Hello all! My first time getting involved in testing on Homecoming, so go easy on me! However, I'd like to provide some feedback and bugs for a non-buff/debuff set. Trick Arrow has always held a special place since Issue 5 even though it was always a subpar set. (opinion). To me, the purpose of the set has always been to be the master-of-debuffs. I am pleased to see a bit of a buff aspect added (EMP Arrow), but more on that later! Let's get into my feedback and thoughts:
Entangling Arrow--
It is an immobilize power. It seems to do it's own job still--but as a support set it does need something extra. Res- is just fine. However, immobilize on a single target isn't as powerful as other debuffs outside of rare circumstances, I would make sure not to compromise it.
Flash Arrow--
I like the changes to this. The irresistible part is great! I think that's a great theme for this set.--if this is irresistible vs. +? level enemies then I think it's a worthy change.
Since this is a spammable power (unlike early toggles like Rad Infection, Darkest Night), make it clear in the description this does not stack from the same caster.
Glue Arrow--
I've always had a problem with this power. It is a poor man's immobilize. Compared to [Frostbite] from Ice Control it gave less -rech, did not fully immobilize, had less of a radius.
Pro: it creates a pet patch via a target.
MISSING FROM PATCH NOTES @Jimmy: It seems the -rech was increased from -%20 to -%40 (comparing live values). I whole heartedly approve of this change as a DEBUFF power. I would argue for more -rech or another minor secondary effect. DISCUSS!
Ice Arrow [EDIT-Retracted... see @Monos KIng reply page 4]--
Happy to have a buff (this is not a controller set-- holds plz)
I do feel like this is the second single-target debuff (entangling arrow) in this set. I can't think of another set that has that. With the buff this feels more like [Sonic Siphon] or [Corrosive Enzymes] than a power later in the set. The debuff needs to be stronger and less spammable like [Benumb] or something else useful and creative. Maybe small Ice Patch? Or.. I dunno. All I know is I will be grateful for the buff, but think it is wasted on a power that I believe still WILL BE SKIPPED 100% (by me) in its current, buffed state.
Poison Gas Arrow--
Along the lines of Flash Arrow--the irresistible debuff is great! I don't know the value of it if people have pointed out it's not resisted anyway unless it works against +3,4,5 enemies. I may have misunderstood that.
I would also add something minor: 50% for mag 1 sleep helps for soloing against Lieutenant but hardly affects group play. Or a minor -100% regen or... something else.
Acid Arrow--
I've seen the praise for the -res (special) in this thread (originally not in the patch notes), but I'm hesitant. For the current in-beta , in-game description the usefulness seems to only affect:
-/+ToHit
Healing
-Regen
-Recharge
-Recovery
-End Cost
Endurance (?)
It does not include:
Defense
Defense Resistance
+/-resistance to damage
+/-movement speed
other debuffs are available
I don't know how feasible adding the additional things are, but I feel like it should be more universal if it's going to be a pivotal power for the set (I agree it should be in this capacity as a primary DEBUFF set).
The -end, -endcost do NOT affect disruption arrow. Need more cross testing with other memebers.
If the gimmick continues, I do think these -res (special debuffs) should be at least 1/2 unresistable. Not sure if that matters.
The 15 ft radius vs. 8 ft is a necessary and welcome change, even if nothing else was done. Silly to begin with.
Disruption Arrow--
-%40 res is good! Taking power away from another power, adding it here is great. repurpose redundancy!
BUG: The -Max end is NOT WORKING @Jimmy. It is providing MaxEnd to the enemies rather than take away.
I question the low value / usefulness of the -MaxEnd other than being an IO mule for [Disruption Arrow]. I don't have any suggestions here.
Oil Slick Arrow--
Is Oil Slick Arrow, I don't want to suggest anything for fear of breaking the finnicky code. Thanks for the enhancements for range.
EMP Arrow--
The only buff in the set (now--maybe--not forever?). If it is going to be a T9 team buff, it should affect the caster. As of now, it does not affect the shooter. Mez protection and res can be very valuable for support; and as the most offensive set with no sustain, no heal, no other way to protect itself (rad has Heal & AM, Time has Heal, Cold has defense, but also buffs)--the boon is minimal in a team but maximal in solo.
{New Point for emphasis}, other sets all have things that affect the caster themselves; [Overgrowth}, [Fulcrum Shift], [Chronoshift], etc... This should affect the caster if it continues to be a buff or the Debuff should be maximal.
It should be a 50% for mag 2 hold and 50% for mag 1. Not Mag 1, Mag 1. It's pointless (my opinion).
As a main for support, these are my thoughts on a set that was neglected even in its making. It's in a unique position to be (if allowed) the master of debuff, but it needs to be good at that. It has no sustain, and in it's current state the only Buff does not affect the caster.
That's my initial thoughts after testing. Please tear them apart; discuss! And be excellent to one another.