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brass_eagle

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Everything posted by brass_eagle

  1. You are right. I retract my comment there. I somehow completely skipped over the -special in my notes and went down the wrong train of thought. The -special makes the power. Thanks for pointing that out. Carry on.
  2. Agreed, this is my main problem with that power. Might be a good idea to rename it too. EMPing myself... somehow doesn't sound healthy.
  3. Let me restate my position as it my have been unclear or a bit jumbled, and I'll leave it at that. I never intended to mean TA was not a middling set. That's what these changes do. Bring TA to a middling level. Yes, there is more to the game that -def/-ToHit. I do know that. Everyone knows that. TA does bring more to the table. In my opinion, TA should not be a middling debuff set where it's entire power repertoire is debuffs (save for the EMP arrow addition, but see my previous comments on those). TA should be close to the top of debuffs. Bringing up the Rad example again, It has a team heal, AM, rez--in addition. These changes are great! My feedback, based from my opinion and my initial testing experience, is in the tone that there needs a little bit more. These changes are a start, more is needed! That's what the feedback forum is for. 🙂 I'm curious to see what others think.
  4. Why not a Hamidon membrane. Yes. Plz. ❤️
  5. Again, I appreciate that. I have been testing it as long as us "open beta-ers" have been allowed to actually. You say "test it". I have in my limited time, and this forum is for everyone. Please let us plebs provide feedback :). Trust that your fellow community members are. I know internet breeds negativity, but let's let others have a voice without such strong opposition when providing feedback in a public forum! To your other points--- great? This is still the ONLY set without a self buffing (affecting), or healing ability. I disagree on "strong". We know that in general, things that affect enemies dimish as their level goes up. In my first post, I asked twice if "unresistable" is affected by level. That is a major concern. I do not know. This set can't match (besides damage- and a marginal amount of res-) what Rad does. But in my opinion, it still doesn't match middling sets. I want to get all the attention on it while we are in testing :D. I'd actually love to hear from other support players though, rather than get into a disagreement of opinions and dominate the forum. I've made my position clear: the changes don't go far enough. 😄 Also... I'll take your Ill/TA and raise my Nature/Dark xD; 1v1 meh brah
  6. Luminara, I appreciate your opinion here--and have on the original forums. Any set that is buffed should be noticeably be more effective (as you say, paraphrased) than the past iteration should be. That is even more highlighted by the fact that this set revamp is a highlight for the issue. I personally view these changes are to make Trick Arrow (TA) a competitive choice as a support set. Comprising entirely of offensive/debuff, it should be strong in either one or the other. It is an entire powerset with no buffs or heals (originally). As an almost exclusive support player, I can assure you the changes do not overshadow other sets (as you say you can not opine). I personally do not think the changes go far enough. You won't see an Illusion/TA instead of an Illusion/Radiation , Nature/XXX, or anything so far for instance. The changes are not enough to worry you. 🙂 Editted for "grammar"--I'm a dingus
  7. Also, one thing I forgot to add,: EMP arrow should be renamed (maybe a new Icon if feasible) if it is going to be a buff. I don't want to EMP my teammates xD... any ideas?
  8. 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.
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