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Everything posted by Luminara
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Focused Feedback: Trick Arrow Revamp
Luminara replied to Jimmy's topic in [Open Beta] Focused Feedback
It's a support power in a support set, not a controller power, not a damage power. That's not the direction the HC team wants to take TA toward. It's a support power in a support set, not a damage power. That's not the direction the HC team wants to take TA toward. TA has one Immobilize. TA has one Immobilize. It deals as much base damage as most of the blaster T9 powers. /Fire Blast, /Energy Blast, /Electrical Blast, /Dual Pistols, /Archery, /Assault Rifle, /Beam Rifle, /Radiation Blast, /Sonic Blast and /Water Blast all have attacks which can ignite OSA. The Apprentice Charm and Taser Dart origin powers can ignite OSA. Numerous temporary powers can ignite OSA. Energy and Fire damage procs can ignite OSA. Teammates and pets can ignite OSA. Critters can ignite OSA. ... 🤨 It has -ToHit, which is appropriate for a debuff set. It has -Damage, which is appropriate for a debuff set. It's a debuffing support set, not a control set, not a buff set, not a damage set. That's not the direction the HC team wants to take TA toward. Yes, that's correct. And reduce their hit chances, and reduce their Defense, and reduce their Resistances, and reduce their attack recharge speed, and reduce their movement speed, and reduce their resistances to debuffs, and knock them down, and decimate spawns with a DoT equivalent to blaster nukes, and... Are you sure you tested TA, not something else?- 620 replies
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Focused Feedback: Trick Arrow Revamp
Luminara replied to Jimmy's topic in [Open Beta] Focused Feedback
Regen debuffs are more effective. -
Focused Feedback: Teleportation Pool Revamp
Luminara replied to Jimmy's topic in [Open Beta] Focused Feedback
I'm going to turn myself into a guided missile with this thing. A screaming, flailing guided missile of slashing, punching, stabbing, thwapping happiness. -
Focused Feedback: Trick Arrow Revamp
Luminara replied to Jimmy's topic in [Open Beta] Focused Feedback
And Siege. Freaking Siege. Grrrrrrrrrrrr. -
Focused Feedback: Teleportation Pool Revamp
Luminara replied to Jimmy's topic in [Open Beta] Focused Feedback
Does CT move your character fully into melee range, or is it like /follow, where it offers you a cup of coffee at the diner first date and suggests that maybe you should wait until you see where things are going before entering melee range? If you queue an attack, does it trigger as soon as CT moves you to the target? I'd test it myself, but, Verizon. -
Yesterday - 80 degrees Fahrenheit. This morning - 45 degrees Fahrenheit. And raining. And no fire in the wood stove because it's been 80-90 all week. Your requested winter event stalled right over my cabin. My socks are wet now. I hope you're happy, @Myrmidon.
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The exploit was discovered somewhat recently (not yesterday, or last week, it's been a while). If they'd known earlier, they would've shut it down ASAP. The fact that they've poured as many hours as they have into redesigning transport options, though, and the length of time the exploit has been known to them, suggests to me that it's not fixable. No, I understand, and I wasn't disagreeing with anything you said. I just wanted to put that information in the thread again so more people would see it, and your post was as good a jumping off point as any.
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It's already been stated at least twice, but it bears repeating - there's another problem with the slash command, it's exploitable and it has to be removed. Not limited to only out of combat, or only out of PvP zones, but removed. It's not a fixable problem. It has to go. Everyone will understand when the beta ends, until then, please, honestly, please, realize that it's necessary and for everyone's benefit to remove it. It's that serious.
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Focused Feedback: Trick Arrow Revamp
Luminara replied to Jimmy's topic in [Open Beta] Focused Feedback
40% AoE -Recharge. Glue is 90% Slow. -
Focused Feedback: Trick Arrow Revamp
Luminara replied to Jimmy's topic in [Open Beta] Focused Feedback
A duration reduction to 30s would be fine, but given that Weaken's AoE -Special is nearly the same strength (75% versus Ice's 86%), in addition to the higher -Dam (nearly twice Ice's) plus -ToHit (same base as Flash Arrow), and Benumb's -Special is also 75%, plus Benumb has significantly higher -Dam (triple Ice's), and -Regen (500%), I don't think gutting Ice's -Special is warranted. It's not going to hold the primary target, the boss, in one application, and it's lacking the extras that Benumb and Weaken bring to the team. -
Focused Feedback: Trick Arrow Revamp
Luminara replied to Jimmy's topic in [Open Beta] Focused Feedback
It is close to the top. It's better at some debuffs (something i never expected to say, but here we are), not as good at others, and it's got a wider range of debuffs than most support sets. It's unlikely that the HC team will improve the debuffs any further, given how powerful they are now and their stated objective of evening out the differences between "best of the best" and "worst of the worst". Unless someone can show some conclusive evidence that there's still a survivability issue, the numbers on it now probably won't change. It's really all going to come down to how the set performs for masterminds. That's where any survivability problems will manifest. For defenders, the -Dam and -ToHit alone are guaranteed survivability factors. Controllers and corruptors shouldn't see many problems, either. And for all three of those archetypes, the increased -Res, -Regen and newly added -Special will open the doors to the AV parties, as well as aiding them much more in regular play. But masterminds... if the set drops the ball for that archetype, then we're talking about needing more to bring it up to par. -
Focused Feedback: Trick Arrow Revamp
Luminara replied to Jimmy's topic in [Open Beta] Focused Feedback
If the TA has the gumption to stand within the AoE radius, he/she should gain the same benefits as the other players in the radius. I'm not sure what prompted @Captain Powerhouse to exclude the caster. -
Focused Feedback: Trick Arrow Revamp
Luminara replied to Jimmy's topic in [Open Beta] Focused Feedback
Those numbers should be listed twice in the power info window. One is the unresisted value, the other is the resistible value. -
Focused Feedback: Trick Arrow Revamp
Luminara replied to Jimmy's topic in [Open Beta] Focused Feedback
Yes. The unresisted flag doesn't bypass the Purple Patch, only other forms of resistance. Target - level 54 Arch-villain Radiation Infection: 4x Dark Watcher's Despair (57.52%), 49.22% -ToHit (49.22 * 0.48 (Purple Patch)) * 0.13 (AV Resistance) = 3.07% -ToHit applied Flash Arrow: 4x Dark Watcher's Despair (57.52%), 29.54% -ToHit (29.54 * 0.48 (Purple Patch)) = 14.18 14.18 / 2 = 7.09 7.09 * 0.13 = 0.92 0.92 + 7.09 = 8.01% -ToHit applied Flash Arrow's debuff isn't taking a back seat here. Even if a Rad defender has an opportunity to use Fallout, and has that enhanced to the same 57.52% (70.13% diminished by ED), Flash Arrow still leads. The same is going to occur with -Damage. The unresisted flag has TA leading Rad in -Dam in AV fights. And Slows/-Recharge, because TA has more, plus Acid. The -Regen issue is slightly more complicated, but someone else did the math on the closed beta forum and TA, even with a ~40 second down time on EMP Arrow, still came out as only slightly lower than Rad. Over the duration of a long fight, TA's effective -Regen is less than 10% lower than Rad's. When coupled with TA's new higher -Res total, the difference should be negligible. Outside of AV combat, yes, TA is going to have lower -ToHit than Rad. Rad also has a continuing toggle cost to maintain Radiation Infection, Radiation Infection can move with a target (meaning, the toggle target can run out of the area where combat is occurring, leaving 0% -ToHit on the rest of the spawn. it can also run into another spawn, unintentionally pulling multiple other critters to the Rad defender, none of whom are debuffed), and it can toggle off when the corpse despawns or the toggle target moves beyond the leash range (the distance at which the toggle shuts down). This is a balance trade-off. TA has a a lower value, but no on-going toggle cost, no chance of the debuff wandering out of leash range and shutting down, no potential for additional aggro. And, realistically, 14.18% is not a negligible amount. It's not as much as Rad could apply to +4 critters, but it doesn't have to be in order to be effective when used in concert with the other debuffs in TA's quiver. There's more to the game than +Def/-ToHit. TA's not supposed to match Rad, or Storm, or any other set, it's supposed to do its own thing while still being effective. It's not "as good" as Rad in some ways, but Rad isn't "as good" as TA in other ways. That's exactly where the set should be. It's competitive. It's different from every other set, but it's not numerically inferior to everything else in every other set with these changes. It does some things better than other sets, and it doesn't do some things as well as other sets do, and it does some things differently, but comparably. Numerically, TA is actually right where you say it isn't, at the middle. It doesn't debuff some things as well as Storm or Rad, but it also isn't sitting at the bottom of the barrel on anything, in comparison to any set, and it debuffs some things better than any other set. Where comparisons can be made, apples to apples, it's middle of the road with the current changes, and in no case is it too low to be viable in anything. But all of what I've said is presuming defender values. TA needs to be tested on masterminds to ensure that it's truly where it needs to be. If it passes there, it's solid. If not, then I'll wholeheartedly agree with your assessment and start shouting at CP. -
Focused Feedback: Trick Arrow Revamp
Luminara replied to Jimmy's topic in [Open Beta] Focused Feedback
I wasn't dismissing them. I was suggesting that he investigate the changes personally and draw a conclusion from direct evidence. Test. Poke. Prod. Tear it apart and find out what works and what doesn't. Ask questions, then go to the test server and find out the answers. I did offer my opinion on what the final impact would be - an notable improvement, but not dismissively, and if that was how it came across, I apologize. Lastly, I can guarantee that you'll see an Ill/TA. Mine, if no-one else's. She's parked and waiting for the changes to be finalized so I can redesign the build, along with all of my other TA characters (TA/Dark defender, Beasts/TA mastermind, Plant/TA controller, Fire/TA corruptor, Grav/TA controller, Elec/TA controller and TA/Water defender). As you might surmise, I'm not approaching this from the perspective of a casual observer. 70% -Damage, 25% of that can't be resisted. 18.75% -ToHit, half of which can't be resisted. Those two alone are massive improvements over their original values and do exactly what the set needed to provide sufficient mitigation as a defensive support set, at every level. 40% -Special, 60% -Res and half of EMP Arrow's -Regen lasting 45 seconds instead of 15 seconds adds significantly to TA's combat versatility and bring TA up to par for end-game content. It's strong now. But don't listen to me, go test it. Find holes. Look for problems. Debating the numbers on the forums won't lead to anything, testing is necessary. So go to the test server and see what it can do. Then post, so @Captain Powerhouse can fix what's not working or tweak what needs to be tweaked, before it goes to the live servers and sits for another 15 years unattended. I say that not dismissively, but objectively. -
Focused Feedback: Teleportation Pool Revamp
Luminara replied to Jimmy's topic in [Open Beta] Focused Feedback
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Focused Feedback: Trick Arrow Revamp
Luminara replied to Jimmy's topic in [Open Beta] Focused Feedback
Start a TA team on the test server and find out. I think TA's contributions will be more evident than they were in the past. I can't address the likelihood of TA overshadowing any other support set, but the strengths of the debuffs alone will make for a notable play experience. -
Focused Feedback: Teleportation Pool Revamp
Luminara replied to Jimmy's topic in [Open Beta] Focused Feedback
We can do that now. Creating the sounds and finding what needs to be replaced (substituted in the correct folder, which functions as an override, doesn't delete the existing sound) is the hard part. I think it's @Solarverse who has a thread dedicated to sound mods. I'm just not going to ask him to make a mod out of Lo Pan saying, "Indeed!" in Big Trouble in Little China, or "Yoink!"... not out of copyright concerns, or because I don't want to waste his time, but because I'm down to one good lung and I'd probably die laughing. -
Focused Feedback: Teleportation Pool Revamp
Luminara replied to Jimmy's topic in [Open Beta] Focused Feedback
I want it to say "Yoink!" when it's used. I really, honestly do. -
Thanks, @Coyotedancer. A lot of the comments in this thread are more comprehensible now. @Jimmy, are you and the rest of the crew noting this? She's raising some valid points. So has @CrudeVileTerror. This is some solid feedback on how the removal of the slash command is going to affect players, and the ways the replacement options need to fill the gap.
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Focused Feedback: Teleportation Pool Revamp
Luminara replied to Jimmy's topic in [Open Beta] Focused Feedback
I suspect that's going to be a no, due to the potential for griefing. Being on the same team doesn't necessarily equate to being friendly with one another. -
I can understand that, too. You Fly people are slower than my Hurdle bunnies. 😜 What about the other options, though? The Base Transporter P2W power, the two base portal day job powers, the SG Portal P2W power, the Team Transporter P2W power, the Mission Transporter P2W power? Even with 5-10 minute recharge times and limited charges, there seem to be a plethora of options, enough to allow you to go anywhere in the game any time you want without enduring multiple load screens, or having to pick up every exploration badge in every zone on every character. The Pocket D VIP pass, Ouroboros, or the multiple AH teleporters would save you at least some travel, as well. Is that not sufficient to compensate for the loss of the slash command? If not, in what way do they come up short? I know there's a concern for power tray slots, but what else is lacking here to give you enough travel options to make it palatable without forcing you to turn to the LRT accolade if you don't want to?
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I'm not a badger either, so I understand. What's not necessary can be left for later, or never. My question, then, is, are the existing options unpalatable in some specific way? I know it takes a few seconds for the tram to roll over and send us to other zones, but we've also got the TUNNEL, several portal and base portal options, so what makes the LRT accolade and accompanying zone unlocks the primary issue? The recharge times on the portal/base portal options? The movement from, to give an example, the transit system to the TUNNEL system? Is it just not being able to go anywhere on a whim, or is it a specific need that all of the combined options fail to address, yet the LRT accolade would address? Too many load screens, too many transport hops, what?
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Focused Feedback: Teleportation Pool Revamp
Luminara replied to Jimmy's topic in [Open Beta] Focused Feedback
I don't understand why it doesn't have a brief Confuse or Stun. Teleporting right into melee range of something is bound to be unsettling. A 3 second status effect would appropriately reflect someone's behavior if it occurred in reality, wouldn't be overpowering, and would open up a few more slotting options (both of those have IO sets with X/Range enhancements, so they could also improve the range of the power while adding utility). I was also expecting Fold Space to Stun. I still like it, but I think it would be improved by the same option I just proposed for CT, and remain thematically appropriate. -
That was all worth quoting. I'm not going to address it line by line, but it was definitely worth quoting. Okay, so the RPG part of this game is important, people like to fulfill their RPG wishes with multiple characters and they're less interested in other aspects, like exploring, traveling through zones, using the existing transit systems (which, true, don't go everywhere, despite all of the connections), and not having rapid access to zones is a hinderance to that. That's notable, and I, speaking only for myself, understand your position a little better. You've got a lot of RP characters, you never really know what you're going to play until you log in, and you may or may not have the necessary badges, and having to fulfill the badge requirement on those which don't have it will cut into the time you could spend doing what you enjoy. How do the currently existing options fail to fill your needs? You can reach most of the zones in under a minute using any combination of rail/ferry, TUNNEL and portal. Is that insufficient for most of your characters? How frequently do you need to travel to different zones, or to zones off the main transit options, like Crey's Folly, Boomtown or Terra Volta? More frequently than the other options would allow, thus requiring you to get the LRT accolade and zones?