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Ah, so what we should be doing is advocating that Scrappers, Tankers, Brutes and Stalkers all only have Mezz Protection on teams!
Perfect! -
Quote:Actually, he was saying that you must play those characters in one style. A particularly unheroic style, actually because at one point the developers decided that only melee archetypes 'should' get mezz protection of any sort.I translated it as "You're intentionally playing in a more challenging manner." rather than "You're doing it wrong."
There is no right or wrong (other than exploits) way to play this game. There is just easier or more challenging. Sometimes, character concepts dictate a more challenging method of play. I have several like that.
Again, I'll reiterate---
I am not advocating removing mezz from the game. I am advocating lessening its affect on on players so that it does not affect them as greatly.
If I wanted to say 'please remove mezzing from the game' I would say that.
What I'm really saying is that 'squishies' should only be getting mezzed less. Perhaps only one-quarter of the time. Definitely less than one-third.
The simplest way to do that is to give them minor mezz protection now that PvP balance is no longer an issue.
Or perhaps +300% mezz resistance (that would reduce all mezzing down to 1/4 of the time by default.)
Dying because I didn't go out and buy a whole tray of breakfrees to do my mission on herioc is (and you can quote me on this) "Not fun". -
And yet people don't realize that some concepts do not stay good. When CoH came out, the idea of instanced missions was new. A lot of the content was supposed to be outdoors... yet players like playing missions.
Just because it was 'originally designed' does not excuse re-looking at things and removing annoyances. -
Quote:You are saying 'you are playing it wrong.' You are just trying to veil the call for that in a polite, fictitious mask instead of 'go back to your corner, stupid defender, don't you dare try to complain about things that annoy you.'This is not, pointedly, a veiled statement of "you're playing it wrong." Inaugural posts are generally poor for asserting authority.
Instead, it is the statement: "by your own choices, a consequence that demonstrates itself naturally is an inability to handle mez effectively. How do you best adjust your playstyle to that facet of the game, rather than adjust that facet of the game to your playstyle?"
tl;dr? Enjoy the challenge for what it is, and adapt.
'You aren't supposed to play in a non-annoying way. STHU and 'learn to play, n00b.'
Total BS. Annoying things like this that exist just to annoy players is just 100% wrong, IMO.
Quote:I take:
I'm sorry, the 'you are making powers useless card' does not fly in real experience.
and i raise:
I'm sorry, the 'I detest powers like Clear Mind and Increase Density' does not fly in real experience.
:P
No really, I dont think the re-engineering of Dispersion Bubble, FF Generator, Clear mind, Increase Density, Sonic Heaven and what else is worth giving each and everyone Mezz protection. Effectivly removing mezzes from foes and leaving this card only in the players hands!
Everyone who think facing mezzing foes is a too hard of a challenge should maybe re-direct their gamer career to the like of Solitaire or minesweeper (althought, you can still lose easilly playing the last, to use with caution)
Short term click buffs suck. I get yelled at constantly that I'm not speed boosting people. I'd trade recharge enhancements on those powers for duration increasers in a heart-beat just so I'd be clicking less often. But the developers only feel that mezzing should get that bonus.
Though I wonder how hard a 'buff duration increase' enhancement would be to code?
I play (almost exclusively these days) scrappers and brutes because they don't get mezzed often.
Why play a game (or even have part of a game) that is just annoying?
Quote:I basically agree with mac here. I spend quite a lot of time soloing, uh, soloable squishies, and I don't find mezzing overly problematic in general. There are a few exceptions, and they result in me avoiding certain AI "factions" almost completely with my squishies. The most dreadful of them are Malta. Their Little Sisters band, the KoA, get a nod on their bosses.
The problem isn't micro-mezzes, but eternal, thou-shalt-be-stunned-at-every-possible-opportunity mezzes. The stun grenades from the LTs and, God help you, the Operations Officer and Hand of Artemis bosses are outrageous. If they can hit you, you better have a Break Free. Oh, and if it's a boss, you better have multiple Break Frees or 2nd or 3rd tier ones, because the stun can outlast a little Break Free. And now, of course, their Titans spew holds much more frequently than before - a faction known for its ability to mez the crap out of you now actually does so even more.
I like challenge. However, I don't find being overwhelmed with any one effect enjoyable, particularly when it's an effect to which I am specifically vulnerable. In my opinion, PC vulnerabilities in games should be exploited in moderation, because contstantly having something exploiting it becomes frustrating.
Of course, one can always just avoid Malta. I'm of the opinion that it's poor to shunt people away from any given content because the foes in it are much more frustrating than foes in other content, or much more frequent, or both. Others may disagree.
All that said, I think that's a problem with the specific powers the mobs have, and not with mezzes in general. I don't really support the idea that everyone needs mez protection. I'd take it in a heartbeat, but I'm greedy like that.
(I get the feeling the long duration stuns were supposed to be so they could stack on tankers and scrappers, possibly stunning them at times. But unfortunately, it hurts the squishies worse.)
I've played quite a few ATs into those higher levels. Mezzing does affect you, even on teams. Maybe you aren't dying, but you probably aren't helping as the scrappers, brutes and tankers are keeping everyone's attention on themselves.
But you are starting to get to that 'superfluous' point. If I'm not helping because I'm mezzed, what use to a team am I? -
Quote:Actually, I detest powers like Clear Mind and Increase Density. And I've got a Kinetic. They are obnoxious to apply continually (and /not/ expected to be continually applied.)No absolutely not!!! Squishies need to learn to stay the hell back if they dont want to get mezzed. Seriously if everyone got mez protection then what would be the purpose of powers like clear mind? Melee folk are the only ones who should have gotten mez protection and thats because they need it more to do their jobs.
Yet there are times such a power has to be applied lavishly so that you don't continually wipe out. So you spend a lot of your time apply a short-term buff to keep people from being mezzed.
Forcefield bubbles aren't expansive enough (a fight can easily spread out a bit too much.)
I'm sorry, the 'you are making powers useless card' does not fly in real experience.
(And I find it very, very funny that you are comparing +2 or +3 mezz protection against a power that can stack to over +50 mezz protection that *tanks* do not get. I call shenanigans.) -
Quote:Mezz resistance, as implemented in Set IOs is effectively almost useless. Because of the way Resistance works in this case (1/1+X=Mezz duration) having 100% mezz resistance is only worth 50% reduction. 200% mezz resistance only drops mezz durations to 33%.You can already do that, it's called mez resistance.
Also, I have more problems with Nemmies and Malta on my scrappers. Because they can't get in and prevent nasty things from firing off. And Nemmie Vengeance vs. Soft-cap is not a fair fight.
At 3% to 5% mezz resistance from IOs... and you aren't doing anything that really makes a freaking difference.
Quote:Against my better judgment, I'm going to throw my two cents in here.
The mezzes in the game, as implemented, hurt various powersets to widely varying degrees in the PVE game. I have a hard time understanding how it is balanced.
For a scrapper, a +2 or +3 boss is usually just 'doing normal' while against a blaster, that is probably death... all because he can't actually attack with most of his powers.
That's why I hate toggle suppression as currently implemented. You take your character who can't respond and suppress all of his good resistances and defenses. Even on a tank, that hurts.
For a squishy that has lower hitpoints and suddenly can't A) attack B) run away and C) is now taking an extreme extra amount of damage it's not a good design decision.
Toggle suppression should have just been changed so that you were held but your non-offensive toggles stayed up and your offensive toggles were suppressed.
Quote:Anything which can mez enough to be a threat to a Tanker or a Scrapper can really play havoc with most other Archetypes. The trouble is, some enemies are apparently balanced that way.
I would personally advocate that the sheer volume of mezzing in the game is reduced somewhat, and Tanker and Scrapper protection is reduced to compensate. That would mean all Archetypes face an occasional risk from mezzes, but the disparity would not loom so large between, say, a Force Field fire-and-forget buffer and a Radiation toggles-shut-down debuffer, or between a Stone Tanker and a mere Blaster.
Quote:What am I saying? Do the math:
You're facing 8 enemies. Each has a 50% chance to hit, and a 25% chance to stun.
That means on any given round, anybody facing those enemies will be hit with a stun. Statistically speaking, a squishie will be stunned more or less constantly; a Tanker or Scrapper, not at all.
When a squishie is stunned, his output = 0, except in the case of Defiance. No buffs, no holds go out, no damage, nothing. It doesn't matter how many bells and whistles a squishie has, or how low you set Tanker and Scrapper damage, if the frequency of stuns is this high. I'm not speaking of magnitude, here, I'm speaking of probability. As the enemy count scales up, the probability magnifies enormously. It's like the odds of rolling a 1 on a six-sided die ... but you're rolling ten of 'em at a time.
To put it another way: if Corruptors do 1000 damage and Brutes do 800, but Corruptors are mezzed 25% of the time, who does more for the team?
Talk about underperforming.
Quote:I advocate changing the volume of enemies with mezzes. Make the mezzes stronger this won't affect the squishies one way or another, a stun is a stun but make them less frequent. This will mean Brutes, Tankers, Scrappers, and Stalkers do occasionally have to worry about mezzes, just like everybody else, but it won't overwhelm the poor squishies who get chain-mezzed by enemies like Malta.
For the squishies, Mag basically doesn't make a bit of difference. But duration is a freaking killer. Malta have 20 second stuns on their bosses at like Mag 3.
For a non-squishy, they are totally a non-threat. Barely even gets into their protection. For your squishy, that's 20 seconds that you are likely to die in. And 20 seconds you are not contributing to your team. -
Quote:But... you eventually find out that Synapse and Anti-Matter's robots... aren't clockwork...Like I said earlier, I think it's better to ignore almost everything we know about the Praetorians in the game right now - GR is going to totally redo the whole Praetorian concept, i think.
All those missions going to fight clockwork in other dimensions was a red-herring. -
No, reducing being mezzed is not the same as removing mezz from the game.
To be quite truthful, the level of mezz protection in the VEATs is about where I'd put the lower tiers. You can still get mezzed, but you are in no danger from perma-mezzing or .05 second Mag 1 detoggle mezzing that just designed to drop your 'offensive' toggles (that might be your biggest defense of debuffers.)
I do find it funny that people are shouting 'learn to play' or 'play against specific enemies.'
How anti-thematic is is for your 'hero' of 'super-villain' to play to specific weaknesses always?
"Sorry guys, they might have a bit of Kryptonite. I'll just go beat up the Muggers. They never have Kryptonite. So what if I'm not being as heroic as you that doesn't have my weakness!?" -
Quote:See, this is why I think everyone show now have a little bit of Mezz Protection. So that you don't have annoying 'lose control of you PC and die' fights against many high level mobs.I just wish Malta minions didnt chain-throw stun grenades that have a 20 second duration, and that the malta robots didnt have rockets that hold you for 20 seconds. Or whatever it is. Its lame. Otherwise, I can live with no status protection on my squishies (I just never do Malta arcs, ever, even tho I can, I just dont care for the tedium).
Lewis -
Quote:Did you guys actually look at the number or did your eyes just glaze over at the title?Completely agree. And if you really wanted mez protection (at least for holds) you can grab acrobatics. Further just about every character can get a significant amount of defense via set bonuses; many can soft cap. Mezzes aren't really that much of an issue.
+2 Mag protection won't break the game. Far from it. It would just get rid of the minion and lieutenants one-mezzing you. -
It's made a significant difference on my level 10 MA/INV scrapper (no toggles) but I have a really nice chain of attacks that doesn't suck for damage.
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Quote:Is it challenging or annoying? Why shouldn't I be able to play a bit more 'gung ho' as a defender who is normally has to play like I'm terrified of anything boss-like with mezzing?Absolutely no.
If you are on a team, why isn't your tank holding the aggro to keep you from being mezzed? If you are soloing, why can't you use your tools to avoid the mez? Many ATs that can be mezzed have access to a hold sometime in their tier.
Part of the challenge of playing a squishy AT is dealing with the weaknesses. CoH is hardly a challenging game compared to others.
Quote:If you're really getting mezzed that much, you should pack more Break Frees. They exist for a reason. Alternately, adjust your tactics to take out known mezzers first before they can inflict their wares upon you.
Another option: give every enemy wiffle bats so we don't get hit at all.
Look how well that worked for scrappers and tanks when they had ridiculous armor toggle costs. -
Actually, from what I understand... Khelds, power pools, Ancillary and Patrol powers will eventually get the spiff-up.
But not immediately. -
Yeah, I know. This comes up all the time. Just give those poor squishy Blasters, Defenders, (most) Controllers, Kheldians, Corruptors and Master Minds some slightly better, consistant protection.
Now there used to be some really valid points not to. After all, PvP with Mezz Protection was very broken.
But there is no more PvP Mezz Protection, just Mezz Resistance.
So what is the compelling reason to not allow it anymore? So that heroes and villains can be detoggled by minions? (No, they changed that so only offensive toggles really drop.)
So that bosses are a grave threat? I don't know about you guys, but my corruptor gets waxed pretty dang fast by bosses even when I can move. How is suppressing all my protections and not being able to flee more harsh than that?
Now, just to be fair, I'm not advocating that everyone gets tanker-level protection.
In fact, I'd just add two 'lower-tier' protection levels, built into the different ATs Primary or Secondary.
Low Tier: Defenders, Corruptors, Masterminds. +2 or +3 mezz protection at best. Something to make them feel that they are better than generic minions and lts. (This is where Soldiers of Arachnos generally are, IIRC. A little bit gets rid of a lot of frustration, IMO.)
Low-Mid Tier: Blasters and Kheldians. +4 or +5. For the most part, these ATs are actually a bit heavy melee so need just a bit more to survive in melee.
Mid Tier: Scrappers, Brutes and Stalkers. Lives in melee, but is not the primary aggro-magnet, so needs more than those below them.
High Tier: Tankers, of course. (Dwarf Form Khelds should be about here, but probably would be in this new system.)
Let fun triumph over inertia!
(Yes, I'm pretty sure I'll get yelled at that there is no problem, please shut up, yadda yadda yadda. Every time I personally have a problem playing one of these 'no-mezz' characters, I'll be right back here visiting.) -
I'm more saddened by the fact that those aren't new costume parts for PCs....
{cries} -
Quote:Bill, please stop propagating this lie. Dwarf Form is not Kheldian Mezz protection. It turns off all non-dwarf powers.They get mez protection. It's called dwarf form. This has always been true but now it even acts as a breakfree.
Kheldian mezz protection is in the passive Cosmic Balance/Dark Sustenance and is *STILL* broken. -
Quote:Is this the same timing issue that allows Rikti to teleport into a Black Market and get a shot off during the Rikti Invasion Events?To clarify: We've known about this since shortly after I15. I looked at the powers and marked it as Working as Designed since the powers worked properly. About 2 weeks ago, it came up again, and I looked at it again, and determined that, yes, there *is* a problem, but it isn't in the power itself, it's located somewhere in the guts of the timing system. You know, that same system that causes Oil Slick arrows to not ignite every now and again.
So, it's in the hands of the engineers.
The timing seems to be that any critter can instantly get off at least one power... even when shot from behind.
I've even seen critters get held and an attack gets off. A really annoying extension of the 'super-summon' that several critters can do where they will summon their pets just about 100% of the time. -
I'd say that's more of the fact that Kheldians in some way are not as fun to play. I know I have a hard time playing my Peacebringers any more after playing several brutes and SoA's with Mezz Protection.
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Quote:Gah.But in this game Humans don't have energy blasts as an inherent. Every single human character gets a player-created backstory, whereas the Kheldian characters get a common backstory inside the game. The basic concept is not in the hands of the players.
That said, I'd like Khelds to keep their actual colors just so I can still tell the difference between PBs and WSs at a glance.
I'd like to be able to tell the teams Warshade and Peacebringer from the Nictus that are our there. Especially on Imperious TFs. -
Quote:It was to keep people from getting 'under' the world as an exploit.In the first mission, you cannot always use teleports inside City Hall. There are just some areas of City Hall that give you the red circle. This is confirmed hero side, but not villain side.
Why? Shield Charge and Wormhole are pretty staple powers and Wormhole is especially important in the hero version in that first foyer where three groups are in close proximity. -
I hate Vangaurd Merits and how they are handled. The numbers required for costume parts are pretty extreme.
I've pretty much given up on getting them on non-tank, no-scrapper and non-brutes.
I hate being a perma-statue during raids. -
The Vet program is only for Going Rogue (which I will probably qualify on all 3 levels!)
i16 has no reward program for closed beta. -
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Actually, it would take hard numbers and a lot of complaining. But as I said in another thread, I expect it will be at least i20 before they look into 'why aren't EATs doing as well as VEATs'.
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Quote:Your facts don't line up with reality. Now if Unyielding turned off all but 3 weak attacks and most of your other defenses and all power pools... you'd be closer.It's not a fallacy or straw man. It's the truth.
One cannot make a "Squid" only Kheld or "Dwarf" only Kheld either. Why? Because those forms are essentially your main powers. Squid for Damage and Dwarf for Tanking/Scrapping.
ESPECIALLY now that Dwarf Form acts like a Break Free, choosing not to take it is gimping yourself.
Your choice, of course, but you don't get to whine about it.....
It's kind of like this.....if you choose to build an ***/INV Tank without Unyielding, don't complain about being mezzed.
Yes, powers *can* have draw-backs, but saying 'Dwarf is Kheldian's mezz-protection' flies in the face of Cosmic Balance and Dark Sustenance.