Status Protection for all
Buy some Breakfrees from the contact. Pop one before the fight.
Next question, please.
-Rachel-
So you agree Break Free type ability is useful?
OK, I will raise you and say allow me to use a power pick to have access to it in power form.
I don't enjoy constantly changing my mission slider or refilling my inspiration tray at vendors . . .
Actually I think Break Frees are useful.
Right click on three same size and type inspirations to change them into a Breakfree.
Making a new Pool of break free powers is pointless.
-Rachel-
The point is you shouldn't need to change your mission slider if the only problem is chain-holding from the boss. 1 or 2 breakfrees should be plenty. If you're playing on high difficulty, just restock between missions. It's not hard unless you're not paying attention. Just restock your breakfrees from your contact and press on. Or failing that, make them from the inspirations that drop while you're doing the mission itself.
I just don't see the need for a complicated power pool to do something that we can already do just fine with a simple inspiration.
With great power comes great RTFM -- Lady Sadako
Iscariot's Guide to the Tri-Form Warshade, version 2.1
I'm sorry that math > your paranoid delusions, but them's the breaks -- Nethergoat
P.E.R.C. Rep for Liberty server
So options for dealing with this kind of situation is good?
OK, lets have options . . . many options.
It's like talking to a brick wall... One-star the thread and move on.
-Rachel-
While I'm the subject I'd also like an Elemental Damage Resist power pool. 4 toggles (similar to Tough . . . higher than the average toggle end cost and basic resist amount) for Fire, Cold, Energy, and Negetive Energy. I'd like an optinon other than IOs to allow me to create, for instance, a fire blaster that is tougher than the average man to fire!
This isn't about what IS available right now. It's about what could be available to create cool character concepts (something other than more costume options).
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It's like talking to a brick wall... One-star the thread and move on.
-Rachel-
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Bye
ATs that don't have status protection were designed to not have status protection. The devs have stated that the game was designed so that any AT could solo on Heroic. They never said that any AT should be able to solo on Invincible.
Higher level enemies are only a threat because they can mez you. If you remove that ability everything becomes a cakewalk.
And in my opinion, cakewalk = boring.
I like having to think about what I'm doing whan I play squishies. If I could be immune to status effects I would just be sitting at the keyboard pressing buttons, with no thought or planning involved. Sorry, but that would bore me into a coma and I'd want to do something else before too long.
This game is already REALLY easy, why do people keep asking for things to make it easier?
Originally Posted by Dechs Kaison See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately. |
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ATs that don't have status protection were designed to not have status protection. The devs have stated that the game was designed so that any AT could solo on Heroic. They never said that any AT should be able to solo on Invincible.
Higher level enemies are only a threat because they can mez you. If you remove that ability everything becomes a cakewalk.
And in my opinion, cakewalk = boring.
I like having to think about what I'm doing whan I play squishies. If I could be immune to status effects I would just be sitting at the keyboard pressing buttons, with no thought or planning involved. Sorry, but that would bore me into a coma and I'd want to do something else before too long.
This game is already REALLY easy, why do people keep asking for things to make it easier?
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Then why are break frees available to all ATs?
And the two lowest tier blaster attacks were changed so they could be fired while status affected? Why?
"Calling all heroes!!! Master Mezzmo has blown up the Downtown Sports Arena and has taken hostages . . . COME QUICK!!!"
OK, hold on, I need to go shopping first. Wait, Master Mezzmo? I'm gonna have to go see my PR agent beforehand . . . ya know, keep my rep on the down low.
I can't believe I have to spell this out.
This isn't the Player Questions board. I'm not here asking for ways to deal with status effects. I know all the options available. Everyone who reads this thread knows the options available.
This is the Suggestions board. This is where players come when they find something in the game unejoyable or not robust enough and have an idea they think would be fun.
I enjoy inspirations. I find it challenging to use, to the utmost efficiency, the inspirations that randomly appear im my tray. I even enjoy making the decision whether to transform three of 1 kind of inspiration into, say, a break free that I may have need of. I do not enjoy constantly resetting my difficulty level, not becuase I can't handle the level of the mobs, but only becuase the nature of status protection is totally on/off in PvE. I don't enjoy restocking my inspiration tray with specific types (like I said, i enjoy the challenge of making use of inspirations as a purely random factor in my game play). I don't enjoy not soloing characters I like becuase I'm given 2 unappealing options (boring, base level mobs . . . or chain locking bosses).
I'm not suggesting something outrageous here. There's nothing about Naval Battles or Jedi Mind Tricks. Break Frees exist, power pools exist, combining the two ideas and giving players more build options (above more and more and more costumes) is something I wish to see.
CoX is showing a disturbing lack of growth in anything but fluff lately. It's starting to feel a lot like Sim City to me.
"The devs have stated some ATs are not meant to solo on invicible"
Why? That might require some creativity on their part?
OK, new suggestion.
Status Effect RESISTANCE power pool.
Toggles or clicks that reduce the duration of effects.
Bumping your own posts is against forum rules.
Some ATs aren't meant to solo above Heroic because in the beginning there only -was- Heroic. No other difficulties. That's the baseline of the game. NO AT is meant to solo on Invincible, the game wasn't originally designed to handle that.
You're suggesting that instead of a Break Free (which already exist in the game and are perfectly valid as a method of breaking mez) we should divide the Dev Team's focus into 4 powers with -extremely- limited functionality or use.
It's a bad idea that would delay the release of more requested or logical expansions to the game's core. Thus noone has told you it's a good idea.
-Rachel-
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You're suggesting that instead of a Break Free (which already exist in the game and are perfectly valid as a method of breaking mez) we should divide the Dev Team's focus into 4 powers with -extremely- limited functionality or use.
It's a bad idea that would delay the release of more requested or logical expansions to the game's core. Thus noone has told you it's a good idea.
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Says you. Who are you to say what the dev team should do with their time? The Queen of CoX?
This . . . is . . . the . . . suggestions board.
There was a time when orange inspirations didn't exist. Someone suggested that an inspiration that worked like some resist powers would fill a hole in game play. It was added. Break Frees didn't exist at launch. They were added. Probably because of someone's suggestion. Tier 1 and 2 blaster powers tweaked to counter status efects. Added. What? We're all done now? Nothing more ever needs to be added to the game?
My suggestion . . . more build options. Options that help fill the gap between the haves on binary status effects and the have nots.
Break Frees added as an option.
IOs give more options on not only status effect resistance, but other combat stats.
Keep going, more options devs, more options.
New power pools are far from being illogical additons to the game. You're just a crabby person.
I'm noone to say what the Dev Team does with their time.
Who are You to suggest they do this? The Queen of CoH?
On the SUGGESTION Board players make and debate the Suggestions. If there's enough positive feedback from the Players then sometimes (It's rare, but it happens) the Devs alter their intent to add in something a player thought up.
But when 4 separate people give you negative feedback on a suggestion with noone else entering the thread with positive feedback you should take a hint.
No. I don't represent the majority. No I don't represent a minority. I represent myself. But take a look at how many people have viewed the suggestion, how many have posted, and how many have been against the idea.
YOu'll have some idea of where you stand.
-Rachel-
woah, 4 no's
You're right, my idea has absoultely no merit and I am ashamed I posted it.
You win.
Bye.
Funny thing, power pools tend to be able to benefit any AT.
Yours would not, and especially with "Each tier only handles a few," would (IMHO) be rather a waste of power choices - especially when a single, cheap (or free, if you combine dropped enhancements) inspiration does the exact same thing, but better.
Oh, and:
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Break Frees didn't exist at launch. They were added. Probably because of someone's suggestion.
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I refer you to here.
No, the "Break free" as an inspiration did not exist. There were, however, two sorts of inspiration (the discipline/resolve family) that performed much the same effect. One (Strength of Will) is actually still available via bounty in Siren's Call, but requires being taken ahead of time. The other could be taken at any point. These were combined, not *least* because they looked graphically very similar, but also because they were trying to affect the same effects.
Breakfrees are cheap, and drop typically with frequency. Should they not, we've also been given the ability to combine three into another. In the earliest levels, where these pools *might* be useful to some - they're too early to get them.
As for your other questions:
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And the two lowest tier blaster attacks were changed so they could be fired while status affected? Why?
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Because blasters are 100% offense, and were deemed to be underperforming (and as I recall, had a very high number of abandons.) They also had a massive change in how the REST of Defiance works.
Edit to clarify that last:
Just looking heroside:
Tanks and Scrappers - no need. They have, and have had, status protection from the start.
Controllers: Have lingering effects and, in all cases but Mind, an independant pet that will continue to fight (and if you count two sources of confusion, Mind's good as well.) Even if the Controller is out, the enemy is still held/immobilized/feared/being attacked.
Defenders: Already have formidable arrays of ways to reduce the effects, slow them down, make them not hit - they have, in other words, defenses.
Blasters had none of these. Even Peacebringers and Warshades had the option of Dwarf form for status protection, among their other tricks.
Villainside:
Brutes, Stalkers, Crabs, Widows - Unnneeded, built in status protection.
Mastermind - Unneeded, pets can either get mezzed instead of you, or fight while you're mezzed.
Corruptor - see Defender. Affects ability of the enemy to hit, do damage, etc.
Dominator - Controller with status protection, as they get attacks (Assault secondaries) instead of other effects that would grant defense (Controller secondaries.)
Edit 2, re: Resistance (and the other pools.)
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While I'm the subject I'd also like an Elemental Damage Resist power pool. 4 toggles (similar to Tough . . . higher than the average toggle end cost and basic resist amount) for Fire, Cold, Energy, and Negetive Energy. I'd like an optinon other than IOs to allow me to create, for instance, a fire blaster that is tougher than the average man to fire!
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So in what order do you put them in? Why should Sleep resistance, perhaps, end up at position 4 - or at 1? Why should, say, Neg. Energy resist require me to take one or two primaries - for what would likely be lousy numbers?
How do you arrange them in *any* semblance of order to make the pool(s) worthwhile?
In a thread with 20 total replies you hold 11 of them. 1 yes. 5 Nos.
By Democracy you lose. Also, I'm not a crabby person at all. Typically I'm happy go lucky or even gleeful and joyous. Check out my posting history to find out. I'll admit there are a handful of times where I get snarky or upset... But usually I'm pretty good.
Try reading all of my posts in a Flat, Monotone manner. It helps a lot.
-Rachel-
*edited to better reflect Bill's postT
OK, I'm back.
This is why I hate suggestions boards. The original post was just that, a suggestion, and nothing more. A few snarky replies later and it's now an agrument over specifics.
The impetus for the suggestion is the gap between the haves and and have nots in a binary status effect system. The gap exists, that's why things like Break Frees, IO sets, and power tweaks have been added. Not liking the specifics of a suggestion and running it into the ground, while ignoring the cause of the suggestion being made does nothing to help make the game more enjoyable.
Peace out.
If you hate the suggestions board, I humbly suggest that you not make suggestions.
As a matter of course, ideas presented here are criticized. Ideas which are not very well conceived, have many/serious flaws or are just plain unworkable get shot down. Sometimes these ideas can be reworked and salvaged, sometimes not. This is what the Suggestions forum does. If you cannot handle anyone criticizing your idea without degenerating into namecalling and defensiveness, just PM it to the Devs next time.
This idea would be a waste of Dev resources since there's already a system in place to deal with mez effects that would be more effective, not eat up power selection slots or take up one of the four allowed power pools per character. You don't even have to go to a contact or store to get the Breakfrees since you can now just make them from whatever inspirations you have on you.
Anyone playing on high difficulty should be fighting more than enough mobs to get plenty of inspiration drops in any given mission that can be used to generate Breakfrees.
Of course, people have already pointed out these things to you several times but rather than addressing them you're just repeating yourself over and over and bumping the thread. I'm sorry, your idea is not a good one. It's not personal and it's not an attack on you. It's just a bad idea.
There is no 'gap between the haves and the have nots' because Breakfrees are ridiculously easy to come by unless you're one of those players who just lets your inspiration tray sit full over the entire mission only to be chain-mezzed at the end. That's not a problem with the game, that's a PEBKAC issue.
This is a solution without a problem.
With great power comes great RTFM -- Lady Sadako
Iscariot's Guide to the Tri-Form Warshade, version 2.1
I'm sorry that math > your paranoid delusions, but them's the breaks -- Nethergoat
P.E.R.C. Rep for Liberty server
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So options for dealing with this kind of situation is good?
OK, lets have options . . . many options.
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This isn't about this suggestion in particular, but I hate this non-logic when it pops up. The idea that if X is needed/wanted then having more and more ways to do X is the greatest thing ever has never proven true. It just makes things redundant and confusing, especially if the first choice has proven simple and effective.
And I'm sure you're perfectly correct in this:
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"The devs have stated some ATs are not meant to solo on invicible"
Why? That might require some creativity on their part?
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Game balance is clearly not a factor, just sheer laziness and ineptitude.
"Mastermind Pets operate...differently, and aren't as easily fixed. Especially the Bruiser. I want to take him out behind the woodshed and pull an "old yeller" on him at times." - Castle
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So options for dealing with this kind of situation is good?
OK, lets have options . . . many options.
[/ QUOTE ]
This isn't about this suggestion in particular, but I hate this non-logic when it pops up. The idea that if X is needed/wanted then having more and more ways to do X is the greatest thing ever has never proven true. It just makes things redundant and confusing, especially if the first choice has proven simple and effective.
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In which I point back to my own post, showing two nearly-similar inspirations combined into the breakfree family in order to reiterate this very thing. Not to mention that we have fewer enhancements to choose from now due to finding that, mechanically, they were the exact same (Endurance Modification, as opposed to +/- Endurance enhancements, comes to mind.)
Where simplification through consolidation can happen, it does.
I would love to see, maybe, a new power pool created that had long recharge (5 minutes or so) status protection CLICK powers that worked like break frees but for only 1 or 2 types of status effect per power (so you'd have 4 powers in the pool).
The only thing that keeps me interested in playing my characters is being able to up my mission difficulty slider as they get higher level. This is very frustrating for characters that have no status protection because you're guaranteed to run into a boss that chain locks you to death . . . meaning I either spend half my time running back and forth to the Field Analyst every mission to get it set just right or just end up saying, "screw it", and just fighting at base (yawnfest) difficulty until I just lose all interest in characters that I would otherwise like.