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Trickshooter

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Everything posted by Trickshooter

  1. It's not quite that simple. How something like this would probably need to work would be firing your arrow at an enemy, but the power actually just summons a pseudopet at the foot of allies within range of that enemy, and those pets radiate an AoE Placate. But even then, those pets have no idea what target you intended to placate, so they could placate enemies you didn't mean to, while not hitting the enemies you did want to affect. And if all pets don't hit all enemies, you end up with a similar problem as before; enemies that weren't placated by all allies now go after those allies that didn't placate them. Edit: I don't know why I didn't even think of this before, but if psuedopets are the ones casting Placate, then enemies are only being placated from attacking the actual pseudopets. Basically, if it were simple to make the enemies react to Flash Arrow/Smoke/Smoke Grenade similarly to the way players do, we'd probably already have it.
  2. Insane because, in addition to being way too powerful solo, Placate only... well, placates enemies for the caster. You’d basically be siccing entire groups of enemies on your teammates. Neat on a team of Tankers or Brutes, problematic on a team of squishies.
  3. It’s not, it was a joke about the thread itself being exclusively about EMP Arrow. But honestly, my opinion is that EMP Arrow is an awesome power and is not in need of any buffs.
  4. The difference is those variant sets were released with their changes. TA is already out. Make changes to some versions, but not all, and we'll just end up with more of these exact threads where someone feels that it wasn't fair to exclude X power/powerset/archetype and throws out a bunch of reasons why and jfc if I have to read the phrase "player choice" one more time... Anyway, you can sorta see this happening now with the shared powers between Devices and Traps, that were buffed for one but not the other.
  5. Because if TA gets changed in any way that significantly improves the set for all ATs except Controllers, they will kill us all. ALSO in like 6 months, we would be reading this exact thread all over again, except it would be about giving Controllers the buffs the other ATs got.
  6. They already are the same effect; unfortunately the AI doesn't care if it's blind or not because it already has aggro on you. The only way to make the AI act like it's been blinded by -Perception (as in, the way it affects players) is to make Flash Arrow like an AoE Placate, and that would be insane.
  7. Well, you can still be hit through PFF, you just can't fight back. Mechanically they really don't work anything like each other. Phase Shift grants mag 3 Intangible, which makes you completely invulnerable and unable to affect anything else except those who are also Intangible. PFF grants a high amount defense and resistance, and mag 100 OnlyAffectSelf, which prevents you from affecting anything except yourself, but other people can affect you (if they can get through your defense).
  8. No, thank you. I like EMP Arrow as is for multiple reasons, but I'm also against making changes to Trick Arrow that focus on the controls, as these tend to only slightly improve the set for Defenders, Corruptors and Masterminds, while significantly improving it for Controllers who already perform the best with it. Also, those Blaster AoE mezzes are not a good metric for balance because I'm 100% sure they're going to get nerfed at some point.
  9. What AT were you playing? I know I read some issues earlier where Blasters were saying that they couldn’t get Break Frees to work consistently on them. Might be related.
  10. Well, server timing would make a 1 second animation take about ~1.2 seconds to actually complete, so it's not improbable that it would look like 1.5 seconds using the in-game recharge timers to measure, which themselves can be off for the same reason. An actual dev would need to check, but I don't think there's anything they could have done that would have accidentally increased Psionic Dart's cast time, as that's a manually set value. Someone would have had to change it deliberately. Edit: Hmm... might be some kind of network issue with Psychic Blast for Blasters overall, and not specifically cast times:
  11. I notice your Flash Freeze has customized colors. Frozen Aura uses the same effects and does something similar when you have a custom color selected; it works as expected if you use the default color options, so I assume it's a problem with the custom graphics. I wonder if Darkest Night has a similar problem and will play a sound if you use the default option?
  12. All Blaster tier 1 powers have a standardized cast time of 1 second. Can you check the power info tab and see if it shows a cast time longer than that?
  13. I'm not at home to check, but it's possible this is just a text error in the combat message. It's very likely that the Irradiated Ground pet was originally a copy of the Burn pet, and either the P-string was copy/pasted and they missed updating the damage type shown, or it could just still be referencing the Burn patch P-string itself. Are you able to look in the power info window and see if it shows a value for Toxic damage or Fire damage?
  14. The thing is, Blood Thirst didn't originally have +Damage that would be offset by the +Damage from Blood Frenzy; it was a self heal and HoT. Before Savage Melee was rebalanced, it had no source of +Damage at all except Blood Frenzy stacks.
  15. I believe the description just describes the original design of Savage Melee, and either it was already mostly changed in the game files that Leandro got, or it was rebalanced by SCoRE during the dark times. So the bug is just that the main description has never been updated. As for the damage entries for Savage Leap and Rending Flurry, they're missing because both of these powers aren't completely straightforward in how they work. Savage Leap's damage is actually done by a pseudopet and Rending Flurry redirects to other powers (or maybe pseudopets) depending on stacks of Blood Frenzy. I assume Blood Thirst is the way it is because in addition to the ToHit and Damage, it's also essentially granting you +20% Recharge and +28%-ish Endurance Discount with the Blood Frenzy stacks.
  16. Shield Charge is technically a pet, so what you're liking seeing is the proc activating for the pet, rather than you.
  17. The status and debuff resistances you're referencing are PvP-only and normally are only visible on a power when PvP-mode is set. There is currently a bug that is making the PvP-only effects display their values all the time, even though they still only actually work while on a PvP map. That is why you see them listed in the power, but are not seeing them in your combat attributes; they're not actually going to turn on until you enter the arena or a PvP zone.
  18. Defenders/Corruptors are in need of Epic pools with a Defense shield (that isn't tied to a Patron),: Kinetic Mastery 35 Energize 35 Disrupt 41 Kinetic Shield 41 Energy Drain 44 Concentrated Strike Coldness Mastery 35 Block of Ice 35 Flash Freeze 41 Frozen Armor 41 Ice Patch 44 Energy Absorption Also, a Natural option would be great, as well (Power Mastery comes close, but is very glowy/sparkly): Physical Mastery 35 Storm Kick 35 Physical Perfection 41 Heightened Senses 41 Inner Will 44 Eagles Claw
  19. The Claws animation was changed in Issue 7, I think. It's still used by some NPCs. The Storm Kick animation is gone, IIRC. No traces of it remain in the game files to even attempt to use it for anything else. I think someone suggested possibly being able to get it from Launch era install discs, but not sure anyone who can do that has actually wanted to bring that animation back.
  20. This is a known bug where the PvP attributes are showing in addition to the PvE ones in the powers info. All the armor sets gain additional debuff resistances in their toggles while on a PvP map, it's just not usually visible unless you click "Show PvP effects."
  21. I mean, yes, some powers are designed to Knockdown, but they're also designed to become Knockback with enhancements if the player wants. No amount of Knockback enhancements would ever be able to overcome the massive -KB the procs grant.
  22. Looking at all the other ST Holds, it looks like it's more because it's a DoT. Char, Strangler and Gravity Distortion all have the bonus base damage and they're the only three Holds with DoT.
  23. Taunt auras haven’t accepted Taunt IO sets since about 3 months after Taunt sets were added to the game in Issue 11. There was never a clear answer given why the functionality was removed, I don’t think, but I remember there being a lot of issues with their procs harming the player too frequently. Also someone recently brought up that it could’ve been because most Taunt auras are autohit, which could’ve led to some serious proc hijinks.
  24. There are actually examples of special considerations like this in the game, and interestingly Shadow Maul is one of them! It does about ~44% more base damage than powers with the same range, endurance cost and recharge time, but at the cost of a 5 degree smaller cone. The damage formulas serve as a guide to keep powers in line with each other, but they are not rules that are set in stone. That's why the game engine doesn't calculate base damage itself. It's manually set so that the flexibility is there to adjust things as needed.
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