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Wavicle

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Everything posted by Wavicle

  1. As it says, the exact numbers (where exact numbers are given) are the Defender values. The Mastermind versions are not as powerful, but got the same buffs (proportionally). Powerset Revamp: Trick Arrow Trick Arrow has suffered with performance issues for a long time, primarily due to the strength of the debuffs against higher level enemies, but also due to redundancy between powers in the set. We've made a comprehensive suite of improvements, impacting almost every power in the set. Power Changes (Numbers provided are Defender values) Entangling Arrow Immobilize duration reduced from scale 15 to scale 7 No longer has a -Recharge debuff Now applies a 30s -Res debuff PvP only: This effect is removed Flash Arrow Can now be slotted with Range enhancements -ToHit increased from -6.25% to -18.76% Half this debuff is now irresistible Glue Arrow -Recharge debuff increased from -20% to -40% Debuff duration increased from 30s to 60s This power is now location based Ice Arrow Increased the -Recharge debuff from -12.5% to 25% Now applies a 60s -Special and -Damage debuff PvP only: -Heal, -Absorb and -Damage removed, the remaining debuffs only last 10s Poison Gas Arrow -Damage debuff now lasts 60 seconds PvP only: Debuff only lasts for 3s after you leave the cloud -Damage debuff increased from -31.25% to -50% Half this debuff is now irresistible Acid Arrow Debuff radius increased from 8ft to 15ft (damage still has an 8ft radius) -Res debuff moved to Disruption Arrow This power still has a -25% defence debuff Now applies a heal resistance debuff (heals on the target will be less effective) PvP only: Debuff halved Now applies a -special resistance debuff (Endurance, ToHit, Regen, Recovery, Recharge Time, and Endurance Discount debuffs against the target will be stronger) PvP only: Reduced to -20% Debuff duration increased from 20s to 45s PvP only: Duration is still 20s This power has a new icon Disruption Arrow Target cap increased from 10 to 16 Now applies a -MaxEnd debuff and takes Endurance Modification enhancements and sets -Res debuff doubled (moved from Acid Arrow) Only one Disruption Arrow can be maintained at once Recharge decreased from 60s to 30s Duration increased from 30s to 45s Oil Slick Arrow Can now be slotted with Range enhancements EMP Arrow Can now be slotted with Range enhancements No longer applies -recovery to the caster Half of the -regen debuff now lasts 45 seconds (previously the entire -regen debuff dropped off after 15 seconds, now only half of it does) Hold duration for non-robots reduced by roughly 50% This power is now location based This power now spawns an EMP Field at the target location that acts similarly to Electrical Affinity's Faraday Cage and provides: 15% damage resistance to all but Toxic (not enhanceable) Resistance against End Drain and Recovery Debuffs Protection against status effects and knock back
  2. It doesn't? What doesn't work about it? EDIT: Maybe you mean the +Recharge portion does nothing? If so, that isn't Amp Up not working. Pet recharge cannot be buffed. At all. So Amp Up works fine. It grants the +Special, and it grants the End Drain/Knock Up proc.
  3. Yea, it has been stated that LRT can become bugged for server transferred characters.
  4. yea, noticed this too. Unfortunate. It looks good if you turn the puffball off, but yea.
  5. Sentinels for Ranged only, or Tactical Arrow or Devices on Blasters.
  6. It uses the same animation but it is a separate power. It remains unchanged at this time.
  7. imo the buff sets are rich enough in their play that the inherent needn't be very complex. the problem is that the degree to which the buff sets help the caster varies a LOT, as does the WAYS in which it helps the caster. For example, Kinetics, imo, would NOT be a very good set for this because you'd be too prone to instant death. Some manner of actually avoiding damage will be necessary. But that is not true of, say, Radiation. The things that are missing vary WIDELY from set to set, so making an inherent fix all their issues isn't going to work. The sets will have to be redesigned and rebalanced. I think it's just not going to happen, it's too much.
  8. Which is exactly why I think it just isn’t going to work.
  9. I like the armor combined with buff, but I want straight melee sets. Otherwise what’s the point?
  10. This. Eclipse would be nice, but this would make tanking for them much less frustrating.
  11. The basic idea I have is to take Scrapper primaries (with a lower melee modifier than Scrappers) and give them Corruptor secondaries (with similar buff numbers). I would replace Confront with "Power Placate", which would be Placate and Power Boost rolled into one. Probably lower numbers than the original Power Boosts, but on a faster timer. HERE'S THE TRICKY PART Buff secondaries would have to be almost completely redesigned. I would remove ALMOST ALL powers that do not work on the caster. With some sets this is a very small change. With some it's an enormous change requiring wholesale redesign and rebalance of the sets. Slight changes to those sets that have few or no powers that can't be used solo, and the design of an inherent would follow, that's actually the easy part. It's a neat idea, but I don't think the amount of work necessary is worth it given what is really feasible for our (super awesome) volunteer dev team.
  12. That won't solve the problem, it needs to be able to reapply the bubbles during missions.
  13. well your "MUST be fixed INSTANTLY" isn't really a good approach, but your detail on the code is fantastic!
  14. Prestige Power Slide, using the Minimal FX option, has the same "blinking" bug that Athletic Run still has.
  15. The weak blast is still useful on the Dwarf because it has Punchvoke. But yes, the damage sucks.
  16. PB is a bit more tanky, it gets mez protection across the forms (Light Form) and it gets an ally heal. WS is a little more blasty, it gets pets and more self damage buffing. The three forms are Nova (good ranged aoes), Dwarf (tank form), and Human (utility, big explosions). You can play however you want, Human only, Bi-Form, Tri-Form. All are playable and fun, although personally I prefer Tri-Form. Slotting is hard, no doubt. You can rely a lot on your powers and inherent (when teaming) for survivability and damage, so it is possible to go without much in the way of Set Bonuses. "Frankenslotting" can be very helpful.
  17. Play a PB if you want mez protection across the forms. Play a WS for the pets.
  18. Pretty sure they get Mire. My WS isn't high enough for Eclipse yet.
  19. Description for Kheldians in the character creation screen still says "they take more damage" which hasn't been true in a long time.
  20. I saw someone saying that the order in which procs are slotted in a power (as in what order Left to Right) determines the order in which those procs are checked when the power is activated. The suggestion was that therefore if an attack was slotted with both a Damage proc and a Resistance Debuff proc you would want to slot the Debuff proc to the Left of the Damage proc so the Debuff is applied first if they both proc. Is this true?? It sounds nuts to me, but I have no idea. Anyone know? What about Interface? Or secondary effect procs baked into the powers?
  21. If you wanted to make this a gift to the players for the New Year, I'm pretty sure only a couple people would complain!
  22. Need to echo some other comments: @PiecemealThe zoombies are way to fast and damaging. I didn't try these missions out in beta. I'm running it now on a corruptor with my tank buddy and he has no chance to pull them off me in time to save me.
  23. I agree it would be nice if there was more variety to Blaster tier 1 secondaries, but I think those that are Immobs can safely be balanced against each other. However, if we're going down that road... I don't think I would complain if Power Thrust got the Repel effect of Sonic Thrust and Ki Push...
  24. That would likely break the game in one or more ways.
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