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Everything posted by Trickshooter
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Proposed change to the Poison support set
Trickshooter replied to Varkarrus's topic in Suggestions & Feedback
The in-game numbers never show whether a power does or doesn't stack, as it's pretty much the rule at this point. Typically, only the Issue 0 legacy sets have click debuffs that stack (this is not including pseudopets in the newer sets). Probably of interest to people, the -Regen of Envenom is already self-stacking. And I don't mean with the 'main debuff+splash debuff stacking trick'; the -50% Regeneration stacks with itself with every application. Edit: And this is not something unique to Poison; most -Regen in the support sets is stackable. -
There are very, very few cases where the same power from two different players wouldn't stack. Two FF MMs with similar slotting, shielding each other, huddling close enough to be in each other's Dispersion Bubble, and both with Maneuvers would easily be over the Defense softcap. Your pets' Defense would be even higher. However, FF is not a set that benefits as much from having more than one user on a team. Just one of those MMs would be putting their pets and teammate at around 33% Defense to all but Psionic, in which case another support set with more varied buffs/debuffs would likely bring just as much safety, while also improving offense.
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Proposed change to the Poison support set
Trickshooter replied to Varkarrus's topic in Suggestions & Feedback
Well, I think the split tends to be like... Poison's debuff values: Poison's mechanics and usability: -
Proposed change to the Poison support set
Trickshooter replied to Varkarrus's topic in Suggestions & Feedback
My experience is that people are pretty split on it. People seem to like it more when it's a secondary, but I've seen a few threads in the AT forums that bring Poison up and most of the time it just leads to people debating whether it's worth choosing over any other set. Personally, I've played every support set to 50 except Nature (getting there, lvl 46) and Rad (for reasons), and while Poison is fun, it's definitely Support Hard-Mode by comparison. That aspect might appeal to some people, though. -
Proposed change to the Poison support set
Trickshooter replied to Varkarrus's topic in Suggestions & Feedback
I don't think damage is something necessarily missing from a poison-themed set; not every poison is necessarily meant to kill. If anything, at least to me, thematically the set is missing a lot of -Regen. -
Spring Attack mislabeled?
Trickshooter replied to Saiyajinzoningen's topic in Suggestions & Feedback
Not yet, but that would be a surprisingly long thread lol -
Spring Attack mislabeled?
Trickshooter replied to Saiyajinzoningen's topic in Suggestions & Feedback
Whoops! Well, you see, the thing with pool powers is that some of them have to have all of these additional effects flagged for each AT. Specifically with one that summons a psuedopet, like Spring Attack, it likely has several damage lines, each one flagged to only occur for a specific AT. So what's likely happened here is someone missed Spring Attack getting a damage line for Sentinels. -
Sonic Fences in Praetoria - is there a way to go past them?
Trickshooter replied to Ideon's topic in General Discussion
Players didn't go outside the sonic barriers, that's just where the Hamidon was and there was supposedly a way to trigger one of the massive tentacles to appear outside of them. You can see it here: https://www.deviantart.com/schwartzpedro/art/Hamidon-Sightings-1-190370073 -
Archvillain Range Debuffing Mechanics [Help]
Trickshooter replied to Cenozoic's topic in General Discussion
I would say about 95% of them are basically doubly prevented from Range effects. First from being unable to slot range, and second from the flag that makes them ignore buffs and debuffs to range. There are exceptions though. Some intentional, some not. These ones make sense: All Taunts/Confronts Focus Shockwave Serpent's Reach Hurl Hurl Boulder Lightning Rod Breath of Fire Repulsing Torrent Focused Burst Boggle Savage Leap Fault Impale Throw Spines Frost Some specifics ones I know of that are missing the flag to ignore range buffs/debuffs (though still can't slot for range): Brute's Battle Axe/Cleave Brute's Super Strength/KO Blow Might be more, but I'd have to double-check. -
Archvillain Range Debuffing Mechanics [Help]
Trickshooter replied to Cenozoic's topic in General Discussion
There is a Range Bonus attribute that can be monitored, but this won't show individual ranges. It will just tell you -60% if the target is in Hurricane, or -75% if they're Taunted/Confronted. -
Archvillain Range Debuffing Mechanics [Help]
Trickshooter replied to Cenozoic's topic in General Discussion
It's dependent on each attack as it was set up for each AV/GM; it's not based on rank. Similar to above, Range doesn't increase based on rank. It's the individual powers that each AV/GM has that are given a range value. They do not have range debuff resistance because there is no range debuff resistance. There isn't even a range debuff. What -Range powers do is -Strength(Range), which is essentially more like a global range enhancement with a negative value. However, there is a -Range floor, which is 25% of the original range of the power. That means that Taunts/Confronts -75% Range already brings any target to the lowest value their range will go. It's possible, but I don't know of any. A power has to be individually flagged to ignore Range buffs/debuffs; the game itself doesn't do this automatically because it doesn't really know what defines an attack as a Melee attack. Yes, as long as it has a range value and isn't flagged to ignore range buffs/debuffs, it will have it's range reduced. -
In all my years playing before sunset and now, never once have I found SS, SJ or Teleport any more or less difficult or unsafe to use than Fly. I mean, if the only claim here is that you can afk and grab a coffee while auto flying to a mission door vs needing to run around a building with SS, then that really isn't an argument as far as I'm concerned. Just about everyone I roll with doesn't use travel powers in missions either, unless they are stealthing one on a long TF or something, but in those instances they have invis running so "safety" isn't an issue. I'm not sure how you want me to respond. I also play now and played before Sunset and Fly makes things like crossing zones when you're only at the lowest level for that zone easier, especially when most of the original contacts don't even stick to the same zone for their missions. It makes searching large instanced missions easier and safer. It makes escaping enemies on those maps easier too. And it makes fights safer, especially hunt missions, when I can stay completely at range by flying up.
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But base fly is not on par with base SS or SJ or Teleport. Only when you disregard the other benefits of Fly. Fly is the easiest to use, the safest to use, offers the most control of movement and has practical use in combat.
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You're still not getting it - very simple math here... 2 > 1. I think most of us are getting what you're saying, but we just disagree. You feel that Fly needs Afterburner to compete with the other travel powers, while the rest of us seem to feel that Fly is already on par with the other travel powers and Afterburner just makes it better.
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THAT I did not know... I must have missed that part of the lore somehow... Miss Liberty is Lord Recluse's niece; Maiden Justice was Lord Recluse's sister.
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Poison/Noxious Gas (not Venomous gas) Traps/Poison Trap Poison/Poison Trap might do it as well, but I haven't noticed. Poison/Elixir of Life will do it to a player.
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This is the part of Fly that makes sure travel suppression slows flight speed down. Just ignore it, unless you're attacking you're constantly getting an additional flight speed buff to cancel it out.
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You don't even need the SO (or even Swift). Fly, by itself with no enhancements, hits the Flight speed cap at all levels (even level 1, if you could take it at level 1). But anyway, I agree. Fly is already incredibly convenient compared to the other travel powers. I don't think it's in need of any buffs.
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Does anyone use range enhancements?
Trickshooter replied to Varkarrus's topic in Suggestions & Feedback
I think the only reason they don't already is just because effects can't scale to match. I don't think that really matters to most people, and effect scales are already messed up by player size, but if I had to guess, that'd probably be the reason. Interestingly, radius is already something programmed in the game as enhanceable. Technically, I think Range Enhancements in Cones enhance radius, since Cones are kinda like PBAoEs restricted to an arc. Radius Enhancements were planned, but never implemented, too. Their enhancement color would have been pink: -
First, just wanted to say that all DoTs stack already. I wasn't sure if that was intended to be a balance point for this set over others. Second, I really like the idea of a Toxic damage set, and I like that you considered a way to deal with the fact that there are some things in the game with significant resistance to it. However, I'm not sure the game is in a state where adding a 100% Toxic Damage set is workable. Like I said, I like that you thought creatively about a way to deal with toxic resistance. But when you say something bypasses Toxic Resistance, what you're basically describing is unresistable damage, which could break a few things in PvE, like objects intended to be indestructible or even enemies intended to be significantly challenging like Hamidon or Lord Recluse. I also think this set could be problematic in PvP, as most sets only have minimal Toxic Resistance to begin with, and some of them in powers where players don't generally slot for resistance (like click heals). And even though Toxic Defense was eventually created in the game, no player power uses it. Also, there have been other sets that propose high damage, but mostly DoT, and I always feel a little unsure about them. People typically end up complaining that DoTs (especially lengthy ones) end up being "wasted" on fast moving teams. It's your set, so ignore this if you're happy with it, but I would suggest maybe making the powers do around half of their damage as upfront Toxic damage, half as Fire DoT (this being the acid's burning effect), and then have most of the powers cause either a smaller -Res(Toxic, Fire) or a larger -Res(Toxic).
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Suggestion for changes to MM Empathy
Trickshooter replied to oversed's topic in Suggestions & Feedback
I like most of what the SCORE team has done but there are a few decisions I don't really agree with and doing full powerset proliferation is one of them. While powerset proliferation is generally a good thing there are several places where the original developers make a decision not to give a set to a particular AT for good reasons and this is one of them. Empathy just isn't a great set for Masterminds. It's playable and decent enough on teams but at the end of day it's not really a great option. If you really want an MM Empath the best option is to stick with Pain Domination which was designed with MMs in mind. Their proliferation is so inconsistent though. Empathy for masterminds but no Energy Aura for tankers? Clearly a conspiracy is at work! Energy Aura needs some work in the opposite direction. If Tankers were just given the Scrapper/Brute version as is, but bumped up with Tanker mods, it could soft-cap all damage types except Negative (but very close) and Psionic with just SOs. And that's on top of moderate resistances, a heal, +recharge and +endurance. -
Force Field aura for Super Reflexes
Trickshooter replied to Papias's topic in Suggestions & Feedback
Thematically, I feel it would be more appropriate to have Force Field graphics as an alternate to Energy Aura. -
Carnival of Shadows issues with slow movement powers
Trickshooter replied to Danakir's topic in Bug Reports
Took forever, but I finally got their resistances to link in-game. Paste this in to chat: [Carnival_Strongman_Inherent.Resistance] You'll see they have 100% Resistance to RunSpeed Slows, along with Mag 100 Protection to Repel, 50% Resistance to KB/KU, 70% Resistance to Immobs and 20% Resistance to Smashing damage. -
Poison ticks a lot of boxes for a support set: heals, buffs, debuffs, controls... The problem? It's basic. No real theme, almost no unique aspects, just green waterballoon versions of powers pulled from other sets with Toxic resistance added. EXCEPT... for one feature that was added later in the set's life: splashing. I think if we leaned-in to this more for the whole set, it would both improve the performance of Poison and also define a theme for the set: potent ST powers that “splash”. Alkaloid Add scale 0.865 Heal (0.76 for MM) in 8 ft radius 'splash' (115.8 for Defenders, 101.9 for Corruptors/Controllers, 81.4 for MM) Add base 10% Res(Toxic) in 8 ft radius 'splash' (10% for Defenders, 7.5% for Corruptors/Controllers/MMs) You toss your vial of Alkaloid, it hits your main target and splashes on nearby allies. Simple enough. I think if you added "Caster" to the Entities affected field, it would also heal the caster with the splash, which would be nice. Envenom No changes Weaken No changes Neurotoxic Breath Increase recharge to 60s Increase duration to 40s Ok, unrelated to the splashing suggestion, this power is actually pretty potent as a debuff, it just has a slightly short duration. Poison as a whole can already spend a lot of time reapplying debuffs, so I feel it would really help if it lasted longer, so it wouldn't need to be reapplied so frequently. If others feel differently, I’m perfectly fine with it as is. Elixir of Life Add 100% Recovery in 8 ft radius 'splash' (30s duration) Add 50% Recharge in 8 ft radius 'splash' (30s duration) Add base 20% Damage buff in 8 ft radius 'splash' (25% for Defenders, 20% for Corruptors/Controllers, 15% for MMs) (30s duration) Add base 15% ToHit buff in 8 ft radius 'splash' (18.75% for Defenders, 15% for Corruptors/Controllers, 11.25% for MMs) (30s duration) Add base 10% Res(Toxic) in 8 ft radius 'splash' (10% for Defenders, 7.5% for Corruptors/Controllers/MMs) (30s duration) “You want to give half of those very potent buffs to a whole team with no crash!?” Here’s the thing: 1. Someone has to die to use this power 2. It takes 3 minutes to recharge 3. Duration will only be 1/3 of the main buff Antidote Add scale 15 Protect(Stun, Sleep, Immob, Hold, Confused, Terrorized) in 8 ft radius ‘splash’ (6.495 for level 50 Defenders, 5.19 for level 50 Controllers/Corruptors, 3.9 for level 50 MMs) Add scale 250 Res(Sleep) in 8 ft radius ‘splash’ (108.25% for level 50 Defenders, 86.5% for level Controllers/Corruptors, 65% for level 50 MMs) Add 25% Res(RunSpeed, Recharge) in 8 ft radius ‘splash’ Add base 5% Res(Cold) in 8 ft radius ‘splash (5% for Defenders, 3.75 for Controllers/Corruptors/MMs) Add base 10% Res(Toxic) in 8 ft radius 'splash' (10% for Defenders, 7.5% for Corruptors/Controllers/MMs) If this ends up seeming too good, then at least I would like the Damage Resistance portion of this power to be an AoE, like Increase Density (possibly also the slow resistance). I hesitate to also allow the splash of this to affect the caster, but frankly it would seriously help keep Venomous Gas from being detoggled, at least on a team. Paralytic Poison Add 14.9s Sleep (mag 3) in 8 ft radius 'splash' Increase recharge to 18 seconds Similar to Blind, give the main hold an AoE sleep. Recharge increase is simply double that of Blind, the way Paralytic Poison is already double the recharge of ST Control set Holds. Poison Trap ¯\_(ツ)_/¯ I literally don't know. I don't want it to just be a copy of the Traps version, but the Poison version feels like it does almost nothing anymore except for the Hold. Venomous Gas No changes.
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Honestly, I thought they must've turned it up. I got 3 purples on one farm run just last weekend.