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Everything posted by Monos King
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The new ones are exactly the same, so you just go pick up those from the Arena Vendor. I don't think they can disable the others based on if you have the real accolades. They could possibly make the clicks share a recharge, but I don't know about dealing with the Auto's.
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Not if you put your back into it.
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Well he's saying that without incarnates (and possibly temps) it'll be much harder to do those specific badges. In reality, these changes just make it impossible to solo or trio kill all the AVs, so it does become necessary to get a large group for it now like in the past for the ordinary player. I don't have much opinion on that, but you can review that how you will. Just for the sake of leveled understanding, it IS true that in the past people killed the AVs (in groups) but then they had access to temporary powers as well (a good for them is vs NPCs.) So I don't think the removal of either temps or incarnates makes it too difficult to take care of the AVs, but I see what he is saying. Especially if he isn't fully IO'd. Also re-enable temps.
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barrier I'm a temp hunter.
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Pocket D VIP Teleporter (P2W Power) This power has been removed and can no longer be earned or purchased If you previously owned this power, it will automatically unlock Long Range Teleporter with Pocket D as a destination Don't really know why this was changed, I like the Pocket D teleporter and icon. Not a necessary change in my opinion, little things like this remind me of my time playing before shut-down. If it isn't harmful to keep, I wouldn't remove it.
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Disagree with this one. Every PvP zone literally gives temporary powers, it's part of the appeal and none of them actually ruin the experience; only incarnates did that. I'm supposed to go and get Warburg nukes and then not even be able to use them in zone? That's pretty absurd. I am also not asking for only the PvP earned temporary powers to be re-enabled, I am asking that all of them be. Amplifiers are already rightfully disabled, it's already known to be essentially a disqualifier if used in a duel; if I want a fight with no temps, I just do an arena fight. No need to take away that fun from zone at all. Other than that these are fantastic changes.
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Focused Feedback: Trick Arrow Revamp
Monos King replied to Jimmy's topic in [Open Beta] Focused Feedback
Actually, I think you have a point. The increases, even now, can be substantial...just like how -resistance currently works despite the purple patch and resistance that stands in its way as well. The one issue is we're only using those extremes to establish poles, and the team of TA's would actually never happen. Which, best case against a +3 54 AV is a ~200% increase to debuffs, which is awesome, but the much more likely event of 3 TA Users most (using defender values this time) is naturally only about 80%. We just aren't looking at the best case scenario because that's both unlikely, and devastating for the longevity of the team as well. Sure you tanked the AV to only 58% res, you'll still probably die on a team of TA. Using the mastermind values I was calculating with earlier, it's even less impressive, as it would be only 60%. Is 60% increase to debuffs on AVs really that helpful...not really sure yet. Benumbs and Howling Twilights will be good with or without Acid Arrow...Poison Darts not so much. The same with strong to-hit debuffs. Not to mention, many AVs are again, immune to certain debuffs, which would make the power useless in that instance. I'd like to see this be a power that makes the weaker abilities able to shine through. Reducing Acid Arrow to a mere -10% unresistable -debuff res (defenders) would see real excitement on a team of Trick Arrows (which would still likely be doomed anyway), and could be balanced by simply letting scale by level. And, just for review, the to-hit floors on lieutenants, bosses, and elite bosses definitely needs to be checked, or else it ruins a huge part of the power. -
Focused Feedback: Trick Arrow Revamp
Monos King replied to Jimmy's topic in [Open Beta] Focused Feedback
That one is untrue, because of the Resistance to -Resistance to Debuff I highlighted earlier. In concept it should be awesome against AVs, but it hardly is at the moment. -
Focused Feedback: Energy Melee Revamp
Monos King replied to Jimmy's topic in [Open Beta] Focused Feedback
Well let's not forget there will be different tools for different tasks. Each power should have a general "theme" that composes its specialty, but dependent on your playstyle certain powers will be naturally skippable. For instance, when I am a MM focused on soloing and not support, I don't have much of a reason to get Clear Mind or Clarity. And as a radiation Armor scrap, I don't much need Ground Zero's ally +heal or the extra AoE, despite being a great move. I doubt most skippable powers were made to be bad, but that the meta just out-dated them. -
Focused Feedback: Trick Arrow Revamp
Monos King replied to Jimmy's topic in [Open Beta] Focused Feedback
Depends. If you are a full incarnate than you should be soloing missions pretty well regardless of your powerset combination. Certain sets like demons/cold, thugs/dark or bots/time are AV killers, and should be able to deal with above 50 AVs pretty well with or without Alpha. And then sets like mercs/ninjas are super squishy and are very good if they can take on an even level AV or survive +2 levels with no incarnates. An extremely good MM won't have any of their pets dying on them during x8 missions, but only like 3 or 4 combinations are capable of that and most of them are demons/thugs/bots. So if you aren't an incarnate, your ninjas/TA is doing very good, which speaks highly to the TA improvements. When I was testing non-incarnate and was doing +2x5 Circle of Thorns and Carnies with only a few minion deaths, I would say that's pretty exceptional for a TA MM. -
Focused Feedback: Trick Arrow Revamp
Monos King replied to Jimmy's topic in [Open Beta] Focused Feedback
It is the latter, yes. To be fair. the other elements of Acid Arrow are still quite nice in most situations, but yes once you peer into how -ToHit is actually being augmented (not at all) and how the other benefits fall short once enemies get debuff resistance...it needs a bit of tuning. Most enemies that have debuff res are either immune or have 80% or higher. With normal Resistance, 80%-100% are values you just never see, unless they pop a t9. It's enough to render -res abilities mostly pointless, and there are plentiful sources of those in game to somewhat make up for it. Even in it's current state, Acid Arrow is still quite useful, but if acid arrow wants to maintain use as a unique debuff, it could be made unresistable. Let's see what that would look like, see if it seems too OP. @oedipus_tex Lowering the values to around 10-12% -debuff res should prevent it from being overwhelming. Let's look at it from the most extreme state, a full team of Trick Arrows, and assuming it offers -10% unresistable debuff res. On a full team of only Trick Arrow users, they would be able to bring down an even leveled AV to 5% debuff res, which would be devastating...but they would not be a self-sufficient team. It would be a risky, but hilarious, maneuver. They could begin draining endurance pretty easily, but AVs have a ton of it and low endurance costs. Incarnates could probably work something out pretty easily, but a team of incarnates could dominate an even level AV with only pool powers. Against a +3 AV (very likely situation due to the Alpha Slot), that is level 54, the team of trick-arrows would be doing -52% debuff res, leaving the AV with 35% debuff res, enough to still fend off the main threat (end drain) which TA's don't have much of to begin with. It will be a very effective move, nonetheless. Against a +4 AV who is level 54, the team of Tricks would be able to dish out -38.4 debuff res, and lower the AV to 48.6% debuff res to all. All of this assumes the AV does not have further sources of debuff res, which most do. Lord Recluse is immune to -recharge no matter what, and Synapse is immune to -endurance no matter what as well, to name a few. Would not be unresistable in PvP. Now, lower level AVs have lower base Debuff Res; Level 30s having only 75% debuff res for instance. This should be compensated for, regardless of if the -debuff res is made unresistable or not, by Making -Debuff Resistance scale to player level in the same way -Special does. The above is a big take-away, and I think would let us increase the level 50 values even if we decide not to make the debuff unresistable. Couple Notes: AV To-Hit Floor is 30% -Debuff Res doesn't scale to level currently, possibly should to allow for further improvements. Many AV's have additional debuff res that brings them to 100%, making acid arrow literally useless while still resistable. Some AVs have +1000% debuff res, making them immune even while Acid Arrow is unresistable Being unresistable wouldn't have extreme benefit in most situations, as few non AVs have debuff res to begin with. -
Focused Feedback: Trick Arrow Revamp
Monos King replied to Jimmy's topic in [Open Beta] Focused Feedback
Yeah, Acid Arrow is definitely in a good place either way. I think it could use slightly higher values to compensate, but outside of the to hit bumps noted earlier...everything else is really just putting ideas out and about. Great power. -
Seen this suggestion before, would still love to see it.
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Focused Feedback: Trick Arrow Revamp
Monos King replied to Jimmy's topic in [Open Beta] Focused Feedback
Yes, but it is a minor thing so if it appeases everyone I don't see any reason not to do that. If it doesn't happen, TA players will still play TA, and if it does the same will happen, so it's not that big a deal. More importantly though... Currently we have from this power, zero affect on improving the survivability against 90% of bosses, lieutenants, and some elite bosses. And on those it does have affect on will resist the affect to the point it is trivial - which applies to all attributes of Acid Arrow. Fighting against a level 54 AV on a level 51 mastermind, archvillain to-hit went from 40.16 to 39.92. This is a difference of a mere 0.24 to-hit from something offering -30%. It would be more effective to actually just give Flash Arrow or any other debuff in the set an increase in values of something as low as 2.5, this would make them more effective than what Acid Arrow is offering at this moment factoring in the Rank and Resistance to Resistance isssues noted thus far. Of course, this is exactly what ordinary resistance debuffs already have to go through, and similarly just increasing an attacks damage would definitely do more than looking at it's influence under -resistance. If it were not for the fact this is the only source of -debuff res, and the fact that a large amount of enemies are simply unaffected by the survival increasing element of Acid Arrow, these wouldn't be as much of an issue. But if the goal is to make the debuffs empowered by Acid Arrow more effective, then them not being made much more effective or not at all more effective when they are most needed to be exactly that (mob of hostiles, fighting AV/GMs with a ton of health) isn't too helpful. When we actually need Acid Arrow most, it isn't doing anything, so I would think it should be made unresistable in exchange for lower values, perhaps. Then it wouldn't be as much of a loss that Lieutenants-EBs aren't much affected (to-hit wise), because AV/GMs actually are. Let it be clear the issue is still primarily the fact that not enough enemies can be significantly affected by Acid Arrow's -to hit changes. Everything else is somewhat a byproduct, and this just reveals another group that is not affected significantly. -
Focused Feedback: Trick Arrow Revamp
Monos King replied to Jimmy's topic in [Open Beta] Focused Feedback
That is good to know. Have you tested the differences in AV ability to hit using Flash Arrow vs using Flash Arrow + Acid Arrow? -
Focused Feedback: Trick Arrow Revamp
Monos King replied to Jimmy's topic in [Open Beta] Focused Feedback
Ok, so, here's a fun observation. Exactly like ordinary resistance, debuff resistance resists resistable -res. Looks like the tags need to be hit with the unresistable tag, unless this was intentional. If it was intentional, I do think it needs to not be, this isn't quite what I was expecting. -
Focused Feedback: Trick Arrow Revamp
Monos King replied to Jimmy's topic in [Open Beta] Focused Feedback
My apologies, as I noted, I saw that you were already agreeing with just swapping Disruption Arrow and Acid Arrow's effects but I just wanted to rebuke that statement before continuing, in the event someone else had a similar stance. Aside from the Flash Arrow portion and -def on entangling arrow, I enjoy your current proposals. This is great to know; I thought that the flag not to alert mobs and the fact that the attack did no other effects were working in tandem to prevent aggro. That changes a lot. -
Focused Feedback: Trick Arrow Revamp
Monos King replied to Jimmy's topic in [Open Beta] Focused Feedback
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Focused Feedback: Trick Arrow Revamp
Monos King replied to Jimmy's topic in [Open Beta] Focused Feedback
They do, but as I was saying, leaving the -to hit debuff resistance debuff to something that situational is a bit problematic. Sort of like benumb, which only shines in PvP and against AVs/GMs. Considering it is still very effective against minions (bulk of mobs) and AVs I wouldn't call it priority; the combination between new Flash and Acid has been doing wonders for my survivability at all levels, but if something can be done to fix it I'm gonna say it should be. -
Focused Feedback: Trick Arrow Revamp
Monos King replied to Jimmy's topic in [Open Beta] Focused Feedback
It was not abundant in Trick Arrow, now it is. I acknowledged that Disruption would be a better thematic place for the debuffs Acid provides exactly once, and it was not nearly the bulk of my argument. It was just an observation. This would never happen. I really think you should re-read my post and positions in previous posts because I am one of the people most against entangling arrow being given -resistance due to thematic reasons, and stated it would be better off as -to hit. This will, however, not be rescinded anyway, and I made note of it here because while you were denouncing Acid Arrow for thematic discrepancies, I did not see any comments about your position on entangling arrow until now; I must have missed them. I know for a fact that this is an issue to precious little, though I am one of them, and Acid Arrows logic is far more agreeable having debuff res than entangling is having -resistance. Entangling having -def makes slightly more sense, but not enough performance to warrant the compromise in logic. People really don't want this. Much of the discussion about Trick Arrow has been actually condemning how Trick Arrows affects are everywhere; most desire one arrow for one task, and for these tasks to be easily determined...an arrow for everything. I personally don't care that much either way, but a quick look at this and other TA threads confirm this position. That wouldn't necessarily make sense. Acid Arrow is acid of unknown variety, Poison/envenom are just toxins (of similarly unknown make). There is room for exploration. Flash Arrow having chance to disorient isn't a bad idea. I like it. But it ruins the stealth of it. I think that a chance to hold in PGA would be a bit better. It definitely does not give anything to team-play to the extent acid arrow currently does, and the argument of "well there is already a lot of synergy in the game" being used to prevent Trick Arrow from gaining the ability to contribute to that (or actually have compatibility with the Primary/Secondary it's paired with) is a bad one. I feel it necessary to recognize this. Using your phrasing, your argument boils down to "let's keep Trick Arrow bad because it makes more sense that way". Without acid arrow's new effect, none of your proposals help Trick Arrows survivability, or patch up the weaknesses that the set is known for (like organization of affects), and you want the changes solely for thematic logic. You can make extrapolations and approximations of how these things would work, especially when it's for saving the performance of a weak set. It's a comic book game. I also think that when we do, they should be evaluated on a case-by-case basis the way we are now. Here is an example: Acid Arrow's origins are ambiguous, the current beta effects are better, alternatives are worst for the set currently in both solo and team play. It checks out. Entangling Arrow -res doesn't make much sense, the effects are currently better, alternatives exist. That one is iffy. -
Focused Feedback: Trick Arrow Revamp
Monos King replied to Jimmy's topic in [Open Beta] Focused Feedback
I believe that's what he's saying. If the lieutenant or boss had an additional source of -to hit resistance, acid arrow would still be useful, but the goal isn't to be situational in that way. As it stands, since all lieutenants and bosses both start and end with 10% or 20% -to hit resistance, using it will relegate the -to hit res portion of Acid Arrow completely ineffective...unless they for some reason have focused accuracy or something of that nature. So their floors are their base values. Interestingly enough, the -to hit res portion is useless 98% of the time on lieutenants, bosses, and most EBs, but still effective on minions, AV scaled EBs, AVs, and GMs - for different reasons. Don't think that's the ideal position. -
Focused Feedback: Trick Arrow Revamp
Monos King replied to Jimmy's topic in [Open Beta] Focused Feedback
I agree. With ice blast it'll definitely be kind of mundane no matter what and that's that, but I suggested earlier it should stack. That would help with other power combinations. Along the lines of making it more unique, I could only see it getting like a reverse gauntlet that reduces AoE potential, which would be somewhat niche, but as it stands Glue Arrow isn't bad at what it does. -
Focused Feedback: Trick Arrow Revamp
Monos King replied to Jimmy's topic in [Open Beta] Focused Feedback
I had suspected this might've been the case, similar to the inherent accuracy modifiers the NPCs receive. The original game literally never had subtractions to debuff resistance, so that's probably why it was never looked at. It's pretty troublesome though. Unless it somehow requires something crazy, like manually adjusting this for each NPC group, I think it's a good idea to get rid of the low cap, while keeping the values. Besides Bosses-beyond, all of them should get to be taken down to at least zero to-hit resistance. -
Focused Feedback: Trick Arrow Revamp
Monos King replied to Jimmy's topic in [Open Beta] Focused Feedback
Don't have much to say on the matter of immersion, technically disruption arrow would be a better candidate for acid arrows affects (besides -def) based off of the precedent this game has set for sonic and toxic powers. But that could be done by a quick swap. Are you suggesting restoring the -res to acid arrow would be an improvement as to the totally new and effective attribute it has now? You would be wrong there, extremely so. Trick Arrow doesn't need anymore -res. You just stated that you could only see Acid Arrow being a filler power for if the existing debuffs were not strong enough, and that this would be a sloppy resolution, but at the moment you are suggesting the same be done to prop up the sets -res. Entangling Arrow was actually given -res for essentially that reason, and as a t1 priority power anyway, it holds fine. Simple, not sloppy. Interestingly enough, though, your original claim is correct in one instance because... 2. This power secures mastermind. survivability. Corrs just need to contribute to the team, but masterminds need to keep their funeralphilic pets alive as long as possible. Acid Arrows -debuff res keeps MMs debuffs relevant and effective at higher levels with it's lower effect modifiers, while also allowing them and any TA character to be exceptionally desired. This is because... 3. Trick Arrow promotes synergy Acid Arrow is currently the most team augmenting debuff in the game. If acid arrow just gave some aisle 1, counter-top -resistance, then it would have minimal significance when enemies are already being debuffed by sets like cold and sonic or even other TAs, and would only be improving the teams damage. You can already do that. But with acid arrow? Acid Arrow you can improve EVERYONES -to hit, make their endurance drains matter, and for the first time EVER make their -regeneration, -recharge, and even +endurance cost more effective. This same power is the FIRST to be able to cut down the nigh immunity to debuffs archvillains and some GMs posess. It is synergy beyond the likes of Oil Slick Arrow, or PGAs interaction with -res. Get a band of TA together, and you'll be able to shut down AVs like never before. Would you really want to trade off a totally new way to affect enemies for a run-of-the-mill -res the set doesn't even need? In synopsis, Acid Arrow is necessary for MMs, allows entire teams to debuff stronger and effect enemies better, and is just generally better than -res. I am certain you will see this in due time. -
Focused Feedback: Trick Arrow Revamp
Monos King replied to Jimmy's topic in [Open Beta] Focused Feedback
Bug Report Enemies with built in To Hit Resistance are not affected by the debuff to their to hit resistance. This includes Crey Tanks and Circle Death Mages. Possibly a display bug.