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Force Fields
<ul type="square">[*]Balance: Currently the last three powers in the FF set are highly situational and generate a great deal of aggro, all of which is drawn on to the least defended member of the team -- the FF Defender.[*]Balance: Force Field defenders rely on only two methods of Defending -- adding Defense and use of knockback. Considering the multiple ways all other Defender sets have of Defending their teams within each set (heals, buffs, debuffs, holds, etc.), is it intended for FF to be a two-trick pony?[/list]
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In direct gameplay I have found the damage mitigation offered by the FF set is not lacking. I realize it is only to ways of accomplishing that goal but if it can do the trick using only two methods how does it matter, the job is done. as per the high tier powers my style I never liked KB so I avoid them but force bubble is an immensely powerful tool, situational yes, but effective in those common situations.
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Kinetics
<ul type="square">[*]Quality of Life: Increase Density duration is far too short for practicality. The fact that it has a damage resistance buffing component indicates that it was intended to be used regularly and preemptively, but with a duration of 60 seconds, it's nearly impossible to maintain and still carry out the rest of our primary functions, even on small teams. [/list]
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ID protects KB, Holds and Immobs as well as grants a resistance ... if it lasted as long as say Sonic Haven it would be very overpowered, the short lifespan seems to be set so that if you want the whole team to have that great buff you can't do much else ... seems balanced
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Storm Summoning
<ul type="square">[*]Quality of Life: Snow Storm causes many mobs to run away, if the altered versions of their attacks take more than 10 seconds. Don't Stormers already have enough scatter?[/list]
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Storm Summoners Scatter ... its the set but played well they have controlled scatter, its a little difficult at times but diffent powersets require different tactics, Storm is no different
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Sonic Resonance
<ul type="square">[*]Balance: Sonic resonance users are extremely weak as far as self defense. Every other defender primary has powers in their primary to help with self-defense of some kind, even if that's just a heal or a slow. Sonic Cage seems inadequate for this.[/list]
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Sonic Dispersion - +res and mez resist, not as good as a tank but if work hard its enough (It is better on a Controller but Controllers are like that)
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Trick Arrow
<ul type="square">[*]Bug: Flash Arrow gives a perception debuff. However, when the power is recast from within enemy's normal perception range, the Defender will be spotted, regardless of whether the second Flash arrow hits or misses, and regardless of how much time is left on the first Flash Arrow. Limitation of the engine. Remove?[*]Bug: Oil Slick Arrow does not light every time it's attacked with a fire or energy attack, despite the target dying.[*]Bug: Poison Gas Arrow summons a pet that serves no purpose except to appear as a brownish-green gas cloud. This graphical pet sticks around for the duration of the debuff, causing many people to believe that enemies that enter the cloud after PGA is activated will be debuffed, when it actually does nothing. [*]Balance: Flash Arrow, a Defender primary power, is no more effective than Devices/Smoke Grenade, which is in a Blaster secondary set.[*]Balance: As a general design issue, too many Trick Arrow powers have been balanced directly against similar Control powers. They are intentionally weaker than their Control counterparts. This makes it appropriate for a Controller secondary, but it underperforms as a primary in its own right. [*]Balance: Trick Arrows lost most of its original -Recharge debuffs during I5 beta, citing that there were too many in the set. Now we have Cold Domination which can stack much higher -Recharge than Trick Arrows ever could when it was in beta. Perhaps it's worth testing how Trick Arrows performs with Glue Arrow, Ice Arrow, Entangling Arrow, and Poison Gas Arrow having their original -Recharge values back?Worth mentioning?[/list]
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I have played a TA def to 37 and two trollers over 40 and have never seen this Flash Arrow bug ... I JUST tested it I cannot get this bug to occur. when comparing Flash Arrow to Smoke Grenade also consider Flash Arrow is Second tier power and Smoke grenade is tier 5 ... thats available at around level 14/16. Should they be identical?
The Description in Oil Slick Arrow States it may burst into flames if fire is used near it. So it seems to be working as intended although I have found through lots of usage Oil Slick Arrow lights less often outdoors and almost never when mixed with quicksand (maybe even never)
PGA is -DMG I have seen this first hand scrapper goes in and I hit PGA and they start taking less damage ... but it doesn't mean this shouldn't have a -regen but I also realize TA runs a close line to being overpowered
As per balance TA is a late blooming set, with Oil Slick Arrow and EMP Arrow DRASTICALLY outperform every other arrow, but it is a set that relies on stacking as many arrows as you can, PGA alone is a little weak, but glue + PGA + Acid + Disruption + Flash give an entire spawn a complete debuffing. TA is an AoE based Set and requires a lot of practice to get the most out of it when you get there it has proven to be more than enough. and as a side note, Look at EMP Arrow, just about the best single power in the game, I have compared it in City of Data many times to many powers. EMP does make up for any shortcomings the set my have
Secondaries:
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Electrical Blast
<ul type="square">[*]Bug: Voltaic Sentinel targets enemies trapped inside Force Field/Detention Field.[*]Balance: While Elec Blasts damage numbers arent lower than similar powers in other sets, it feels like a weaker damage set. It trades a heavy-hitter (such as Will Domination or Blazing Arrow) for a theoretical advantage in its end draining utility. The problem is that End Drain is not that powerful in the PvE portion of the game (unless combined with Kinetics), where many NPC powers are cheap and backed up by an increased recovery rate.[/list]
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Power Build Up + Short Circuit ... end drain all the sudden becomes a magoe issue in PvE ... granted I did level my Kin/Elec but I also levelled my Elec/Elec Blaster the stacking end drain is an excellent damage mitigator
I will admit my points are not all numbers and I may have missed some things but my observations come from playing the powersets and using a keen eye for detail as things unfold. When considering balance also consider there is probably one or more player who can make any powerset shine above all the rest ... its all about style (tactics)