Jump to content

Trickshooter

Members
  • Posts

    600
  • Joined

  • Last visited

Everything posted by Trickshooter

  1. 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.
  2. 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.
  3. 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).
  4. 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.
  5. 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.
  6. 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:
  7. 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?
  8. 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?
  9. 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?
  10. 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.
  11. 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.
  12. Shield Charge is technically a pet, so what you're liking seeing is the proc activating for the pet, rather than you.
  13. 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.
  14. 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
  15. 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.
  16. 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."
  17. 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.
  18. 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.
  19. 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.
  20. 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.
  21. 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.
  22. 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.
  23. 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.
×
×
  • Create New...