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Trickshooter

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Posts posted by Trickshooter

  1. Did they change the flares animation? Is it not standing there with both arms up anymore? I want to test this when I get off work, I just remember hating the animation.

     

    That exists, but you also have the option to raise a single hand at the target and fire fire from a single palm.

     

    I think Griffin is asking about the original Flares animation where your arms are above your head (shared with Heat Loss, Fulcrum Shift, Gale and Sonic Siphon) which was 2.17 seconds long.

     

    That animation was tossed when Blaster's got Defiance 2.0 in Issue 11. Flares default animation now is a 1 second animation doing the pewpewpew arms.

  2. I think its feasible... After all they can change Knockback to knowckdown but ill admit this might be a problem "baked" into the power....

     

    I don't know if your request is possible, but just wanted to try and clear up some confusion here. The KB-to-KD stuff is a whole different mechanic from what you're asking for, I think. Knockback is not actually being replaced with Knockdown. Knockdown already is Knockback.

     

    Knockback uses magnitude, like mezzes, and Knockdown occurs when the KB mag is less than mag 1. Unlike mezzes though, Knockback enhancements affect magnitude (as opposed to duration like on other status effects), and so the way the KB-to-KD IOs work is by granting something like -9999% Knockback. That lowers the Knockback the power does below mag 1 and prevents it from ever getting above 1.

     

    Interestingly (though unrelated to your statement), Knockup also functions differently depending on magnitude, but is always considered Knockup. Knockup less than mag 1 causes the target to backflip and doesn't trigger ragdoll physics (seen in Air Superiority), while Knockup with mag 1 or higher sends the target flying up in a horizontal position and will trigger ragdoll physics.

  3. How much of this EAT was completed..?

     

    I know we have the powers lists for it, including what enhancements would be applicable to each power. But were the mechanics put into place?

     

    A lot of the animations could be taken from other powersets and, honestly, it looks like Savage Melee and Beast Summoning were made from powers taken from the archetype, so some of their animations and such could be used in both places...

     

    Is there data even in the game still? I could've sworn all references to the Primalist were removed from the piggs.

     

    The two Shapeshift Powers are probably the biggest and baddest obstacle for this archetype. Outside of asking a modeling team to pop into 3dMax to create compatible models for replacement (Male, Female, and Huge for both Werewolf and Werepanther) it'd be pretty close to impossible.

     

    The Shapeshift powers didn't make you werewolves/werecats, your model just changed to a wolf or panther.

  4. Primary and Secondary really only determine the level that powers become available. It's the archetype modifiers that determine how much better the same effect is between them.

     

    Basically, the same power on two or more ATs tends to be exactly the same for its base effects (the effects that aren't specific to the AT, like those coded in for AT Inherent powers). Those base effects are then multiplied by the appropriate modifiers for the different ATs, which then determines the strength for each of them.

     

    So even though Controllers and Dominators share the same Primaries, on average, outside of Domination, Controller's control powers will last 25% longer than Dominators because of their higher control modifiers. However, Dominators have higher damage modifiers, so if those same powers do any damage, they will do more damage on average when used by Dominators than Controllers, outside of Containment.

     

    Having said that, the two are really very different playstyles, regardless of their shared Primaries. Dominators are more of a damage dealing AT, while Controllers tend to be more of a support AT.

     

    There are outlier builds, of course, mostly on the Controller side.

     

     

  5. Quick History: TA suffered from being tested in an environment that was saturated with defenders and sonic blast. Even Flash arrow's pitiful 6% to hit debuff looks pretty good when 8 TA characters throw it down. This led to the set being weak on live.

    ECDvmMI.jpg

    This is a joke, please don't be offended!

     

    Entangling Arrow is absolutely not on par with other T1 debuffs. Actual debuff amounts aside, recharge is about the worst of the debuffs, as it only matters after they have cycled their attacks and even then makes little difference. Compare it to debuffing damage, to-hit, defense, or resistance, which are more meaningful and have immediate impact.  It also isnt even enhanceable.

     

    Then lets look at the T1 debuffs.

    Cold Domination has Infrigidate, - 31.25 defense, -37.5 damage.

    Dark has Twilight Grasp, one of the best heals in the game with a -6.25 to hit, 12.5% damage debuff, -50% regen

    Nature has Corrosive Enzymes, with -25% resist and -31.25 damage debuff.

    Poison has Envenom,  -37.5% defense, -40% resistance, small AE.

    Radiation has Rad Infect, huge AE, -31.25 defense, -31.25 to-hit.

    Sonic has Sonic Siphon, -30% resistance, which I believe stacks.

    Time has Time Crawl, -100% regen, +75% recharge, and sets up Delayed.

     

    First, have to ignore Envenom and Radiation Infection; these are not tier 1 debuffs for 3/4 of the ATs with TA. Not that TA's tier 2 is any better, but...

     

    Second, if Entangling Arrow caused 50%/62.5% Slow and -Recharge, then yes, it would be pretty comparable to other tier 1 debuffs. It's only not if we ignore every other aspect of the power. EA recharges in 4 seconds, compared to Infrigidate at 15s, Corrosive Enzymes at 16s, Sonic Siphon at 16s (doesn't stack, actually), and Time Crawl at 15s. It means Entangling Arrow can be on 3 enemies, while each of the others is on 1. Twilight Grasp is just flat out better, though.

     

    There is basically no amount of -recharge to bring Entangling Arrow up to par, unless we're talking a 300% recharge penalty. The only one that comes close is Time, and Time is so grossly OP that Time Crawl could literally do nothing and Time would still run rings around TA.

     

    Entangling Arrow is garbage, and contributes to TA's lackluster reputation and difficulty in proving meaningful team support until mid game. Let's stop pretending crap powers are anything but that.

     

    I'd be fine adding other effects to Entangling Arrow, I already said that. If anything is added though, I would expect to see the recharge time doubled or more so it lined up with the other ST tier 1 debuffs.

     

    The first 4 TA powers seriously need a boost in terms of their effectiveness. 

     

    Entangling Arrow, as established, is basically worthless. We've joked about a healing arrow, but some kind of targeted buff wouldn't be bad. I would envision a "Marking Arrow"  that grants the team a to-hit and damage buff. Hell, have it immobilize. 

     

    I'm selfish, but I just don't want a buffing power in Trick Arrow. Ultimately, it's not going to be up to me, but I want the king of debuffs I was promised.

     

    Flash Arrow needs a boost in it's effectiveness to at least 10%. Right now it's not even up to a single dark blast in terms of debuffs. Before the toggle anchor change, you could argue it's value as someone couldn't kill the anchor and drop the toggle. Now, toggles persist after target deaths, so the value isnt there anymore. However right now, the endurance cost is equal to 15 seconds of Rad Infection, so roughly an entire spawn's kill time. Flash Arrow has 1/6th the To-Hit buff of Rad Infect and no defense debuff.  Flash Arrow needs love badly.

     

    The thing with Flash Arrow is... it should have never been in the set. It works perfectly fine compared to other -Perception powers (better actually, because it's -ToHit is unresistable by AVs), but these powers are not real debuffs. But the fact is, we have Flash Arrow and it works as well as it should for the type of power it is, and there are plenty of people who love. Believe me, I argued with them for 19 issues. Nobody has heard "TA is great and you're stupid" more than me. If we're going to buff the set, let's focus on the other powers.

     

    If anything were to change with Flash Arrow, I would say at least move it up the tiers to where 'meh' powers usually are and move a more 'bread and butter' type power like Glue Arrow to the tier 2 spot.

     

    Glue Arrow is also worse than the Tactical Arrow version, which recharges in 45 seconds vs Trick Arrow's 60. The effects are OK, if underwhelming. I would suggest adding a decent chance for a Mag 1 hold (minion only) to help the early mitigation issues TA faces.

     

    Don't even get me started on Tactical Arrow...

     

    I would like to see another debuff added to Glue Arrow, though I'm not sure what. Definitely not a control, though. Controllers are already the most successful with the set. By that, I mean, let's not buff the set with effects that both make it even better as a Controller secondary than a Defender primary AND do not equally improve the set as a Corruptor secondary the same amount it does as a Controller secondary.

     

    Ice Arrow is underwhelming, and not even as good as Tactical Arrow's version. It is also worse than an Ancillary/Epic Holds, which are supposed to be worse than primary/secondary versions.  Up it's damage to Moderate Lethal with a Moderate Cold DOT. It will still be considerably worse than Freeze Ray but at least becomes more viable.

     

    Really, it just needs to at least be comparable to other support set ST holds. I used to think it's 18s recharge was because it had a debuff attached, but then Time Stop came along...

     

    Time, in general, has always felt like some dev somewhere was rebuilding TA from the ground up, then like 2/3s of the way there, changed their mind and renamed the idea Time Manipulation and then filled it out with more time powers.

     

    The other powers are mostly fine. EMP Arrow should drop to 120 seconds. Tac Arrow's AE hold is 90 seconds, but lasts less time, so this would split the difference in effectiveness.

     

    If that's the direction AoE controls are going, I can live with it. But frankly, I feel like the SCoRE devs really made the AoE Controls in the new Blaster secondaries way too good and if anything should change, it's them.

  6. Night Ward's level range goes up to level 40. Both these contacts are there to lead you there, story-wise, from First Ward.

    ...which is why it seems wrong that they're showing up automagically on characters who never went to First Ward and sticking around even when those characters hit 50.

     

    Your character hasn't done First Ward... yet! At some point in their future, they might go back in time and at that point they'll technically have done the First Ward story before they spoke to Mistress Maria, at least from her perspective! ;D

     

    Hellewise's "arc" is technically a 29-50 contact, which is why she won't go away until you go and do her arc. Mistress Maria should drop off at level 40, but I'm not in game to check.

  7. If you don't want to leave it at 100%, that's fine, but it should at least make it so you can reach the settings that have gone off screen.

     

    Installing the game on both mine and my boyfriends laptops caused this problem, where setting the game resolution to my monitor resolution resulted in the game being oversized and menus being off screen. Setting app scaling back to 100% fixed it.

  8. Entangling Arrow is one of the few powers I'd seriously consider throwing out the Cottage Rule for. It's just mind-boggling, what is a single-target immobilize doing in a buff/debuff set? And the -recharge is less than half as strong as Web Grenade for Blasters!

     

    Preach!

     

    I wouldn't want to remove Entangling Arrow. If its debuffs were returned to their original scale 5, it would be pretty comparable to other tier 1 debuffs, especially since it recharges in 1/4 the amount of time they do.

     

    If Entangling Arrow was still seen as a problem for the set overall after that, I would rather add some additional effects and increase the recharge, as opposed to just removing it.

  9. At level 29, all my characters get automatically contacted by Archmage Hellewise and Mistress Maria, and they never get out-leveled, despite presumably being connected to Night Ward which stops after the 30s.  I haven't tried talking to Hellewise, but Maria also opens her arc by referencing a bunch of stuff my character did in First Ward, even if they never actually went to First Ward.

     

    I feel like these two contacts probably shouldn't work this way?

     

    Night Ward's level range goes up to level 40. Both these contacts are there to lead you there, story-wise, from First Ward. Hellewise's arc teaches you to use the Carnie paths to teleport back and forth between First Ward and Night Ward. Mistress Maria introduces you to Montague Castanella in Night Ward, the start of the Night Ward story line. She will stay a contact for you until you outlevel Night Ward at level 40.

  10. J'utilise google translate, alors pardonnez-moi si c'est difficile à comprendre.

     

    Mon ami a eu un problème similaire. Vérifiez si l'échelle de votre application Windows a changé.

     

    Cliquez avec le bouton droit sur l'écran de votre bureau et choisissez "Paramètres d'affichage". Votre échelle de mise en page est-elle réglée à plus de 100%?

     

    lXyTAJ9.jpgf9arSRo.jpg

  11. Talons of Vengance.  (Where do they go for 20 levels?)

     

    They're only mad at Emperor Cole and Praetoria; since there is no 40-50 Praetorian zone, they're absent for that level range. They only come to Dark Astoria because they're following Diabolique.

  12. Not every power has (or even should have) Sets that can be slotted into it.

     

    /thread

     

    How many powers are entirely without sets?

     

    I'm sure there's more, but at least these:

     

    Any Placate power

    Any version of Power Boost

    Any version of Conserve Power

    Concealment/Phase Shift

    Leadership/Assault

    Leaping/Acrobatics

    Medicine/Field Medic

    Speed/Burnout

    Speed/Hasten

    Teleport/Long Range Teleport

    Cold Domination/Benumb

    Dark Miasma/Black Hole

    Darkness Affinity/Black Hole

    Empathy/Clear Mind

    Empathy/Ressurect

    Force Field/Detention Field Field

    Force Field/Force Bubble

    Kinetics/Fulcrum Shift

    Kinetics/Siphon Power

    Nature Affinity/Corrosive Enzymes

    Radiation Emission/Enervating Field

    Sonic Resonance/Clarity

    Sonic Resonance/Disruption Field

    Sonic Resonance/Sonic Cage

    Sonic Resonance/Sonic Siphon

    Thermal Radiation/Heat Exhaustion

    Trick Arrow/Disruption Arrow

    Pain Domination/Enforced Morale

    Poison/Noxious Gas

  13. This isn't really related to the functions of AE or any of the discourse around how people use AE.

     

    If I could wish for something for AE, it would be that the buildings were removed from zones who's aesthetic doesn't really go with the modern appearance of the AE buildings. I would limit the AE buildings to Atlas, Steel, Talos and PI Hero-side, and then Mercy (for parity), Port Oakes, Cap and St. Martial Villain-side. I also really wonder why anyone would build an AE building in the RWZ. I think it would make more sense as like part of the training area in the Vanguard base.

  14. The Roman dresses (Solaris is what's pictured in OP, but there's also a Sybil entry which Serene wears) are both entirely missing the abdomen portions, meaning they only work with the Sybil belt piece equipped.  Also, they're both chest pieces in there but there's lots of odd stuff like that (Mynx's "M" icon on her belt is a chest piece, for example).

     

    The thing with some NPC parts is that the devs sort of... cheated to get some of them to work. If they knew a part was never going to be used on a player, they really only had to make it work in any situation that particular NPC would be in. Didn't always work out, though.

     

    For example, the Cabal have that weird... spiny butt flap thing. It's rigged to their hat costume node (or whatever it's called), so whenever they look up (like when they use Snow Storm or Lightning Storm) it clips right through their stomachs. The reason that happens is because that piece was originally designed for the Coven, the witches from the Halloween events. The Coven only have Dark Blast/Dark Melee powers, so they never use an animation that makes their heads look up.

  15. If I can piggyback a second question in here, does anyone know if the story arcs for these zones different for blue/red characters?

     

    I don't think so. Since they're still in Praetoria, I think some missions have dialogue options and different mission objectives based on your choices, but I think ultimately the story is the same. I can't say that 100% for sure though, I can't remember if I've actually run a villain through them.

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