game..


 

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Originally Posted by Mad Grim View Post
Ax went to blither in the corner when Mace was buffed.

When people say they want Ax buffed, they don't mean to change the set. Just mess with some numbers so that it is more equal to its sister set.
Yes, it's a bit behind it's sister in pure DPS. So but, being a hair behind, is that a measure of being horribly underperforming? I doubt it. I think think the pure KU/KD mechanic makes for more sustained pure AOE dps, but..


Even if I'm wrong, is it necessity that every set perform exactly as every other? If so, why not just have 1 set with a lot of skins?


Mind you, if it was just a pure re balancing, then I might be OK with it. But Ax doesn't 'under perform' and thus needs no review. But, it might not not compare perfectly to it's near twin. If I could be certain that it would just be made more like it's twin, I'd be less opposed. But, I see no guarantee of that, and as it does more than averagely well, I'll stay against it being changed.


 

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Originally Posted by Madadh View Post
But, from what I can see, the ability to stack debuffs, which TA excels at, is perhaps a problem balance wise. Since TA has no buffs at all, all it does is debuff. And, at some point, that's fine. Or even weak. But, it can be leveraged into something very nasty. As I have done, and I am sure, others have done even better.. I like that it can be leveraged into something awesome, but that it takes time and effort.. If you make it better at some levels, than it will be even better at the upper levels... And that leaves it being prone to being far overpowered by those that might want to leverage it. And you can guarantee that, given the chance, some will leverage it to the extreme.

As a last point, I'm not sure strait comparisons to other sets are valid. No other set is pure debuff, and thus, no other set can stack as many and as varied debuffs on a target as TA can. If it can use any improvements, I suspect they should mostly be confined to buffs or area. In most cases, I doubt that an enhancement of the values of the powers should be upped.
Ok, there are two general responses I want to address to this post:

First stacking debuffs in general. From a very high level point of view there isn't any difference between stacking debuffs and stacking a mix of buffs and debuffs. There are few execution differences which tend to favor buffs over debuffs but from a practical point of view debuffing an enemies change to hit isn't really any different from buffing your team's defense. So while TA is the only pure debuff set the majority of mixed buff/debuff sets have a similar performance envelope but with buffs replacing some fo the debuffs.

Now your second point that TA stacks more debuffs than other sets is IMHO wrong.

Let's assume that TA stacks Flash Arrow, Glue Arrow, PGA, Acid Arrow and Disruption Arrow on a spawn (those are the AoE debuffs that can reasonably be used every spawn). That combines to unenhanced values of:
-6.25% To Hit
-20% Recharge
-90% Speed
-31.25% Damage
-40% Resistance
-25% Defense
There's also a pulsing sleep but the DoT from Acid Arrow will tend to break that

Now compare Dark Maisma. It can stack Tarp Patch, Darkest Night and Fearsome Stare for :
-37.5% To Hit
-90% Speed
-37.5% Damage
-30% Resistance
And a Terrorize mez (which is more useful than sleep)

Now it is missing the -Defense and -Recharge but those are the least useful of the debuffs and Dark is only using 3 powers to TA's 5.

What about Time? It can stack Time's Juncture, Distortion Field and Slowed Response for:
-15.625% To Hit
-65% Recharge
-128.5% Speed
-25% Damage
-30% Resistance
-25% Defense
And a pulsing Hold patch (which is better than a pulsing sleep patch)

The stronger To Hit and Recharge Debuffs will more than compensate for the slightly lower Damage debuff so the only place TA really wins is the slightly higher Resistance Debuff

How about Traps, it can stack Caltrops, Acid Mortar, PGT and Seeker Drones for:
-13.3% To Hit
-30% Recharge
-80% Speed
-53.2% Damage
-26.6% Resistance
-26.6% Defense
-1000% Regeneration
And a pulsing Hold patch

Although I'll admit that Traps has a very poor T8 and T9 powers (at least for now).

I could go on but I think that makes my point. TA has a nice range of Debuffs but it is far from being the undisputed master of debuffing it's only real strength is a slightly higher resistance debuff than other sets.


 

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Originally Posted by Adeon Hawkwood View Post
Ok, there are two general responses I want to address to this post:
I will agree that TA isn't the best set out there. And I doubt anyone said it was, as is. But, if buffed, it may become so.


Among the things I want to point out.

1) Disruption Arrow, as it is, can be stacked, and that's a fun advantage.


2) You only seem to be comparing TA to the completely acknowledged 'creme of the crop' powersets. And proving it isn't the best ever is far from proving it isn't worthy of continuing in it's present form.


3) Debuffing an enemy affects everyone, while buffing only affects the buffed party.

4) Traps? I think this is a decent comparison, but... Traps has a mobility issue that TA just doesn't. TA can roam. Traps just cant.




Aedon, I get that you just don't like TA as it is.. It may not be your thing. And that's fair. But, as a player of the set, I think that buffing it, will only result in it being nerfed later... I'd like to avoid that. Hence my hesitation...


 

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Those sets are all both buffing and debuffing. And their debuffing is better than TA's, which is a pure debuff set. That should not be the case and needs work. And unless the devs royally screw up the TA buff, there won't be a following debuff.


 

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Originally Posted by Madadh View Post
1) Disruption Arrow, as it is, can be stacked, and that's a fun advantage.
It's a 30 second duration on a 60 second recharge. It can only be stacked with a high recharge IO build.

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2) You only seem to be comparing TA to the completely acknowledged 'creme of the crop' powersets. And proving it isn't the best ever is far from proving it isn't worthy of continuing in it's present form.
You originally said "no other set can stack as many and as varied debuffs on a target as TA can". I selected the sets that allowed me to counter that argument. Yes, I did select the cream of the crop but that reflects the nature of the argument I was countering more than anything else.

Your claim was that TA was the best set at debuffing and I made the argument to counter that assertion. I selected the sets I did because they are all strong debuffing sets, I could laos have selected Radiation Emission which has similar numbers. Cold Domination (the other top tier set) is different enough that a direct comparison of debuffs alone isn't really valid. In fact the only set that I would say is primarily debuffing and doesn't meet TA's pure debuff numbers is Storm Summoning but it works in a very different manner to TA so a direct comparison is somewhat tricky.

I didn't bother comparing it to Force Field, Sonic Resonance, Empathy, Pain Domination, Kinetics or Thermal Radiation because those are all primarily Buffing sets so would not be expected to match TA's ability to debuff foes.

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3) Debuffing an enemy affects everyone, while buffing only affects the buffed party.
And the sets I listed can all debuff foes to an equal or greater degree than Trick Arrow.

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4) Traps? I think this is a decent comparison, but... Traps has a mobility issue that TA just doesn't. TA can roam. Traps just cant.
The mobility issues of Traps are... greatly exaggerated. I have several trappers and even when leveling them using SOs (as is my wont) I never felt like I was having mobility issues and having to wait for key powers to recharge. If a team was moving fast enough then I often didn't need to use all of my powers but that happens with any debuff-based set.

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Adeon, I get that you just don't like TA as it is.. It may not be your thing. And that's fair. But, as a player of the set, I think that buffing it, will only result in it being nerfed later... I'd like to avoid that. Hence my hesitation...
And that's where you'd be demonstrably wrong. I like Trick Arrow. I also like Time Manipulation, Traps, Cold Domination (now that the shields are AoE) and Thermal Radiation (although only on Masterminds). I do know that I don't care for Storm Summoning. But I've leveled all of them to 50 at least once except for Cold Domination (currently level 30). I'm pretty sure I'd also like Dark Maisma if I ever get around to rolling one.

So yeah, I've played debuff focused sets enough to feel pretty confident that I know what I'm talking about when I say that Trick Arrow feels underpowered compared to the other debuff focused sets.

EDIT: Heck, I even like Devices so I'm stoked to see it getting buffed in I24.


 

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Originally Posted by Adeon Hawkwood View Post
It's a 30 second duration on a 60 second recharge. It can only be stacked with a high recharge IO build.


You originally said "no other set can stack as many and as varied debuffs on a target as TA can". I selected the sets that allowed me to counter that argument. Yes, I did select the cream of the crop but that reflects the nature of the argument I was countering more than anything else.

Your claim was that TA was the best set at debuffing and I made the argument to counter that assertion. I selected the sets I did because they are all strong debuffing sets, I could laos have selected Radiation Emission which has similar numbers. Cold Domination (the other top tier set) is different enough that a direct comparison of debuffs alone isn't really valid. In fact the only set that I would say is primarily debuffing and doesn't meet TA's pure debuff numbers is Storm Summoning but it works in a very different manner to TA so a direct comparison is somewhat tricky.

I didn't bother comparing it to Force Field, Sonic Resonance, Empathy, Pain Domination, Kinetics or Thermal Radiation because those are all primarily Buffing sets so would not be expected to match TA's ability to debuff foes.


And the sets I listed can all debuff foes to an equal or greater degree than Trick Arrow.


The mobility issues of Traps are... greatly exaggerated. I have several trappers and even when leveling them using SOs (as is my wont) I never felt like I was having mobility issues and having to wait for key powers to recharge. If a team was moving fast enough then I often didn't need to use all of my powers but that happens with any debuff-based set.


And that's where you'd be demonstrably wrong. I like Trick Arrow. I also like Time Manipulation, Traps, Cold Domination (now that the shields are AoE) and Thermal Radiation (although only on Masterminds). I do know that I don't care for Storm Summoning. But I've leveled all of them to 50 at least once except for Cold Domination (currently level 30). I'm pretty sure I'd also like Dark Maisma if I ever get around to rolling one.

So yeah, I've played debuff focused sets enough to feel pretty confident that I know what I'm talking about when I say that Trick Arrow feels underpowered compared to the other debuff focused sets.

EDIT: Heck, I even like Devices so I'm stoked to see it getting buffed in I24.
You're totally entitled to your stance. I've played all the support sets to 50 except force field... And my FFeler is getting close, finally..

Traps is Far behind, based on the lack of mobility, but some folks don't care.. The others are all based on preference.. Some folks can't play Dark, so what. Some folks can't play rad, oh well.. Some folks don't know how to play TA. So sad..



And, I think you are underestimating Storm, too..



But, regardless, I suspect we'll end up with our own preferences. I tend to think I'd support TA, and rad, and storm, but, if you'd rather champion against them, so be it.... 3 of my favs..


 

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EDIT: Heck, I even like Devices so I'm stoked to see it getting buffed in I24.
I'm good with any buff to devices...


 

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Originally Posted by Madadh View Post
And, I think you are underestimating Storm, too..

But, regardless, I suspect we'll end up with our own preferences. I tend to think I'd support TA, and rad, and storm, but, if you'd rather champion against them, so be it.... 3 of my favs..
You are totally misunderstanding my stance. I have nothing against Rad, and honestly cannot see anywhere in my post that I suggested anything like that so I have no clue why you think I'm campaigning against it. I think it's one of the more powerful Buff/Debuff sets but I've never actually played it.

Similarly I think that Storm is a good set, I'd rank it pretty much smack dab in the middle of the pack along with Thermal Radiation. I don't care for it myself but that's an issue of play-style rather than numbers. I, personally, prefer Cold Domination to Storm because I feel like I'm doing more to help the team but that doesn't mean that Storm is bad (in fact I've leveled two Storm Summoners to 50).

Similarly I'm not campaigning against Trick Arrow, I'm campaigning for it. It's one of the four Buff/Debuff sets that I feel have performance issues. That isn't to say that any of them are unplayable simply that I feel they need buffs to bring them up to the level of performance other sets meet. I tend to campaign for it a bit more vigorously than the other three (FF, Sonic and Empathy) because I happen to like it more than those sets.


 

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Originally Posted by Madadh View Post
Point 1: I think you're worrying far too much about damage numbers that really, don't differ by much.. Is Mace slightly better? Perhaps. How many builds can leverage that slight difference to much? Not frikking many..
Well, if you call 15% higher DPS slightly better...

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Point 2: I can't comment at all on this. Not a troller type, and not an obsessive redraw type.
If you want to stack those powers that are stackable, you need lots of recharge, which means lots or redraw if you don't pair it with Archery.


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Point 3: I'd be OK with buffing the early powers, if those buffs dropped later. I don't think they will. Not sure that's even in the spirit of the game..
Why would you want to drop the buffs later? The late powers in TA are only on a par with other buff sets. They certainly aren't better than the late powers in Time Manipulation, Rad, or Kin, which aren't burdened with feeble early powers.


I really should do something about this signature.

 

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Originally Posted by ClawsandEffect View Post
It wasn't practical in game design terms, and a shield throw power would probably have violated one of Marvel's trademarks.

Unless you can run a search and find even so much as one character other than Captain America that has ever used a thrown shield as a weapon. I searched at least 25 pages deep in Google and found none.

Since Cap is the only character out there who does that, it's a safe bet that Marvel has it trademarked and would throw a fit if we had added a power like that. A shield charge or shield bash is one thing, those are common maneuvers with a shield, throwing a shield is a gimmick of one specific character and would probably be off limits.
Marvel's competition has a Shield Throw power.

Edit: Also, it wouldn't make sense to have the defense buffs when you have no shield in hand to deflect things.


BrandX Future Staff Fighter
The BrandX Collection

 

Posted

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Originally Posted by Madadh View Post
I will agree that TA isn't the best set out there. And I doubt anyone said it was, as is. But, if buffed, it may become so.
It would need to be buffed a very long way for that to happen...


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Among the things I want to point out.

1) Disruption Arrow, as it is, can be stacked, and that's a fun advantage.
And Acid Arrow can't despite having a recharge that would allow it. Which means making sure it's not over-used a pain in the butt.

Disruption Arrow is an average power, and no one is suggesting changing it.

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2) You only seem to be comparing TA to the completely acknowledged 'creme of the crop' powersets. And proving it isn't the best ever is far from proving it isn't worthy of continuing in it's present form.
TA fairs badly whatever set you compare it with, because it's a control set masquerading as a debuff set.

But buffing one or two of it's weaker powers isn't going to change it's form.


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3) Debuffing an enemy affects everyone, while buffing only affects the buffed party.
Which would be a valid point, if TA was the number one debuff set. But it aint.


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4) Traps? I think this is a decent comparison, but... Traps has a mobility issue that TA just doesn't. TA can roam. Traps just cant.
The above average animation times on TA attacks mean it's not exactly the most mobile set.




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Aedon, I get that you just don't like TA as it is.. It may not be your thing. And that's fair. But, as a player of the set, I think that buffing it, will only result in it being nerfed later... I'd like to avoid that. Hence my hesitation...
Like Aedon, I have played and like TA.

This is TA:

Some powers are weak, others are average. Weak powers could be buffed without changing the average powers.

This is EM:

Some mediocre powers, one very very overpowered power. The mediocre powers can't be buffed without nerfing the overpowered power.


I really should do something about this signature.

 

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I still can't believe that they haven't Fixed the Oil Slick Arrow Bug with Pets...oh well.



 

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My 2 cents:

Dark Armor: CoF should have a review on either it's accuracy or end usage (not both). I'd much prefer it's accuracy to be 75% base instead of 60%. I'd also like see a Mag 3 fear on scrappers instead of Mag 2

Energy Melee: Whirling Hands is very lackluster, pretty much anything would improve it.-

SR: The always 1 trick pony, thought Melee Hybrid would help a great deal but at the time I didn't know Hybrid toggles can't be always on. The resistances from passives are not enough, but not sure what could be done to improve the set, I guess pretty much anything would do the trick.-


 

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Originally Posted by PRAF68_EU View Post
The above average animation times on TA attacks mean it's not exactly the most mobile set.
Just straight animation time is actually not really a problem anymore. Trick Arrow has the fastest average animation time of all the support sets.

One of TA's main issues though is... how many of those fast animations have to be played firing arrows to reach a similar perfomance level of other sets that only have to use 1 or 2 powers. That's what tends to make TA feel slow.

For reference, fastest to slowest is:

Trick Arrow
Cold Domination
Kinetics
Poison
Force Fields
Time Manipulation
Sonic Resonance
Thermal Radiation
Storm Summoning
Pain Domination
Empathy
Nature Affinity
Dark Miasma
Radiation Emission
Darkness Affinity
Traps (because of Trip Mine and Time Bomb)

You'll notice that some of the really powerful sets are near the very bottom. Goes to show how much people will ignore how slow a set is if it gets the job done really well.


Trickshooter's Characters | @Trickshooter @Brightside

 

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Originally Posted by Trickshooter View Post
You'll notice that some of the really powerful sets are near the very bottom. Goes to show how much people will ignore how slow a set is if it gets the job done really well.
Well also averaging the cast time of all powers isn't necessarily representative of the actual cast time required during play. For instance with Traps I'm not going to be dropping a Time Bomb and a Trip Mine at all (since they aren't in my build) and similarly Web Grenades are something I only use occasionally.

I do agree with the general sentiment though, the total time to apply debuffs is the key metric and Trick Arrow does come out somewhat poorly there due to the fact that it has to apply a lot more powers in-combat than other sets (which tend to have debuffs in fewer powers and can use out of combat time for the buff powers).


 

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Originally Posted by PRAF68_EU View Post
Well, if you call 15% higher DPS slightly better...
I might call that slightly better, yes, if I agreed with this number. And if I took this number in a vacuum, and didn't account for the secondary effects. But as I don't....



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If you want to stack those powers that are stackable, you need lots of recharge, which means lots or redraw if you don't pair it with Archery.
Again, as I can't specifically speak to trollers, which is the context of the quote of mine you took, so I'm lost as to how Archery even enters into it.
Thus, I don't have much comment, except to comment that if redraw is your big concern
a) I think that redraw is over-obsessed about (it's not like you're required to alternate attacks from TA and your other set, and if you choose to, that's your failing), and
b) Perhaps a weapon set just isn't for you. But because it isn't for you, doesn't alone mean it's in need of a rework.



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Why would you want to drop the buffs later? The late powers in TA are only on a par with other buff sets. They certainly aren't better than the late powers in Time Manipulation, Rad, or Kin, which aren't burdened with feeble early powers.
Because if the set is fine in the end game, which I feel it is, then adding power to it early, that doesn't drop later will make it more powerful in the endgame, natch. And I'd rather a fix to TA not make it better early, just to make it potentially OP later, thus requiring a nerf at some future date.


 

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Originally Posted by PRAF68_EU View Post
It would need to be buffed a very long way for that to happen...
I disagree, but, neither you your I can prove this point at present.


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And Acid Arrow can't despite having a recharge that would allow it. Which means making sure it's not over-used a pain in the butt.

Disruption Arrow is an average power, and no one is suggesting changing it.
It can be a pain, I agree, but no more so than a lot of other powers. Ironic, though, that nobody is suggesting changing Acid Arrow. I feel that if TA is going to be changed, Acid Arrow is a prime candidate to have a minor change. I think upping it's area and perhaps number of targets, while leaving it non-stackable, and leaving all the other numbers as is, might be a worthwhile change, without making it too OP.

Mind, I'd not lobby for this change, as I don't think it's warranted, but if change were to come, I think this would be a good spot for one.



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TA fairs badly whatever set you compare it with, because it's a control set masquerading as a debuff set.

But buffing one or two of it's weaker powers isn't going to change it's form.
It is very controlly, I'll grant that, but so is Dark Miasma, so I don't think that trolly support set=bad support set. I also don't agree that it compares badly with *any* other set.

I do agree with you, that buffing (or even nerfing) one or two of it's powers will necessarily change it's form. But, if your contention is that it's form (trolly) is what makes it the weakest set, and than buffing some of it's powers won't change it's form, then it seems to be that you're saying it'll be bottom of the barrel even if buffed, and thus needs a total rework from the group up. If that's what you're contending, I disagree totally and vehemently.





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Which would be a valid point, if TA was the number one debuff set. But it aint.
So, Debuffs only work for the whole party, and thus are more prone to leverage if it's the number one debuff set? I'll make sure to let Cold, Rad, Time, Dark, Traps, etc know that one of them is best, and the rest can't do what they've always thought they could do well, as soon as we can agree on which one is the best.



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The above average animation times on TA attacks mean it's not exactly the most mobile set.
Trickshooter beat me to this one, so I'll not add any comments here....



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Like Aedon, I have played and like TA.
Like both of you, I have as well, except I really do like TA. Not hypothetically, not sorta, but I like it as is. I do think it could be tweaked slightly, without making a hash of things, but I don't feel it is warranted to mess with it, and risk such a hash, just for minor tweaks.


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This is TA:

Some powers are weak, others are average. Weak powers could be buffed without changing the average powers.
I disagree with your evaluation, but, even if I agreed with it, I still think a set as a whole can, do to synergies, etc, be better as a whole than it's individual powers indicate. I think this is the case with TA, and that is perhaps why it's such a late bloomer, not due to any one specific power, but due to the cumulative effect of the entire set as a whole once it's developed. If that's the case, making individual powers more powerful, will make the set as a whole more powerful at the end, and perhaps by more than we might suspect.


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This is EM:

Some mediocre powers, one very very overpowered power. The mediocre powers can't be buffed without nerfing the overpowered power.
On this topic, I'll not disagree with you in the slightest. I'll not agree, either, though, as I know nothing about this topic. It's not a set I have any familiarity with. I'm happy to let all those of you that have played it hash this one out.


 

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I guess my standard is different. 15% difference is a dealbreaker for playing the weaker set because the game's reward system is tied to killing the enemy. Debuffing them is fun and all, but it is 2 seconds not spent on doing things that directly lead to rewards - assuming of course that the debuff is not essential to killing them or staying alive.

I completely agree that TA should be looked at for its early progression.


 

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Originally Posted by Adeon Hawkwood View Post
I do agree with the general sentiment though, the total time to apply debuffs is the key metric and Trick Arrow does come out somewhat poorly there due to the fact that it has to apply a lot more powers in-combat than other sets (which tend to have debuffs in fewer powers and can use out of combat time for the buff powers).
I will agree, that the set is wonky. Clumsy, even, in it's application. It certainly isn't the most elegantly designed set. However, one certainly can opt not to use the debuffs that aren't needed at the moment. I often skip all the defensive debuffs after I have a fight under control.

But, still, that doesn't totally fix it's wonkiness... But, buffing an individual power here or there won't do that, either. The only way that might be fixed is with a total redo from the ground up, and as I like it in it's present form, I'd be against that. If they decided to make a new TAish set, and learned from the first one, I'd happily give it a try, but not at the cost of seeing the one I enjoy go away.


 

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Originally Posted by Madadh View Post
I might call that slightly better, yes, if I agreed with this number. And if I took this number in a vacuum, and didn't account for the secondary effects. But as I don't....
I think most people would consider 15% a very significant amount. And as for the veracity of the number, it's carefully researched. But the thing is, War Mace used to be on exactly the same damage as Ax, but it was buffed because the developers felt that it was underperforming. The only reason Ax wasn't changed at the same time was because the devs only had time to look at the one that was being ported to Brutes.

It KD better than Stun? Is it 15% damage worth better than Stun? I don't think many people would think so.

But you haven't said anything to explain why you don't want it touched. Even if it wasn't under-performing, how would 15% more damage actually hurt you? I think I've explained how changes to EM would likely be detrimental to me personally.

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Because if the set is fine in the end game, which I feel it is, then adding power to it early, that doesn't drop later will make it more powerful in the endgame, natch.
Yeah. That's kind of the point. Getting average powers later on does not make up for a bunch of poor powers early on.


I really should do something about this signature.

 

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Originally Posted by Madadh View Post
I disagree, but, neither you your I can prove this point at present.



It can be a pain, I agree, but no more so than a lot of other powers. Ironic, though, that nobody is suggesting changing Acid Arrow.
Wrong.

Read back this thread. Acid Arrow is exactly the power I singled out as in need of buffing. Why?

A defense debuff that requires a to-hit roll! What's the good of that?!

A Resistance debuff that is significantly lower than similar powers in Poison or Radiation.

And AoE that has all the drawbacks of AoE powers without being large enough to reliably hit multiple targets.

DoT which bring the drawbacks of a damage power without the befit of doing enough damage to hurt a rikti money.


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But, if your contention is that it's form (trolly) is what makes it the weakest set,
No, my contention is that it has a bunch of weak powers (Flash Arrow, Ice Arrow, Glue Arrow, Immob Arrow, Acid Arrow, PG Arrow) without the compensating benefit of anything that is any better than average. It's controls are weaker than a controller, it's debuffs are weaker than a controller with a decent debuff set as a secondary.


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So, Debuffs only work for the whole party, and thus are more prone to leverage if it's the number one debuff set? I'll make sure to let Cold, Rad, Time, Dark, Traps, etc know that one of them is best, and the rest can't do what they've always thought they could do well, as soon as we can agree on which one is the best.
Rad and Time are the best debuff sets, then Dark, then Cold and Traps and Poison, then TA comes puffing up the rear like a fat schoolboy. I thought everyone knew that.


I really should do something about this signature.

 

Posted

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Originally Posted by PRAF68_EU View Post
Rad and Time are the best debuff sets, then Dark, then Cold and Traps and Poison, then TA comes puffing up the rear like a fat schoolboy. I thought everyone knew that.
Everyone knew an order you made up? Seems doubtful. Time is a fabulous set, but it is because it mixes buff and debuff. It is not near the top when you talk about debuffs alone.

I thought everyone knew this about the relative ranking of buff/debuff!


Why Blasters? Empathy Sucks.
So, you want to be Mental?
What the hell? Let's buff defenders.
Tactics are for those who do not have a big enough hammer. Wisdom is knowing how big your hammer is.

 

Posted

Rad is unqeustionably the best debuff set, and it also has a heal, buffs, a rez, a duplicate of EMP Arrow, and a corpse nuke. All of it's fantastic debuffing is done by three powers. Three powers from Rad are better than the first seven of TA. And then TA's last power is copied in Rad. Oil Slick Arrow then being left the only thing TA has left is completely out done by all the utility Rad has over TA. Which is a lot.

TA also has weaker debuffs than Traps, Dark, and Cold. All of which have more utility than debuffs. Time has absurd amount of recharge and speed debuffs, a great res/def debuff, a much better hold that can be mag 4, and some of the best buffs in any set in the game. And don't forget the tohit and damage debuff.

So all of those sets which have more than debuffing in them are better at debuffing than a set that does only debuffing.

Yes, that is a problem, and it needs looking at.

Poison however, I've no idea as I've never tried it. Also, the tiny radius of the splash debuffs seems too small to make a real difference.