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Trickshooter

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Everything posted by Trickshooter

  1. I voted no because I'm against "cottaging" powers, the specific wording of the thread title, which by its definition means replacing them or changing their functionality completely. There was no option in the poll for "No, don't break the cottage rule; buff the power instead". An example of breaking the cottage rule: Changing Entangling Arrow to Electric Arrow by removing the Immobilize and replacing it with Energy Damage. The original functionality (the Immobilize) is removed. An example of not breaking the cottage rule: Changing Entangling Arrow to Electric Net Arrow by adding Energy Damage to what the power already does. The original functionality remains, more functionality is added to it. If the OP intended the Yes answers to cover this, then they made a mistake referring to this as "cottaging" powers.
  2. No. The cottage rule has never been "no power can change," it's "no power can do one thing one day, and not do it anymore the next day". I voted no because I'm against removing powers someone loves because someone else doesn't. Don't remove; improve.
  3. I voted, "No, never," but only because there wasn't really a better option for my opinion. I'm fine with any power being made better in whatever way is deemed best, as long as its original use isn't lost in the process. For example, most people don't like Serum. It's basic functionality is as an omni-buff for pets and I would be against completely removing it and replacing it with, say, an AoE mez or another pet. An example option for Serum that I wouldn't be against would be like: Lowering the buff values enough to warrant dropping the crash and shortening the recharge, and then adding a passive effect for just owning the power (like Fortify Pack) that applies a much smaller portion of some of the buff values at all times to pets in range. The power keeps its basic functionality (the omni-buff), but its use is improved, there's more incentive to take it, and it improves the performance of its powerset as a whole.
  4. No effect is really exempt from aggro; the actual power it's in is what determines if enemies will aggro or not. Since procs are set up as their own 'power', they have their own flag for this and nearly all of them are flagged to notify enemies, which means slotting them in powers that don't typically aggro (like Smoke) will generate aggro if the proc activates.
  5. Not even a typo on their part; it's really like that in the game files!
  6. Not sure how difficult it would be to actually implement, but I will say that I doubt alternate animations would really inspire more people to use Trick Arrow. I don't think there are many people that love the functionality of Trick Arrow but have a problem with it using a bow and arrow. Honestly, I'd say a good percentage of the people that played it only did so because it was one of the only bow and arrow sets.
  7. Yes, leftovers from a time when Katana was mostly just Broadsword, but with a Katana in your hand.
  8. It could definitely cause some confusion. Player translucency in the game is currently associated with stealth and the one instance in the game that breaks this rule, Fade from Darkness Affinity, tends to mislead teammates frequently.
  9. I think just because not everyone who would do it would necessarily know what they were doing. Let's say you're walking to town and there's a fork in the road. And let's say that most people, you included, know that both roads lead to town, but one of them requires you to tightrope walk across a gorge. Occasionally, you're gonna get people who know this already but want do it anyway, just for the challenge. But you'll also end up with people who don't know this, taking this road and wondering why the *%$# this *%$#ing town is so *%$#ing hard to get to. 😡
  10. I'm pretty sure there was a problem getting some of them to stop proc'ing on the Tanker using them.
  11. I just want to be clear that I'm not against the idea of making AVs less resistant to movement slows. I think it would be really helpful, because sometimes AVs go crazy and run around, making it difficult to fight them and making it harder to outpace their health regeneration. I'm just not sure I agree with the specific reasoning that lots of -Movement is practically an Immob, and they're already susceptible to Immobs, so they should also be susceptible to -Movement. AV protection is missing Immobs and Sleeps for a specific function, which is allowing Controllers to get Containment on them. Movement slows don't really have any functionality like that. Basically, I guess I agree with what you want, but not why you want it. 😅
  12. The Sleep hole is because Mind and Illusion don't have Immobilizes.
  13. It really depends. At some point, debuffs stopped being self-stacking unless the "source" was a pseudopet, like Sleet, Freezing Rain, Disruption Arrow, etc. Probably 95% of the exceptions to that "rule" are the legacy sets that launched with the game.
  14. It doesn't sound unreasonable, but I'm not sure I agree with the reasoning that since AVs are already susceptible to Immobilize, they should be susceptible to -Movement. It would make more sense if there was some in-universe explanation for AVs' lack of Immob protection, but there isn't. It only exists for Controllers to get Containment.
  15. I would not be a fan of a change like this. I like these cones the way they are, and I'm not a fan of the cones that can activate without a target. My main gripe with them is that you have no idea if the targets you want to affect are within range before you activate one of them. I prefer being able to select a target in the back of a group so I know I'm affecting everything between them and me.
  16. Based on similar pets, it's likely that it doesn't really do "8 ticks of damage". Precedent established by similar powers would say each pet has an auto power that continuously rolls a to-hit check to do damage if someone is in range and can make up to 8 ticks over the lifetime of the pet, which is 5 seconds per pet, if someone is standing in one of them for the full lifetime. But it's possible server timing could make it do less ticks than that, as well. And if your target is continuously moving and getting out of range of the pet before it can make its first to-hit check, it may not have a chance to do any damage at all. But this is all conjecture until I can verify some stuff at home.
  17. I'm not at home to check everything, but I think you may be misunderstanding how it works a bit. Enflame summons 6 separate pseudopets, each 3 seconds after the other at the current location of the initial target. This is to give the illusion of it being a "trail" of flames. Each pseudopet does 8 ticks of damage to enemies standing in it. If no one is standing in the flames, they won't make any tohit checks, and so won't do any damage. As for the fluctuating tohit and damage, I can't really say right now. I'll try and remember to research it later.
  18. Farsight with Power Boost is definitely very powerful, and if we were all to agree that something should be done about it, I agree that flagging it to ignore outside buffs like Power Boost is the simplest way to fix that. Second best option would be to make Power Boost's buff values follow enhancement scheduling, so Schedule B effects (like Defense) would be 60% of Schedule A effects, though you might upset way more people that way. But... I'm not sure I agree that something needs to be done about it. Easily 80-90% of powersets in any given category (melee, ranged, support, control, etc.) perform well enough on their own, and even better with IOs, to get through the most difficult content we can face. And at this point, even more difficult content is unlikely. There's also the fact that, more than most other MMOs, a lot of CoX alt creation is concept driven. Those two things together make it really unlikely that Time being a powerful set will ever upset The Balance™ enough to drive sets like Force Field extinct. There will always be people who love those sets and play them. That's not to say a set like Force Field couldn't use some love, because it can. And that's probably where, besides adding new content, we should focus our efforts: bringing the underperformers up. Now, you could say, "well, if all sets can work and people will play what they love, why worry about the underperformers either?" And that's a good point. The difference is just that, if you're going to do anything, there would potentially be a lot less anger from buffing the underperformers than nerfing the overperformers, honestly. I'm not saying Force Field or Trick Arrow or Poison need to be as powerful as Time or Rad or Dark can be, but we can at least work to shrink the performance delta between the "lower tier" sets and the "middle-to-top tier" sets.
  19. I think you may be right that you're trying to play it too much like a Controller, and not focusing on your damage dealing capability from your secondary. Dominator's melee damage modifier is second only to Scrappers, and their ranged damage modifier is third highest, behind Blasters and Soldiers/Widows. But that is kind of what makes my answer to the OP also Dominators. Not because of their damage or being frustrated with Domination, but because they have two powersets that kind of need investment and active usage to be successful. It makes it difficult to know which one to focus on, especially while leveling up. Similarly, my second answer would be Kheldians just because, wow, so many options and without knowing what you want to focus on, it's just overwhelming.
  20. Autohit powers have no effect on the streak breaker. Pets, of any kind, each have their own streak breaker record, tracked independently of their owner. I see from your log that you activated Web Grenade, and there is no report of it either missing or hitting. Is it possible the hits are just not showing up in the combat log? I don't know why that would happen, because I'm pretty sure hits and misses are the same channel, but Web Envelope is an AoE and it can miss twice as long as there was one successful hit in between the misses. Do you remember if some enemies were affected by it?
  21. Kora Fruit was downgraded with the last patch before the launch of Issue 7: https://paragonwiki.com/wiki/Patch_Notes/2006-04-11#City_Zones Inspiration storage was added with Issue 7: https://paragonwiki.com/wiki/Patch_Notes/2006-06-06#Bases
  22. Yes! If only I could find the original sounds it had right before it went live. I can't even remember what they sounded like anymore, but I remember liking it and then the sounds changed to the racecar sounds with no explanation and was pushed live not long after.
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