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Trickshooter

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Posts posted by Trickshooter

  1. 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.

    • Like 1
  2. 53 minutes ago, Brobespierre said:

    It does show an activation time of 1 second. I just tried some crude testing by disabling enhancements and queuing up two attacks, starting with psionic dart, and gauging how long it would take for the second attack to fire by using the recharge timer underneath the power. It looks like psionic dart is taking about 1.5 seconds to cast based on that admittedly imprecise experiment I just ran.

    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: 

     

  3. 19 minutes ago, Pandize said:

    Today I finally unlocked Flash Freeze in the Ice Control Powerset and was upset when I realized it didn't do anything. The mechanics work, but the visuals appear then disappear rapidly. They just kinda sit there doing nothing.

    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?

  4. 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?

  5. 28 minutes ago, KelvinKole said:

    I probably agree with you on blood thirst, but if blood frenzy ever did do +damage then the value makes some sense; you'd net out at +53% damage for 15 seconds. When/If blood frenzy was changed to provide +recharge, that value may not have been adjusted. 33% seems low, or I'm just biased and want it to be higher. 

    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.

    • Thanks 1
  6. 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.

  7. 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.

  8. 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

    • Like 3
  9. 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.

  10. 1 hour ago, Galaxy Brain said:

    Kind of a real niche ask, but currently powers that are inherently designed to Knock Down on occasion deal knockback depending on enemy level and/or type (such as clockwork). Applying the massive KB power decrease from the procs to these powers will keep them working as intended at all times.

    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.

  11. 12 hours ago, Vanden said:

    Hm, I could see it happening. But Gravity Distortion deals ~10% more damage than other single-target holds besides Char, I'm guessing because it's a t3 power instead of a t2. It would probably lose that bonus damage.

    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.

  12. 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.

  13. 43 minutes ago, Bossk_Hogg said:

    I wish rather than shortening all animations, they would simply give a damage bonus for long ones, beyond what the standard recharge/area formulas allow.

    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.

    • Like 3
  14. 1 minute ago, Saiyajinzoningen said:

    sorry im still confused. you voted no because the option to vote on not removing powers wasn't available? i wasn't aware that was even one of the options......

    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.

    • Thanks 1
  15. 2 minutes ago, Saiyajinzoningen said:

    what? you voted no, even though u are ok with change, u just weren't happy with the imaginary hypothetical changes that haven't been suggested? 

    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.

     

     

    • Like 3
  16. 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.

    • Like 1
  17. 3 hours ago, r0y said:

    Should a -recharge debuff cause aggro?  I mean, a damage one, sure, but the -recharge (e.g. in Dark Watcher's Despair) will aggro if it procs.

     

    I've removed it to work around the aggro issue, but yikes, was that making Smoke not fun!

    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.

  18. 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.

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