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It's been my experience too, but maybe he has more recharge in his build so he's able to get more of those attacks out? Me, I just did the same thing on my blaster so meh. Maybe I can take some video.
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Quote:Only on teams that refuse to use the tools that are open to them and open to all.+0x4, for the record.
IOs exist to make characters able to take challenges. That's why the game is not balanced or designed around IOs. At the base game, the need for mez protection on all characters is much less. For the challenge game, the expanded difficulty options, that is precisely what IOs are for.
Anything up to +2x2, which was old Invincible, might still be considered "base game", though I'm sure the game is still balanced around Heroic, +0x0. Problems at that level should not necessarily be addressed by IOs.
Problems above that, however, absolutely should be addressed by IOs. That's why we were given IOs - to take on greater challenges and boost our characters beyond the "base level". I simply can't understand why asking for IOs to address the challenge game - IO level play - is unreasonable.
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Of course, the issue also crops up in team play, which is an entirely different issue. -
Quote:Let me say this slowly and maybe you will understand me.By "no problems" I meant "undue problems". I get defeated now and then, and almost always because a mez lands. Running at x4, I expect to be defeated every now and then of course, but over time the trend comes out: it's the mezzes. The mezzes are why I fail, pretty much every time (sometimes it's just a bad streak or I do something stupid, but mostly it's the mezzes.)
Longbow has high damage, -defense, and long mezzes. The combo of the three leads to far more frequent than should happen defeats, but my experience with my /Traps MM tells me that where the true problem lies is with the mezzes. The damage and -defense isn't enough to take down the /Traps MM, who has protection against the mezzes.
Throughout all my experience, it's the mezzes that are the operative factor. My characters with some form of mez resistance operate at about the level I'd expect super heroes and super villains to operate. Those without mez protection tend to feel just a tad more sidekick-y and weak than they should. It's clear to me that the problem is mez hole, and thus the solution is mez protection.
I'm not asking for an inherent, or even power pools to correct the problem. I want something optional - IOs. IOs and IO sets exist to fill most other holes in the game, be they defence holes, recharge holes, travel speed holes, etc. There are even IOs that exist to fill the KB hole that exists in several sets of mez protection for those that do have it. So all I want is parity - a chance to fill the mez protection hole several characters have with the use of IOs.
I can get 15 KB protection through IOs (21 if I include PvP sets). Is KB somehow more annoying or more a problem than Stuns, Holds, and Sleeps that I can't even get 4 points of those in the same way?
You. Are. At. x4. Difficulty.
It. Is. Meant. To. Be. A. Challenge.
You. Have. Not. Addressed. These. Points. Anywhere. Despite. The. Question. Being. Brought. Up. Several. Times.
Why. Should. You. Be. Able. To. Attempt. A. x4. Challenge. Without. Much. Difficulty.?
No, you know what? I'm tired of this argument. Forget it. You win. You deserve mez protection. You deserve to almost never die on something that's supposed to be a challenge. You deserve to never be frustrated while fighting spawns for 4+ team members. You deserve whatever, because I no longer care. And because if I have failed to convince you that having trouble at +2 x4 by now I never will.
Why you feel that you should almost never die against these kinds of difficulty settings is beyond me, and why you would go with your cup open and ask for something to make it easier is also beyond me. Should the devs give it, fine. Whatever. -
Quote:But you said you didn't have any problems with any other group except for Longbow. So if that's the case isn't that argument better suited for saying "Longbow are too hard" than for a reduction of mez across the board? I just asked this and you simply told me the mez Rikti provide you with isn't heavy enough, but those mez durations are pretty standard. It's not like Malta's huge stuns or Longbows (I'm taking your word that they're long, I don't remember one way or the other)....so huh?I believe many do, at least. But it's a smaller chance, and shorter stun - in my experience, any way. I occasionally got stunned running against Rikti, but it wore off quick enough that it rarely ended the fight.
I'm sure you'd be a lot more accepting and approving of a "Nerf Longbow" thread.</sarcasm>
Longbow simply illustrates the problem - mezzes ending fights. Longbow's mezzes are particularly long and frequent compared to other enemy groups, but the problem isn't actually Longbow - it's the mezzes. Lucky mez chains from other groups create the same problem, it's just not as consistent a problem as with Longbow, and thus probably easier to overlook for people concentrating on the Hero game. I might go down 1 in 10 on other groups with some mezzes, and 1 in 2 or 3 on Longbow, because Longbow's mezzes hit more and last longer.
I'd like to be able to patch up that hole in my build with IOs, like most other holes in the game can be patched with IOs. I don't think it's an unreasonable request.
If you have *no* problem with anyone else, and it's not a systemic problem as you seem to suggest, then mez isn't the crippling effect that you suggest. I would suggest that it's the mez along with the other wonderfully tasty Longbow effects, like the -res grenade. -
So why are you fighting for mez protection instead of a reduction in ability for Longbow? Seriously, Rikti have just as many mez opportunities as longbow...actually I believe they have more because don't Rikti Minions all have a chance to stun?
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Quote:Correct me if I'm wrong, but we don't know why dark hasn't been proliferated yet, because the devs haven't said. I suspect it's for these and more reasons, but I'm really tired of, in this thread and others, people speaking as if they have some authority of why something is or isn't without dev support.No, it's isn't getting proliferated to controller/dominators because it's a hybrid set that has almost as much control (though not as hard) with almost as much buff/debuff as any other Defender primary.
The devs took one look at Illusion/Dark and knew it would be very, very broken. (And then made sure there was an NPC that does have it and is pretty broken.)
At least when I speak I'm saying what I think. I'm not saying what devs think. -
Quote:Are you still soloing at x4?So, I tried Howling Twilight on some Longbow over my lunch break. Doesn't help. Mag 2 is too low to stun the Nullifiers, and since they're still active, they get to shoot at me while I try to slap down Fearsome Gaze, Darkest Night, or Tar Patch. Which means they get chances to mez me.
I would still really like the option to get a few points of Stun, Hold, and possibly Sleep protection. Having a lucky stun take me out for ten to twenty seconds is more than enough for a spawn to take me down, and wobbling around like an idiot isn't fun, isn't "challenging", and shouldn't be a core part of gameplay.
If mez protection is an "I win" button, it's only because it counters the "I win" button that are mezzes. And if there's an "I win" button in a game, players should have it, not enemies. -
Quote:Wait wait wait wait. I fight slow, and you're saying it's a difficult enemy group and you're expecting to zerg it putting down 3 spawns in less than a minute? It's possible. But then if you're putting down that many spawns in a little bit of time do you need mez protection?You fight slow. 1.5 minute recharge would be every third or fourth fight.
Mag 2 isn't enough to stun a Lt anyway, is it? Which still leaves Nullifiers running around shooting beanbags.
You can't have it both ways. You can't say "you know this enemy group is really hard because of mez", and then say "all of my fights are 30 seconds, tops!" -
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Isn't it up every 3 minutes which means it's up every 1.5 minutes if you enhance it fully, which would make it an up every other fight power right?
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Howling Twilight is a Ranged AoE like fireball without the fire. Or actually, the ball. And Shadowfall is true stealth, it just isn't max stealth like, say, a stalker, or Superior Invisibility.
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Quote:Well no, here on the team in question, it's the strategy. Once you saw that the strategy didn't work, why didn't you try a different one. Different strategies for different groups, otherwise, why have different enemy types? Solo....I can't speak to solo. I can *try* running my rad defender solo on x4 to see what you mean, but that rad defender isnt' built for solo anyway, so I can't say she's going to be effective.Maybe you can all wait for replies before assuming?
Strategy was pretty much the same as solo: Open with Fearsome Gaze to lock down as many as possible. Darkest Night on a Nullifier if it's not terrified, Tar Patch, Fireball/Fire Breath/Rain of Fire. But the Nullifier usually opens with its stun, and if it hits (and looking at my combat log, I'm pretty sure Longbow has an inherent +tohit, which makes Dark less effective than you hero players would assume) that drops Darkest Night and brings the whole chain to a screeching halt. Team wipes typically ensue.
This Corruptor regularly runs x4 solo, and Longbow (with its multiple and long-lasting mezzes) is the only group she ever has problems with. It's the mezzes, not the strategy. -
Quote:Also, why couldn't you open half the time with Howling Twilight, which does a pretty good AoE stun, and the other half hte time have the MM open with Gang War/Pets? (recharges maybe?) and then also sometimes open with Tar Patch (and Rain of Fire if you've got it) from around a corner?I was the Corruptor, not the MM. But the issue is moot; what if the MM had been another /Dark? Or a /TA? None of those have mez protection. We'd have had the same problems.
On a team of three, there were usually three nullifiers per spawn. Even assuming Fearsome Gaze hit everyone it was aimed at, that nearly always left one Nullifier free, simply due to the spread of the group and the cone of the Gaze. One is all it takes to drop Darkest Night, and of course as soon as the firing starts, the other "mezzed" nullifiers get to kick in too, because Terrify isn't a real mez. With Thugs and Fire as primaries, that means AoE damage, which means those nullifiers are getting hit, and thus fighting back - which is why the Corruptor has problems with Longbow even solo.
But it comes back to this: with mez protection, people work well. Without it, they work poorly. Several of the melee builds complained about KB messing up their game with several sets having KB holes, so -KB IOs were added to allow them a chance to plug that hole. Why shouldn't non-melees have the same chance to plug their status holes?
Also just for the record, I know blueside better, but it's not like I never play redside. I've got several high level AT's redside, all of them except the stalker "Squishy" (if you can call an MM squishy....) (a couple of corrupters, 3 MM's) -
Quote:You're misunderstanding my point. If the other MM had been a dark Mez still isn't a problem for MM's. Not at all. They get mezzed, their pets keep on trucking. So mez was a problem for one whole person on your team.I was the Corruptor, not the MM. But the issue is moot; what if the MM had been another /Dark? Or a /TA? None of those have mez protection. We'd have had the same problems.
On a team of three, there were usually three nullifiers per spawn. Even assuming Fearsome Gaze hit everyone it was aimed at, that nearly always left one Nullifier free, simply due to the spread of the group and the cone of the Gaze. One is all it takes to drop Darkest Night, and of course as soon as the firing starts, the other "mezzed" nullifiers get to kick in too, because Terrify isn't a real mez. With Thugs and Fire as primaries, that means AoE damage, which means those nullifiers are getting hit, and thus fighting back - which is why the Corruptor has problems with Longbow even solo.
But it comes back to this: with mez protection, people work well. Without it, they work poorly. Several of the melee builds complained about KB messing up their game with several sets having KB holes, so -KB IOs were added to allow them a chance to plug that hole. Why shouldn't non-melees have the same chance to plug their status holes?
With stacked darks I would open with tar patch out of sight every time, send in pets or widow to take the alpha and then fireball/firebreath/Rain of Fire (any one of these in combination with any other one of these, or any other AoE from anohter person in the group) should go a long way to defeating the entire spawn in a fair bit of safety once the alpha is mitigated.
Actually, that strategy would persist even in your team set up and the MM wasn't casting Enforced Morale, if it were me. That's a tasty strategy and one that I've used several times myself.
There are a lot of options to get over what you didn't have on that team. If you don't mind me asking, what was your strategy exactly? -
Also, correct me if I'm wrong, but until fairly recently were the -res grenades LB threw irresistable and auto hit (I don't know, I'm asking)? Maybe that's what I'm remembering. Now that they're not though, everyone with hybridized defenses such as WP or even to a lesser extent Invuln is going to get murdered by stacking -40% resistance grenades because they simply don't have enough resistance to deal with it well. Electric Armor/Granite brutes should be able to deal with high -resist effects because they are by definition resisting it by their resistance. At least that's how I understand it.
Without that fairly low, but necessary resists Willpower's regen won't be able to keep up with incoming damage, Invuln will take massive hits that do get through, especially from all the fire that LB likes to throw at you, and Fire Armor will...well...yeah. -
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Quote:One power can and should make a hell of a difference. I played an STF with a regen scrapper who didn't take Integration. He kept dying. We would call a regen scrapper who doesn't take Integration a noob and then flambe him on these boards. I'm not saying you personally would have, but I'm saying that the boards at large would have.MM didn't have Enforced Morale in his build, and at +2, Fearsome Gaze misses on enough foes to make the difference - obviously Darkest Night fails as soon as the Corruptor gets mezzed. The Widow died not from mezzes, but from trying to take on all the foes without the Corruptor and MM. The lack of one power should not make that much of a difference. And it's rather vital to this conversation to note that the power in question was mez protection.
My previously mentioned Thugs/Dark is a Tankermind built largely on resistance (nearly res capped to S/L/Neg) who has no problems whatsoever with Longbow so long as no mezzes hit (and she goes into melee; the build has Air Superiority and Boxing as its primary attack fillers between Provokes). So while I haven't played a Brute or Stalker to that level, I really can't see -res making that much of a difference on anything but maybe Electric Armour - everything else has at least a little bit of defence to back up the resistance.
And, of course, the /Traps MM has no problems. This is an issue of mezzes, not a particular enemy group or the tricks it happens to have.
Because in the scenario I propose, where the solution is a few more unique IOs, people would have the choice of slotting IOs that grant mag 4 mez protection, just like the Steadfast Protection or Blessing of the Zephyr KB protections. FFG isn't much more than that.
I have a Thugs/Pain myself at level 38, and I'm fairly impressed with the build. I *hate* Enforced Morale. I hate casting it. But I still occasionally do it because it's useful. I've fought and won against heavy mezzing groups on a team that didn't have any mez protection whatsoever, and you're right, it's a sight more difficult than doing it when you have it, but not insurmountable.
Can I ask what level your group was? I'm pretty sure I'm usually accuracy capped against enemies +2 once I'm over lvl 30 and considering how you're talking I can only assume that you're over level 30. And before you start saying "It's because you're IO'd out!" I'm not by level 30. I'm either using full SO's or generic IO's, and at level 30 there's not *that* much of a difference. So no, your playstyle doesn't jibe with mine.
Put it this way - a scrapper or a tanker without his or her mez protection is not useful in that capacity. You're playing a build where you can give the entire TEAM mez protection, except yourself (and you're playing a build where your pets can keep doing massive amounts of damage while you are mezzed), and complaining about mez?
If it weren't Enforced Morale it would be something else. If no power is crucial, then why have a powerset system at all. It's like playing a defender, not taking any offensive attacks that do significant damage and complaining that you're a low damage weenie. Why? You *had* the tool. You *had* it, or at least could have had it. If it's not mez protection is an AoE mez. Would you complain that the game is too hard if you never took any of the AoE mezzes on a controller/dominator and then said "I can't control or dominate anything!".
Every power has a use, however small or however large, and everyone has to make a decision on what they're giving up. For some powers, like say Blackhole, people don't feel they're giving up much, and with how group dymanics work in CoH maybe they're not. But every power you're giving up something. If I felt as you did that Mez could completely disable a team of 3 every time and it's impinging on my playstyle and I had a handy dandy power such as Enforced Morale just sitting there in my powerset, and I *didn't* take it? Why? Why would you then complain that you're struggling too much to manage when you didn't take one of the tools to manage that struggle?
And for the record, I don't feel that way about mez. I don't feel like an entire group that mezzes could or should completely destroy a team of any type.
I am not telling you to learn how to play. I'm telling you the same thing I would tell to a repairman who doesn't have a screwdriver in his toolbox that complains that he can't tighten that last screw enough. Why didn't you bring the damn screwdriver if you knew you would need to deal with screws?
Even then, you're right, Enforced Morale shouldnt have made a great deal of difference. Over level 30 everyone should have a decent amount of accuracy, and if they're not slotted for it, they're not optimally slotted for it. Why should you then expect to team at +2 when you're not adequately prepared to fight these enemies either from toolbox perspective or a slotting perspective. Also the team shoudl have had at least some defense between the widow and darkest night, but whatever.
There's a lot of layers against the mez that either didn't exist or outright failed on this team. Several times. Maybe I'm wrong. Maybe I don't know what I'm talking about and my personal play experience is lying to me or I don't team with elite players who can solo AV's. That would be extreme luck.
I have team wiped against Longbow. It happens. But actually this is a really good option to show where squishies can really shine and scrappers really can't. When I looked over at the regen scrapper on the STF I was running and saw he spent almost all his time mezzed, I asked, "Why don't you have Integration?" But at the end of the day the single power he took only affected him, and thank God it wasn't an Mo. You're a squishy. You have the power to give mez protection to the entire team, or to not. That's the difference. -
Quote:And all it takes to remove a mezzer from the equation is to mez him first. There are very few squishies who literally have *nothing* working for them while mezzed. Emps, Pain Doms (wait, click resistance, so maybe not)...maybe sonics? I don't know that set so well (oh wait, sonics have mez protection save for sleeps, but sleeps tend to be short, and easily broken). Dominators/Controllers have their pets, most debuffers having lingering debuffs, most defenders/Corrupters having lingering effects that can be of help to tide them through, especially when you're fighting 2 - 3 (or even 4) enemies while solo. Blasters can attack WHILE mezzed. MM's don't even do the bulk of their damage directly.But all it takes to remove that -40% -RES is to step away or around a corner. Not even anywhere near the PITA that a squishie has of being stuck and losing all their protection and not being able to do anything.
Futurias, please answer this....what is your definition of a usual solo difficulty setting? I'll tell you mine. +2 x2 no bosses (or bosses depending on the strength of the set). All of my characters, upon reaching level 30 should be able to solo that setting otherwise I won't be happy. Interestingly enough one of my favorite characters now couldn't solo that at level 30, but that's neither here nor there. -
Quote:Why is extrapolating from the team size and powersets ridiculous when I have no other information to go by? I have my experience and I have what they're telling me and it doesn't sound right. And I'm not what I consider to be a really "good" player. I'm a great tank, I'm a great troller. I'm a terrible blaster, seriously, I'm on crack or something. And I die a lot. Very very few of my deaths are due to mez, but I do die a lot.Thats very impressive. Without being there you have managed to diagnose what went wrong and have it support your position despite all the evidence being contrary to that.
That's ,right Up there with the guy who in 2 years has never needed insps isn't aware that he is carrying them but tells people to use them to solve their problems even although he has no experience doing so.
Or the people on this thread that shout here about tools, then turn around and say use insps.
Just get past it the game has some tough spots they are there you get to live with them. If you don't want to deal with mez take a melee AT, or something with a Bubble. If you want some challenge but not more take a blaster. If you want something that has to work to deal with it and will suffer from it considerably more often take a controller defender and just be done.
Would It be nice to have a new class of IOs that provide mez protection for people that wanted it ? Sure but it would be mostly to laugh at people that wrecked their builds giving up things that were really useful to get something they didn't need at all.
Oh, and to the woman doing all the testing you are wasting your time honey. So I hope its fun for you.
Edit: Are to about
and a P.S. The market threads where someone gets up and proclaims how they have a lot of inf because they have basic values that no one else has and anyone who isnt happy about it are just leeching rabble have nothing on this thread. Thank you for the fine entertainment.
Why is asking "What happened to Enforced Morale?" Or why were they feared? Or why was the widow getting mezzed and dying? not valid? What else am I supposed to do? Say:
"Oh, your play experience that jibes in no way with mine has completely changed my mind!" And for the recrod I'm lumping my "testing" in there too. Because I didn't post much taht anyone could use.
So I'm not entirely sure what you're doing Fan, other than trying to poke someone with a pointy stick.
I think this is a kind of interesting argument, and it's generally been civil. If I offended you Eiko, please understand it wasn't purposeful. I don't think you need to l2p, I don't think you're a bad player. I don't even know you. I think you had trouble against a group that I've had trouble against, but on the same token, been on teams constructed similar to yours that has no problems. It's a catch 22 sometimes. And if BL_Angel hates me now, I'm sorry. I'm finding your points interesting. Otherwise...meh.
[Edited because my tone the first time was mean and unnecessary] -
Quote:It could have been a problem beyond just the mezzing. A dark should be able to keep the group in fear most if not all the time, keep their acc mostly floored, as long as the widow takes the alpha...or the MM...and why the heck were you having mez problems with a pain MM on the team? Enforced Morale is a PITA to cast constantly but the widow didn't need it, only you did, so buywew? And yes, buywew is a highly technical term. It means excessive confusion.Fire/Dark Corr, Thugs/Pain MM, and a Widow. We team wiped about six times before we changed difficulty from +2 to +0.
+2 is not an "extreme" challenge; it was available before the new difficulty settings were instituted, after all. It's a fairly standard way to play at higher levels. And like I said, no problems until it was Longbow.
In all seriousness though, I can't think of too many enemies that particular team set up should have problems with even if everyone is just using an SO build or a generic IO build. Maybe it's that Longbow can be really tough, but I would like to reiterate that Longbow can be really tough for melee AT's with mez protection. Those auto hit? -res grenades that nullifiers throw at 40+ can get just nasty.
My point here is that your lack of success against this particular enemy group sounds like a build problem with someone in the group, or a team tactics issue rather than excessive mezzing.
If I'm wrong someone should speak up, but that's my take on it. -
Quote:What AT's were you using? Doms should be lockign down spawns like trollers do, Corrupters should be disabling spawns like defenders do....I can think of several heavy mezzing situations that a team of defenders would absolutely destroy.Let me add that this is not an issue only in the solo game; on a villain team last night, we had to dial down the difficulty settings that had been just fine because we hit a mission with Longbow in it, because Longbow has a bunch of mezzes that kept disabling and consequentially defeating us. The broken way mezzes disable entire ATs is an issue both in solo play and in team play.
Actually, the squishies redside seem far far far more able to deal with mez than the squishies blueside, which seems appropriate because there's, in my experience, more dangerous enemies redside than blue, but that's true for the melee AT's as well. LB Nullifiers are bad for everyone, only a handful of melee AT's are able to ignore PPD's glue guns in the mid 30's, and CoT are a nightmare from 1 - 40, which is hilariously true bluesdie as well. In addition there are FAR more debuffing enemies redside as well. . .
And Redside, Corrupters do more damage than defenders, MM's are the most ridiculous overpowered class I know of, and the only thing that's keeping them afloat is that they're possibly the most boring to play (seriously, I solo'd an AV with an SO build and that was my FIRST build on an MM). Dominators do more damage 1 - 50 than controllers do, (at high levels controllers are an absolute force to be reckoned with, but most have to be at least 32 for that to be true) especially now after the change to the out of domination damage. Before that I might have agreed that doms are hard to deal with.
I have never in 2 1/2 years of playing, found 2 mezzers in a spawn to be absolutely crippling, and while teamed, I've never found a whole group of them to be crippling to entire groups. And this is after I zerged Tsoo with a team of 4 blasters at level 25(?) I don't consider myself a good squishy player. I don't consider myself good at making their builds. I'm probably best making builds for tanks scrappers, and controllers, with quality going in that order.
It boggles the mind how people could find any spawn in this game completely disabling to an entire group. Did you team wipe? That happens. Did the entire team wipe several times a mission? Sometimes that happens too. Bad teams happen. I'm not sure you can blame that on lack of mez protection. -
Quote:I agree on the maps, I agree on the mobs, but I think that your initial goal is a bad one. Not all AT's are going to be equal in dealing with mez effects, and nor should they be. On the same token, not all powersets within the AT are going to deal with all status and debuffing effects well. There's a good reason why, once I leveled my kat/dark for the first time (it was my first 50!) I found that while everyone was complaining and screaming bloody murder about carnies I completely destroyed them...didn't even have a hard time about it. It wasn't until later that I started having an issue when I took a fire/SS tank in and tanked for a group of 8 that I understood why they were a nightmare for so many AT's.I think you are missing a bit of the ideas behind the testing procedure. The goal with each at is to have builds that have little to no overlap in how they deal with mez effects. In the case of the blaster its high recharge vs high defense. The point of "cherry picking" the maps is once again to isolate the factors affecting performance and to have as little overlap as possible.
A fire scrapper and a dark scrapper are both going to deal with carnies very differently and one of them is going to have a much much harder time of it. Should we normalize that because the fire scrapper can't deal with psi or endurance debuffs well? Should I normalize the performance gap there? Or should a dark scrapper also perform as well as an invuln scrapper does against Cimerorans?
My point is we don't *want* everything normalized. In a team MMO that isn't a FPS and you have an AT system you have to be able to figure out how they'll interact on a team. I like the idea that there should be a normalized level of difficulty that each AT and powerset has to reach while solo, but this is *not* a solo game.
So in a game that's not solo, why should everyone have no difference in how they deal with mez effects - or at least have alittle to no overlap in what they can deal with in terms of mezzing?
I have less of a problem with your testing procedure - it is certainly better than mine mostly because I didn't want to spend all of my time this weekend testing - but I have a serious problem with what you're apparently looking for. What you're going to find is that blasters and defenders have the most problems scaling to mob size (enter x numbers of blasters and defenders saying "well I FARM maps set for 8! You just can't play! They'd be right) while controllers, scrappers and tankers obviously do. That's because as an AT all of them have more defensive abilities than you need to have while solo. As a whole defenders kind of do, but debuffing and buffing scales better to mob size when on a team....it doesn't help as much solo as straight armor or mass mezz effects do.
Please keep testing, but when you find that blasters and defenders don't scale as well to big mobs with mez, I'm going to say "That's not necessarily a reason to add mez protection to let them". -
Quote:The reason I'm asking this isn't because I like starting fights. The reason I'm asking is because I find an upper bounds test on any AT that's probably IO'd out (no matter what) is probably not helpful to this discussion, unless you also define what all AT's shoudl be able to handle and what should be a really really hard test for AT's. The devs didn't think people would want to necessarily be able to solo at +5 non trivially for instance. I don't think you're interested in that, but finding out where you do think the cap where challenge should become non-trivial would help.I would agree. What I'm trying to figure out is at what point do you say "Ahhh, screw it, I can solo at X difficulty" and call it good on a squishy. Maybe you're not at that point yet, but that's essentially why a lot of people in this thread find it a waste of time.
For instance, do you feel that an AT that's designed for team play should solo just as easily as one not designed for team play or team support?
What would be much much more helpful is some kind of actual demonstration that at what you deem as a trivial level of challenge AT's without passive mez protection suffer above and beyond what should be considered a trivial problem. Otherwise your test just demonstrates what you're capable of with your IO'd build on a map that you cherry picked against enemies that you've chosen. Which isn't helpful to the discussion of "Do Squishies need Mez protection to function in a solo situation that is supposed to be a trivial challenge for all AT's. -
Quote:I would agree. What I'm trying to figure out is at what point do you say "Ahhh, screw it, I can solo at X difficulty" and call it good on a squishy. Maybe you're not at that point yet, but that's essentially why a lot of people in this thread find it a waste of time.I am not sure I properly understand what you are asking.
The point was to take toons of the various archetypes and run them through the same four maps at increasing levels of difficulty and see where they break down.
The maps I chose for this were Cimerora the wall, Unai Freaks (The sunken city one), Save warrior clan village, Levantera rescue the longbow soldiers.
I also wanted use more than one of each type of build for the AT for the blaster I had a high recharge build and a High defense type of build. The idea is that these maps break down into mezzing and non mezzing the different builds would have different ways of dealing with mez. By seeing how they perform it should be possible to tease out just how much effect mez is having on them.
After the tests were done I would be able to say, This is what the effect of having mez protection means for this AT using these tactics. The choice of freaks and rikti divides it up nicely between ranged and non ranged mez effects.
I really wanted a more objective answer than "Wahhh I am always dieing this needs to be fixed" or the counters "Lrn2play noob" and "I have been playing forever and never had a problem". I really don't care for seeing any of the above they have no place in any sensible discussion anywhere. -
Quote:Is this what you consider a solo test for a character in CoH? Because it is certainly not what i might, at least not on a consistent character by character basis.Thank You I just got done doing some checking on that map and why results might be so different.
I considered the following possibilities
1. The tactics you were using were much better suited than the ones I was using.
2. I might be executing my tactics badly.
3. Something else that I wasn't noticing because I wasn't looking for it
When I logged on to test I decided to detail out the spawns and the spawn composition.
What I found is this time around on +0x4 I got a bunch of spawns that consisted of 2x LTs and nothing else
When I was running the map prior to this there were no spawns that small all the spawns were in the 5-6 maybe with some 4s but I want counting the first time through.
Today there was one map without any of the spawns of 2 lts unfortunately it was the first point where I dropped and I hadn't thought to start counting the spawns till after
I did some counts on maps with spawns of 2 lts to see if the method needed to be changes
Run 1
17 spawns of 5
14 spawns of 6
7 spawns of 2
Run 2
16 Spawns of 5
18 Spawns of 2
10 spawns of 6
Run 3
22 spawns of 5
12 spawns of 6
13 spawns of 2
Spawn of 5 typically 3 Swiper minions 1 Smasher LT 1 Smasher LT
Spawn of 6 typically 1 Swiper LT 1 Smasher LT 2 Smasher Minions 1 Juicer Minion 1 Smasher minion
Spawn of 2 uniformly 2 smasher LTs no variance observed
So for this one it looks like its time to look for a map with more consistent spawns.