FC.31.20210519.2
Power ChangesArcheryStraight Shot
- No longer applies a effect that increases archery damage for the next 2 hits.
- Now has a chance of applying Root based on charge time.
- Split the Arrow advantage: Changed to apply Armor Piercing when fully charging the power.
- New Advantage (1): Applies Download to you.
- New Advantage (2): Chance to apply Disorient to target.
Taser Arrow
- Moved to Crowd Control.
- Must now be fully charged.
- Removed energy reduction effect.
- New Advantage (2): Creates a Static Field on the target.
- New Advantage (2): Applies Superconductor to the target.
Sonic Arrow
- Moved to Crowd Control.
- Added 10 second cooldown.
- Increased target cap to 5.
- Stuns targets if not fully charged.
- Paralyzes targets if fully charged.
- Deadly Dissonance Advantage: Now Applies Deafening to your primary target. Applies to additional targets when fully charged.
Gas Arrow
- Fixed an issue where the Noxious Fumes advantage wasn't counting the Stun as your own.
Torrent of Arrows
- Now has an innate chance to Knockdown targets.
- Removed cooldown.
- This power was using an outdated damage/cost calculation, and its cost has gone up dramatically.
- Relentless Recurve Advantage: changes the Knockdown to Knockback.
- New Advantage (2): Applies Armor Piercing to primary target. If other targets are affected by Disorient, applies Armor Piercing to them as well.
Storm of Arrows
- Achilles Heel Advantage: Fixed an issue where the root was not being refreshed every hit.
- New Advantage (2): Chance to apply Disorient to targets.
Focused Shot
- Successfully using this power reduces the charge time of the power. Stacks up to 3 times. The effect is removed when you take damage. Does not stack with other chargespeed reduction effects.
Hunter's Instinct
- Scaling changed from Ego to Intelligence.
- Now restores energy over time.
Explosive Arrow
- Now has a chance to Knock targets.
- This power was using an outdated damage/cost calculation, and its cost has gone up dramatically.
- New Advantage (2): Leaves behind a Pyre Patch.
- Where's the Kaboom? Advantage: Damage for this was originally fixed despite power rank and diminished with additional targets. The damage now scales with charge time and no longer diminishes with additional targets.
Quarry
- Removed Fair Game advantage.
Snap Shot
- Moved to T0.
- Now a combo power (different animations are currently not in place).
- Damage and cost adjusted for being a T0 combo power.
- Applies Disorient when finishing the combo.
- New Advantage (2): Applies Floating Lotus Blossom to you.
- New Advantage (2): Refreshes Armor Piercing.
New Power: Fair Game
- Tier 2 Archery
- Applies a heal over time when you defeat a target. Stacks up to 3 times.
- Scales with Intelligence and Dexterity.
- Advantage (2): Applies the Lithe buff to you when you defeat a target.
New Power: Rapid Shots
- Tier 3 Archery
- Maintained single target damage.
- Chance to snare targets.
- Advantage (2): Increases base damage of power, but you can no longer move while using.
New Power: Caltrops
- Tier 2 Archery
- Area damage over time
- Places Caltrops in front of you, dealing Piercing damage and snaring enemies.
- Advantage (2): Chance to cause targets to starting Bleeding.
New Power: Desperate Shot
- Tier 1 Archery
- Single target damage. Increased damage when a critical hit.
- If used while under 50% health, deals double damage and stuns.
- 10 second cooldown.
- Advantage (2): Applies Stim Pack.
FC.31.20210519.3
PowersArcheryCaltrops
- Updated visuals.
- Tooltip fixes.
Storm of Arrows
- Fixed an issue with the animation looping improperly.
- Fixed an issue where the arrows were using the wrong texture.
- Removed cooldown.
Rapid Shots
- Fixed an issue where the Concentrated Shots advantage was not working.
Quarry
Explosive Arrow
- Increased overall damage. Cost has gone up.
- Where's the Kaboom? advantage: Increased Fire damage and lowered the Piercing damage.
- Scorched Ground advantage: Fixed an issue with the pyre patch stacking.
Focused Shot
- Fixed an issue where Total Focus was not working with the Ballista Bolt advantage.
- Fixed an issue with how the chargespeed reduction buff was working.
FC.31.20210519.5
Archery
Rapid Shots
- Animation adjustments.
- Fixed an issue where this power wasn't working with Onslaught gear.
Fair Game
- Increased stacking count to 5.
Snap Shot
- Animation adjustments.
- Finish Him Advantage: Changed to apply bonus damage to all Archery powers when the target is at low health.
Explosive Arrow
- New Advantage (1): Changes the fire damage portion of this attack to crushing.
New Power: Precision
- Tier 1 Archery
- Form
- Grants a stack of Analyze whenever you get a critical hit with a damaging Archery ability.
- Scales with Intelligence
New Power: Medical Arrow
- Tier 1 Archery
- Creates a healing rune on the target.
- Advantage (2): Disorients target.
- Advantage (1): Applies Download to you.
ArchetypesThe Marksman
Corrected diminishing return values.
New Power Progression:
- 1 Strafe
- 1 Straight Shot
- 6 Sonic Arrow OR Desperate Shot
- 8 Quarry
- 11 Torrent of Arrows
- 14 Precision
- 17 Rapid Shots
- 21 Parry
- 25 Hunter's Instinct
- 30 Storm of Arrows OR Gas Arrow
- 35 Evasive Maneuvers OR Fair Game
- 40 Explosive Arrow OR Focused Shot
FC.31.20210519.6
ArcherySnap Shot
- Fixed an issue with the arrow fx.
Medical Arrow
- New Advantage (2): Applies Illuminated to target and Illumination to allies near the target.
Rapid Shots
- Small increase to damage bonus from Concentrated Shots advantage.
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Comments
Epic Stronghold
Block timing explained
Bug
The advantage still allows you to move normally in all directions, even with travel powers enabled.
Playing CO since August 25, 2012
Lifetime sub since July 6, 2017
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Suggestion: Give more Archery powers access to Bleeding ADVs please! For the sake of Theme builds
Suggestion: ICE ARROW please power, its been 5+ years BUG: There is an odd Interaction with taking both Where's the Kaboom? and Scorched Ground ADVs
Now Fire patch will spawn ONLY when Where's the Kaboom? explosions happens
AND
because the power has innate knock up, it cause the Fire Patch to spawn on the air instead of the ground, while it's blasting the target up, it register the enemy's location on the air!
In Addition, using BOTH of those ADVs causing this side effect
BUG: Using Where's the Kaboom? + Scorched Ground on tap for each target individually it proceed to spawn Fire Patch for each target! I can have multiple Fire Patches, it goes against the 1-Patch rule and they don't despawn when I summon another
This Self Healing is complety Worthless in endgame against Single Bosses like cosmics!
and seeing the Lithe adv also applies when defeating enemies, I don't think a Dodge Tank against single bosses would find this worth tanking!
With this Cooldown I LOST MY LIGHT ARROW POWER!
Why would you give this power Sonic-Debuff ADV NOW That it has a Cooldown? Especially with the incredible limited non-powerframe Sonic damage contribution?
Suggestion: Make a copy power of Sonic Arrow
I would like to see a Replica power of Sonic Arrow, without the CC effects, to make up for this lose
Like a power to remove arrow from your target at melee range that also has a benefit and removes a stacks of enemy hold resistance?</font>
Bug
Focused Shot - Total Focus
- Where it happens: Any time stack(s) of Total Focus is\are active
- What happens: The effect of Total Focus does not reduce charge time beyond the first stack:
Charge Time, no stacks: 3.0 Seconds
Charge Time, 1 stack: 2.61 Seconds
Charge Time, 2 stacks: 2.61 Seconds
Charge Time, 3 stacks: 2.61 Seconds
Power Tooltip also lists "15%" reduction in charge time per stack, while buff icon lists "10%".
BBCode:
Suggestion
Desperate Shot - Animation Speed & Stim Pack Advantage
Desperate Shot is very slow to execute in comparison to it's equivalent in Munitions, Holdout Shot.
I feel the Stim Pack advantage should activate at the same time it does on Holdout Shot to better maintain parity.
I’m going to make a new archery toon now!
Long Running Bug: Focused Shot still doesn't lock your character's movement like Sniper Rifle, still causing it to cancel itself even during the end of your travel power movement
The Archery EU is great now and I love that we can Spam Torrent of Arrows without CD now, True Arrow Barrage!
Giving it Armor Piercing Debuff adv was really good altenative as well for builds/theme which don't want to use Straight Shot! Oh neat, New animation!
The Activation time can be a little tricky as post above also mentioned and can be deadly when you are on critical levels, but 100 feet range Restoration power is welcomed!
Suggestion: Give Desperate Shot the Open Wound ADV
Suggestion: Give Desperate Shot the Frail Armor ADV (Armor Piercing REFRESH)
Suggestion: May consider giving Desperate Shot a CURSE ADV as well with synergy to Magic
Hmm this counts as Rune, never realized it until now!
Suggestion: Can we please have Healing Runes additions to the archery too?
Perhaps giving Sonic Arrow access to a healing Rune ADV as counterpart to Taser Arrow's energy
Nice damage so far, even with the adv not working correctly right now! I see its the Alternative Alpha Strike to Focused Shot
My only issue right now it's the bland animation and visuals, it's a copy of Snap Shot but as maintance (which is actually I actually wanted)
Suggestion: Enchant the visuals of Rapid Shots, currently they are too bland and don't do the power true justice for it's DPS Role!
Bug: Rapid Shot itself has no Advantage Point cap. It's currently at #/0
Suggestion: Increase the overall damage of the power.
I parse my damage a lot, and going between a few stat and passive changes, the total has come out... subpar. As it is Rapid Shot isn't even close to the damage of other ranged maintains. With a lack of synergy, unless the damage is buffed, I don't see a lot of people using this.
Why not add a different utility to the set!? Gas Arrow rarely gets used anyhow by folks, and it'd definitely place a bit of a theme with technology heals or an Archer that wants to be more helpful along with damage.
Snap Shot
While I love that it's a proper combo instead of just a sucky forgettable instant spammer, I'm unsure what role it's supposed to play in its current state, though. It's a T0 so it's not for damage, but it also can't apply a damage debuff. Floating Lotus is nice, though.
Fair Game
More healing powers are always nice, but I feel like this one is pretty much going to be dead on arrival since it competes with (shared CD) Endorphin Rush and Bountiful Chi Resurgence, both of which have much more reliable conditions for their healing payouts. It will be close to 100% useless for any meaningful content (boss fights) or any fight where something wimpy can't be picked off right away. In fact, unless team kills count for the activation condition, this is an anti-teamwork skill too, since another team mate getting the killing blow will deny you any healing. Right now there's no reason at all to take this power over Endorphin Rush, even if your Int/Dex are higher than your Rec/Con.
That's all really!
Like, you know this fancy new form they made, Aspect of the Machine, a power that given a new AT that is the worst AT I have ever seen still and the power since then never got touched again. Or the Vindicator Specialization, The Rush of Battle, which can be all nice for trash but as @aesica mentioned, not good for boss fights and not team friendly.
These powers in general need to have a look at and need a second condition to trigger, just like forms have often. Maybe something like hit the same enemy for a certain damage amount in a certain time span or hit it for specific counts of hits.
I gotta say, I don't really know which alpha strike to go for in Archery. Thought it would be Rapid Shots but I realized Focused Shot seems to hit harder. I would like to use Rapid Shots but the animation is way bland.
Also, is there no way for Bows to not have a glowstring? It's really distracting. XD
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Same, I'll love to have it removed or a way to make it Invs (I;ll love to have Arrow choices too, like Holo or PSI Arrows) and such exist in the game just not for players
I like this concept for Focused Shot, it adds something different but the low duration(the timer the buff stays up) makes it awkward and too much work when you also keep in mind keeping AP debuff on (don't let it expire!) or that you lose all stacks by getting hit. I'd at the very least put it on 12s rather than 10s. Still, a great update to the power.
At the moment, counting only within Archery, the options are to either always need to charge Straight Arrow/Torrent of Arrows or to get Snap Shot just to be able to refresh, but then if you wanted to use Snap Shot for the damage, you're either going to have to forego R3 for the refresh adv or going to have to fully charge Straight Shot/Torrent of Arrows.
Otherwise, players will just opt for Gatling Gun if they want to keep their 100ft, or go 50 ft and use Frag Nade. Though I understand, as mentioned, if that is on purpose due to the powerset having 100ft attacks.
Power Armor had its explosions changed to crushing to work with the resist debuff and that made plenty of sense, though in part PA doesn't want to be played with other powersets anyways so there was no problem on changing it away from fire. I completely understand not wanting to change Exp. Arrow and the ultimate away from Fire, but without a 1 point adv potion to turn them into crushing damage, both powers have issues fitting in proper with the rest of the set.
Obviously nothing really needs to be oriented towards TT, but if your 'trash mob' clear power isn't very effective on the 'trash mob'-filled lair, then it's not really that good is it?
That all aside, and sorry for the wall of text, loving the changes. Hoping the numbers are better when the bugs get fixed though.
Caltrops still has description text referencing gas pellets. A unique icon would also be usful.
In the Graceful Shots description for Fair Game, the first instance of "Lithe" is missing the "e".
It's a bit disappointing that Fair Game's Lithe is the Thundering Kicks Rank 1 version, rather than Rank 3.
Snap Shot's Floating Lotus Blossom has the same name and icon as the Thundering Kicks version, but they have different triggers (archery attacks and melee attacks, respectively). A unique name and icon would help avoid confusion.
A full maintain of Rapid Shots hits 11 times, while animating 9 arrow shots.
There's little incentive to complete the Snap Shot combo. Archery now has several more ways to apply Disorient, but few means to capitalize on it. The only synergy I see is Torrent of Arrows' Overwhelming Force.
On a Theme aspect and a way to Distiguishe this power this makes sense! Would like to see the animation being used on an actual offensive power!
and honestly could use more appealing animation because right now Focused Shot and Rapid Shots and extremely visualy bland for being Archery's main alpha strike attacks!
I would also like to add to the concern, but Focused Shot in fights like Kiga with the passive Damage over Time storms and Dino with the double annoying AOE Spam, becomes useless power slot! (Qwyjibo and Eidolon are the best bosses to use it)
Not to mention other possible endgame aspects with DOT mechanics which may sabotage the power, like Teleios Ascedant or the Power Core route in Save the Eart alert
The damage will interrupt the power and making you lose it's charge bonus stacks and this doesn't look good for Archery's main power kit!
Not to mention, how about Archery Tank builds?
So I've just realized why this feels a bit bad in comparison to LIVE.
Because it is essentially a "nerf" (unless I'm reading numbers wrong)
On LIVE you can get a 10% damage resistance debuff WITH Rank 3, so instead of the PTS set up of:
Rank 2 (additional 20%) plus the -15% piercing debuff from Armor Piercing = "35% bonus damage" like so:
On LIVE we see:
Rank 3 (additional 20% plus additional 20%) plus 10% from innate debuff = "50% bonus damage".
...did not expect to see a "nerf" to Straight Shot of all things but...here we are!
For comparison purposes:
LIVE Rank 3 Straight Shot
PTS Rank 3 Straight Shot:
So I'm wondering...does this now need a teeny damage buff? Or was the damage from this power nerfed because of the Root addition?
Deadly Dissonance change seems bad. Without considering cooldown reduction, the power now has a base cooldown of 10 seconds. Deafening lasts for 15 seconds. 5 second window at best to actually make use of this advantage ONCE (with the same power).
Suggestion
Remove the Paralyze from this power. Make Deafening debuff innate. Make the Paralyze the advantage. Reduce cooldown from 10 seconds to 6 seconds base. New Paralyze advantage increases base CD to 10 seconds and removes Deafening application entirely or reduces it to a % chance to proc.
This is actually an okay change.
Look forward to seeing the updated animations! Snap shot has always been in a weird place...I feel like this change keeps it in a weird place but a slightly less weird one. Promotes Dodge/Avoid Archery play too which is nice.
Whilst it is nice to see an Archery heal, this power has terrible trigger conditions. Like, possibly the worst ever for a heal power. Target means anything and Endgame content exists.
Suggestion
Change the trigger condition to scoring a critical hit or "when you hit a target with your Archery attacks". Please don't sink time into a new ability and then make it suck by giving it bad trigger conditions! Minimize wasted dev time investments! Also please give it an animation where you stab yourself with an arrow >_>
Something about this power is off. Not only is the animation quite sluggish but the damage output is pants.
I think the damage is *exceptionally* LOW for a Tier 3 maintained Single Target Power.
Bug
Rapid Shots
Advantage does not restrict movement as advertised and seems to be offline (no noticeable damage increase)
The animation for this power is neat but should be sped up a bit. It seems very *desperate* and not in a good way, should ideally apply in the same window as Holdout Shot’s does.
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Bug: It also seems like Total Focus doesn't apply any charge time reduction at all when you take the Ballista Bolt adv.
(taking that adv also changes the name of the power to Ballista Bolt on the tooltip; not sure if that's intended or not)
Bug: Desperate Shot and Caltrops also have no advantage cap atm.
-
Overall, I can't say that I like on-kill-only mechanics, and it may be nice to buff Quarry in some way, but I am glad to see Archery getting some attention. I would also second giving Archery its own ranged dps toggle/form, though that'd prob take some widening of a mechanic w/in the set (like more things that could Disorient or Root, and then make the toggle proc off of that).
- Be safe and have fun, champs - for science!
Though I really would like the ability to chose from either a charge or a maintain power as main attack. I miss Unarmed revamp with its 4-5 different viable main attacks.
Focused Shot
Remove the interruption from Damage ? Or make it a regular charged power, with scaled damage ? Current state make it an opener, but its inate advantage yells "make me your main attack", which is impossible with the interruption from damage. You've to make up your mind, because it can't be both.
Suggestion
Fair Game and its Graceful Shots Advantage
- Allow the Lithe buff it grants when you defeat a target to scale to a higher rank if you've got rank 2 or 3 Thundering Kicks.
Reason for this suggestionSuggestion
Straight Shot and its Split the Arrow Advantage
Suggestion
Snap Shot
Suggestion
Rapid Shots and its Concetraded Shots Advantage
- Remove the self root and instead make the requirement to activate the higher base damage of 30% be dependant on whether or not the target is affected by Armor Piercing.
Reason for this suggestionThe following images show both Rapid Shots and Assault Rifle at rank 3 the same gear, mods, form, passive, and specializations were used.
Storm of Arrows
I like this change for applying a stun on partial charge and paralyze on a full charge. This is a clever way to provide more utility for those investing in CC powers/builds
Bug
The advantage on Rapid Shots does not appear to work at all. It does not root you OR boost damage, at least when used w/ r2 currently.
Explosive Arrow:
This power is really feeling weak, weaker than torrent. Damage is mediocre, AoE range is meager, and the advantage doesn't do nearly enough damage to make it worth the delay. As a T3 power it deserves better.
Suggestion:
Change the damage to crushing. Significantly increase damage and cost and AoE range on the base power, or apply a cooldown. Make it so the advantage removes the cooldown on the explosion or increase the damage.
This should make it a viable choice compared to torrent.
Rapid Shots:
Nice to see a true alpha strike here but my god is it boring. I appreciate the neutrality in theme but it's so unexciting right now.
Suggestion:
Consider adding literally anything to make this power more exciting: animation change, special effects, a sound effect change, some sort of bonus condition or debuff? Anything??
Sonic Arrow:
While I love the cc changes, I know lots of folks who like using Sonic Arrow for damage in archery and sonic builds. It could really benefit having an advantage.
Suggestion:
3pt Adv: Remove Paralyze, Stun and cooldown. Boosts damage by 30%
Overall, fantastic changes!
Sonic Arrow is legit the only good power in archery, unless you're buffing the damage of all the powers and not just fixing the damage on torrent of arrows. Then the cooldown is a no no from me.
Also self roots on archery is a no-no. that sets movement is what made it more fun than the others.
Confusing charge and activation time info
Focused Shot and Taser Arrow power descriptions are misleading/confusing
Focused Shot is listed as 1-4 seconds, while Taser arrow is listed as 0.5-2.5 seconds. They both must be fully charged, so this doesn't really make sense
Fair game is a fun idea, but the on-kill trigger has proven to be a horrible idea. I felt a bit of hype when I heard lithe could be triggered by a ranged power... but this is Aspect of the Machine all over again. Can we not go back to the well of proven failed ideas please?
Fair game need to have it's trigger changed or be given an additional trigger.
Add lithe buff to snap shot combo. Finishing the combo grants lithe. OR give fair game and additional trigger.. completing a ranged combo maybe?
I'm not sure what the idea is for focused shot. A short term charge decrease on a power that is interrupted by any damage? Wut?! How do you see this being used?
Focused shot makes no sense in it's current form.
Remove the "any damage interrupts" from this power. You have a penalty for being damaged on the power trait... you don't need to double-dip
[color="#4a86e8"]Suggestions for Focused Shot:Make it so if you dodge an attack, Focused Shot is still interrupted, but the debuff is not removed. This can put some emphasis in building for dodge on a DPS, though puts your fate in the hands of RNG[/color]
OR
[color="#4a86e8"]Consider a threshold of damage that must be taken in order for focused shot's stacks to be removed. This could make it so that blocking small attacks or getting hit by certain DoTs won't ruin this power's viability completely. This threshold can still be small but can also allow for some use on tanks even, with some clever building.[/color]
Just some ideas at least.
Edit: color codes not working on mobile atm. Will fix this later
It's a bit disappointing. Overall it feels as if the Trickster/Control powers element of Archery has been nerfed to normalise damage with other sets. That makes it much less interesting than before. I was perfectly happy to trade damage for utility.
Main thoughts:
Suggestion
Concussive Arrow / Sonic Arrow
Add - Concussive Arrow: This is a revised, mid range version of the existing Tier I Sonic Arrow attack. 50ft range, 3 targets max, fast charge, utility damage, has chance to stun on Charge. Damage is split between Piercing and Crushing Damage.
Adv: Applies Disorient on a full Charge.
Adv: Roots all targets hit
Concussive Arrow is a mid-range combat utility power, locking down foes before you pick them off at range.
Suggestion
Sonic Arrow: CC Power. 10 Second Cooldown. Paralyzes targets (duration based on charge time). Substantial Damage. Applies Deafening on a full charge.
Why? the new Sonic Arrow Power is interesting, but the value of anything other than a full charge attack is limited. There are plenty of powers which will do more damage, apply stun effects faster, and which don't have a high cooldown (Condemn, etc). Sonic Arrow should be about long term holds and Sonic power synergies. Speaking of which...
Suggestion
Explosive Arrow
Knock Up power to act as land mine/ synergy with new CC Powers
Remove Fire Damage Effects, replace with Sonic Damage
ADV: Where's the Kaboom? - AOE Knock Up / Damage effect after initial target is hit. Initial single target damage is intended to draw enemies over the land mine type explosion coming in 3 seconds or so.
Add ADV: Flashbang - Bonus Damage against targets affected by Deafening
CO is the only place in existence where land mines are *fun*. More of this sort of thing, please.
Suggestion
Revise Fair Game Conditions
I know it's the old Quarry advantage but it needs to be easier to proc, especially in boss/single target fights
Suggestion
Add Medicine Bow Power
Ranged Conviction, basically. 50 ft range, Single target heal, adds temporary health and a moderate heal. 10-15 second cooldown.
Suggestion
Add Toxic Arrow Power
Single target debuff, adds Deadly Poison debuff with chance to Stun/Root when multiple stacks added. Synergises with Gas Arrow.
Focused Shot now has "charge time reduction" and damage.
They are pretty much equal now, so it is unlikely Focused Shot will get anything without Sniper Rifle being improved also.
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Epic Stronghold
Block timing explained
That's true, but at the same time, it's arguable that both can easily be alternative alpha strikes for endgame content, and both could use just a little help to see them work well in that regard.
So far I understand this is a first draft and some powers' true Damage potential wont show until the following week!
and that being said, my complains and concerns with this update I noticed so far
- A lot of Crowd Control powers were sacrified for the sake of focusing more on DPS
- NERFING SONIC ARROW and giving it a Cooldown!? Horrible idea! This is the main focus power of my builds!
- Explosive Arrow feels pointless now
- There is a lot of Nothing-Burger going on with the Archery's ADVs and Synergies with other powerframes except really selectred few! It feels bland
- Disoriented? again? This gives no synergy with other powerframes except Telepathy! There is no special interaction between Disoriented targets and Archery neither like Might's Hurl!
- Fire is here because... of course it is, every powerframe has more synergy with fire than fire itself
- Superconductor on Laser Arrow is good, more access to Electric Debuff! At least Electricity got some love
- Bleed ADV on Caltrops and that's it! Bleed on a Melee-Trap power!
- Focused Shot becoming useless for a big chunck of the endgame content and unsable on tanks
- Bland Visuals on Focused Shot and Rapid Shots!
- Fair Game being unreliable self healing and useless on endgame bosses
Giving it a Sonic-Debuff won't help its own DPS because the balance between activation and CD cuts it!
If you don't plan to remove the CD from this power and having it exlusively on Crowd Control role! The please consider my previous post
I suggest once again to make a Replica power of Sonic Arrow but without the Crowd Contro focusing on damage and Disorientedl! That way we can utilize the Sonic-Debuff and give a new power for Sonic-damage dps to play with
You can have it that some powers have secondary effects against targets under Disoriented debuff
Seriously I love elemental builds, but Fire is the spoiled child right now, getting more synergies everywhere while ICE is being stuck with some underwelming powers (Ice Burst and Snow storm) and only 1 power to apply Hard Frost
Consider it's Archery we are talking about I was expecting more power to have access to Bleeding effects because you literally stab people from afar! Disorienting them is the least thing Im expecting
The problem with archery and debuffs has always been that archery splashes so many different damage types. Having a way to apply armor piercing in-set doesn't help all those archery powers that have half their damage in an alternate type. Increasing archery damage for the next 2 hits was arguably much better for the powerset than a resistance debuff that only applies to some of the sets damage types (and the powerset was still weaksauce with that).
Why are we nerfing Taser Arrow? Makes no sense. Fortunately the primary use of taser arrow in the game was paralyzing hearts at Qwyjibo, for which you wanted a full charge anyway to guarantee the paralyze, so still fine at its primary use. You're just removing any chance it'll ever be used for anything else.
A cooldown on sonic arrow? Really? Why... It was already a terrible power that only got used on crowd controllers. That it had no cd, and only stunned on a full charge, were features. Those two changes are going to ensure i never use it again. The only thing that would make me even consider this power now are if the AoE increased to at least 15', so it was a viable bridge power for kiga's dogs.
Neither does enough damage to bother investing in. And I say this as someone who's had a sniper toon since 2011. To justify the massive disadvantages of these powers (must full charge, can't move, can't be hit), they'd need to have the highest base damage in the game... and they don't. Not even close.
FC.31.20210519.3
Even if the theme of archery is that it's a bunch of different arrow gizmos in a quiver, you could come up with some interesting mechanic for that. Like having powers that apply status effects to the target, and then making powers that do additional damage for each status on the target... or maybe giving archery powers cooldowns, and then having powers that do additional damage/have empowered effects based on the number of powers you have on cooldown.
Is there a cohesive concept anywhere in here? Where are these spunky new ideas I heard so much about?
Sloting Night Warrior, the base charge time of Focused Shot is affected by the passive Charge Speed bonus. However, it doesn't apply on stacks of Total Focus. The charge time is the same with those stacks, whatever is your sloted passive.
Maybe it also doesn't work with AoAC ?
Edit : AoAC works on those stacks
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Because this gone so well already with the TK and TP dots you detonate with the new TP powers back then. And with Congress of Sleeves still one of the worst passives with it.
Overall I agree, not much seems to be a rhyme or reason in such anymore. See lockboxes like Power Gamer recently with a Tunneling Transformation and Tea Drink emote. No ultimate also again and last lockboxes had several Sidekicks in it also. It is like they make things up as they go all the time now.
While updates like this are nice, a more tight focus on things would be food for once, why did we need the debuff rework now with archery I say, and rather focused on new powers and rework in general and change debuff later, like you know when we have actually one of each damage type or damage group in each power tree.
But that would make too much sense, would it? Let us sell those lockboxes rather more quickly and not on the gameplay, while the only two devs (Kael and Kaiserin on stream) or one dev (Kaiserin in general in forum and in game) that talk to people actively not know partly a lot of the game itself, see Kael not knowing Gravitar or so.
And yes, programming and handling is not comparable to play it, but I would expect some activity and knowledge of the only ones we have at least. I still feel robbed of all the devs that got moved to Star Trek or Neverwinter.