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About Trickshooter

  • Birthday October 7
  1. Honestly, I'd rather just remove the tiny damage from Flash Freeze, as that is the only difference between it and Mass Hypnosis I can think of that warrants FF having double the recharge time compared to MH.
  2. I just happened to see this post (not sure why clicking on the thread brought me to it specifically lol). +/- Special powers have always been weird because they used the Ranged_Stun (I think) modifiers, which always made them best for Controllers and worst for Corruptors. Looks like Ice Arrow uses the Ranged_Res_Boolean modifier, which frankly makes the values between the ATs make more sense (even if Ice Arrow looks to be a little too good). I wish they'd carry this change over to most of the Special powers.
  3. If I had to guess, I'd say it was originally designed with the idea that Controllers weren't going to get it because it was control-heavy, like Dark Miasma (and possibly because it didn't really have any thematic pairing with Controller powersets). But then some higher-up decided that creating a NEW powerset, especially one with totally new art assets and animatons, wasn't a good use of company resources if it was only going to be available to one archetype. That sort of thing happened very infrequently outside of new primaries for Masterminds (which, let's be honest, were still very infrequent).
  4. Effects like -Perception are not inherently immune to aggro, but rather every power that causes these types of effects are individually flagged not to notify mobs. So adding a single-target stun to Flash Arrow (which I don't think is necessary) would not make it suddenly generate aggro. It would have to have that flag changed to "Always" for that to happen. The reason this sort of thing happens with effects like procs is because, in the Powers system, procs are like separate powers that have their own flag, which I think very very few (if any) are flagged not to notify mobs.
  5. I've been aware of incoming improvements for about 6 months, I think. Not everything went in the direction I would have gone, but overall I'm very happy to see what has been done. Wish I could say I had more to do with it, but I haven't played much, if at all, in the last couple of months. My job suddenly changed and I have a lot more responsibilities now, lost about 60 lbs and got engaged, so life is kind of getting in the way of video game time. 😅 Hope to get some time to add more thoughts and search for bugs soon-ish.
  6. This is the intended behavior and replaced the old functionality in Issue 18. In PvP, it still works the old way, which is also intended. The description was never updated. For clarity, it only adds bonus Fire damage to attacks in Melee Damage sets, so it wouldn't affect Fiery Aura itself, pool powers, or Epic/Patron powers.
  7. Have you checked to see if the effects still works correctly with different customization options or with the original appearance? This has happened with a few other powers before, and it's usually that one of the customization options has broken, not the actual power itself. Verifying that would likely help in finding the cause of the bug that needs fixing.
  8. I also want to make sure it's clear that using Amp Up on an ally will not make the heals the caster uses on that ally stronger or the heals that chain off that ally stronger. Amp Up used on an ally will only boost the heals the ally uses themselves that don't have enhanceable +Resistance to damage. For clarity, Amp Up, or really any Power Boost/+Special power, enhances the strength of effects, it does not provide the effect. By that I mean, Amp Up will not grant Absorption or Endurance, or increase ToHit or RunSpeed on it's own. Rather, if you use it on an ally and they use their own power with those effects, they will most likely be much stronger than usual. Think of it as granting them temporary Enhancements in their powers.
  9. I missed it, but in the OP, the power does show "strength to absorption", so that's why Absorb is buffed. I didn't notice it because it wasn't green lol. Still, I just wanted it to be clear that the "strength to healing" line only affects actual heals.
  10. The "strength to Defense" is only to the Base Defense attribute, which is only used by Defense Debuffs and Defense Debuff Resistance. If Amp Up worked on Defense buffs, you would see "strength to defense" listed an additional 10 times, one for each of the other 10 Defense attributes (Melee, Ranged, AoE, Lethal, Smashing, Fire, Cold, Energy, Negative Energy and Psionic). "Strength to Healing" only affects true Heals; not Absorb, not MaxHP, and not Regeneration. This has always been the case with Power Boost/+Special powers. Admittedly it's a bit confusing because all 4 attributes are improved by Healing enhancements, but in this case it just means Heals. If it buffed the others, it would say "Strength to Regeneration," "Strength to Absorb," etc. Power Boost/+Special powers also do not work on heal powers (or any powers, really) that also have enhanceable +Resistance (such as Healing Flames or Reconstruction).
  11. Trickshooter


    I'm pretty sure Castle was a Fire/Fire Blaster, since part of the reason he was hired was his ideas for a Fire Manipulation revamp.
  12. It makes sense for Defender Elec Blast to drain more, sure, and according to the Issue 4 Patch Notes, it's intended. However, I don't think it was ever actually implemented. This was something brought up many times back in the day, and the old devs never commented on it and left it as is for 7 years. And I know that it was an issue presented to them, at least twice, by me, personally. Now, I've said myself that this doesn't necessarily mean that they felt one way or another about the performance of a set, but this is a little different. This isn't a debate of whether Elec Blast underperforms or not; the issue here is that Elec Blast specifically does not perform as we've been told it should, which would make this a bug. But they never acted like it was a bug that needed to be fixed.
  13. Not sure what being solo has to do with the point you're trying to make? Corruptors are already where they're intended to be: in-between Blasters and Defenders in both Damage and Survivability. I don't think you're going to convince many people that Corruptors need to be more survivable than Defenders (just like you wouldn't expect them to be more damaging than Blasters). You could make an argument about where exactly they fall in-between Defenders and Blasters, and if they should be buffed in one way or another, but how well they perform is pretty much always going to be clamped between those two. For reference though, Corruptors already have Scrapper-level Self-Damage Resistance values, and better-than-Scrapper-level Self-Defense values.
  14. I don't know about the Discharge effect, but +Special/Power Boost effects will only buff attributes that are already enhanceable. Animate Stone does not accept Hold Enhancements, which likely means his Seismic Smash cannot inherit the +Hold Duration from Amp Up. It should be able to affect the Stun Duration of his Stone Fist, though.
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