Status Protection for all
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OK, new suggestion.
Status Effect RESISTANCE power pool.
Toggles or clicks that reduce the duration of effects.
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You mean like:
Sleep resistance (Currently in health)
Stun resistance (Aid Self)
hold Resistance (Acrobatics has protection and resistance)
immob Resistance (Combat jumping has protection, weave has resistance)
Slow Resistance (Not Truly present, but hasten and superspeed mitigate -recharge and -slow)
Confuse and Fear Resistance (Tactics)
and one that is not available from anyone for a self buff from their primary or secondary
taunt/placate resistance (assault)
Vengance has a whole basket of goodness
Protect(Fear, Knockback, Knockup, Repel),
Resist(Fear, Disorient, Sleep, Immobilize, Hold, Confuse, Taunt, Placate)
but thats very situational and of course stimulant is available to anyone with its grab bag of protection grant able to others.
@Catwhoorg "Rule of Three - Finale" Arc# 1984
@Mr Falkland Islands"A Nation Goes Rogue" Arc# 2369 "Toasters and Pop Tarts" Arc#116617
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NO AT is meant to solo on Invincible
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well shoot... how am I going to break the news to 90% of my characters? (including my Emp/Energy defender)
No
Buffalo buffalo Buffalo buffalo buffalo buffalo Buffalo buffalo
I think you underestimate our fools, sir.
Why /duel is a bad idea
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NO AT is meant to solo on Invincible
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A better way of saying this is that the minimum performance of any AT is not meant to allow for that AT to solo on Invincible. The minimum solo performance ensured by the devs is for non-EB/AV Heroic missions. This doesn't mean that, no matter what you do, no matter what build you've got, that you're going to be able to solo. It means that, if you're intelligent (re: tactically minded) and have taken most of the powers from your primary/secondary and slotted them intelligently (re: slotting 3 res enhancements into Healing Flames is not "intelligently"), you will be able to successfully solo a non-EB/AV Heroic mission. There is no guarantee of time (Defenders will almost assuredly solo slower than a Blaster). It's simply a guarantee of can/can't.
The problem I have with your suggestion is that it only serves to benefit those ATs and powersets without any native status protection. You want to have the devs create a power pool specifically because you, as a player, are incapable of dealing with the specific weakness of Defenders and Controllers: they've got great team support capabilities, but need a team around to ensure that they're not biting it constantly. They're ATs designed specifically to be most effective on teams. Scrappers, Tankers, and most Blasters would find no use from any of these powers. Look at all of the other pools out there. None of them are completely redundant to any AT. The transport pools all offer their transport capabilities. Defenders and Controllers, though they get little-to-none personal mitigation capabilities, get more out of the Fighting pool than Scrappers, Tankers, or Blasters. It's actually a highly effective option. Medicine gives personal and targeted healing. Many Defenders and Controllers, especially Cold, Force Field, Sonic, and Trick Arrow, could actually find some use for healing. None of the pools give a benefit that every powerset within a specific AT contributes, especially when it's against a binary effect that is pointless (but possible) to stack once a certain threshold is reached.
Don't expect to get every tool in the world (outside of insps, which should be good enough unless you're incompetent) to solo. You should specifically expect to not get those tools because you're solo.
Not this AGAIN.
Oh well, let's just go through this calmly. First off, what/who are you fighting that is mezzing you on a toon without mez protection? Second, why do you have a problem with carrying a few break frees?
A power pool is not the answer. Analyze and understand your enemy/enemy group to figure out which one to avoid/fight. Pin point mezzing enemies and target them first, pull surrounding non-mezzing enemies, or possibly use a break free here and there. Maybe team? Several solutions other than ANOTHER mez thread.
Try thinking, learning about your foes. Figure out what has mez and what does not. Then use any mitigating attacks on those mobs first. If you have no attacks that offer any kind of mitigation then that was your choice and you should pack around plenty of breakfrees.
Another no here. I would rather have dev time spent on new content instead of a power pool to help make a mage/tank
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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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This, lots of this.
*Gets the popcorn*
Am I too late??
OK, I'll revize my suggestion so it doesn't involve anything new being added.
Yes, Break Frees are available. They are not very common random drops, however. How about upping their drop rates or being able to make an inspiration out of just 2 other inspirations? I get frustrated when I reach a boss that I know will defeat me simply becuase I do not have a break free at that moment (or 3 of something else . . . this can be a catch-22 moment, do I sacrifice 3 heals that I will need to survive the minions or try to get lucky without making a break free out them?). Yes, leaving the mission . . . finding a contact . . . purchasing the exact inspirations I need for this one spawn . . . and going back is an option. A poor option in my book. Doing that everytime I face a boss without that right colored skittle is not fun.
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Ideas which are not very well conceived, have many/serious flaws or are just plain unworkable get shot down.
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I'm sorry, but, really? My suggestion was really that bad?
Not well concieved . . . ok, I didn't work out specific recharges or plan out all 4 powers that might be in the pool ... sorry.
Have many/serious flaws . . . how many serious flaws does my idea have?
Unworkable . . . is the suggestion really unworkable?
Just seems to me like a lot of self appointment guardians of all that is possible making veiled "l2p nub" replies.
A long recharge power (so that it's only usable once a mission) that works like just 1 single aspect of a Break Free is such an off the wall idea that it would lead to "tank mages"?
Oh well, HEY! I hear there's more costume options on the way.
Now I play mainly melee toons. That being said, the suggestion to increase drop rate on BF I could live with. If you don't like getting more BF you can either use them right away or save them to make something else.
I could get behind that for a change if it helps out the squishies.
Also much better tone than lashing out at those that did not like your idea.
Edit to add: Nvm, I read your last post so my last sentance no longer applies.
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Ideas which are not very well conceived, have many/serious flaws or are just plain unworkable get shot down.
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I'm sorry, but, really? My suggestion was really that bad?
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When you're asking for a pool power that acts exactly like an inspiration, yes, that's a bad idea, especially as you describe it. The only reason a problem exists is because you believe it does. For everyone else (including the devs), it's a trait of the archetypes and powersets in question.
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Not well concieved . . . ok, I didn't work out specific recharges or plan out all 4 powers that might be in the pool ... sorry.
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Not only that, you didn't even show any evidence that a problem exists except for a highly possible pebkac error. Try actually finding any evidence of Controllers and Defenders being unduly penalized when actually playing intelligently beyond simple game design and it might be a more compelling argument for change.
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Have many/serious flaws . . . how many serious flaws does my idea have?
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There's one big glaring problem: the problem you're trying to fix doesn't exist and there aren't enough tangential benefits or even decent game balance reasons to actually institute it.
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Unworkable . . . is the suggestion really unworkable?
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It's not unworkable. It's just unfeasible. If Defenders and Controllers get a power pool for mez protection, I insist that Scrappers and Tankers get a power pool with ST and AoE mez effects and substantial debuffs.
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Just seems to me like a lot of self appointment guardians of all that is possible making veiled "l2p nub" replies.
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Are we really making the replies particularly veiled? I thought we were being obvious. If you actually knew how to play decently rather than simply running in like a Scrapper or expecting to be able to play the same way while solo as you do on a team, you'd be perfectly fine, especially if you remembered to pack a few BFs.
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A long recharge power (so that it's only usable once a mission) that works like just 1 single aspect of a Break Free is such an off the wall idea that it would lead to "tank mages"?
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It's not an issue of "tank mages". It's an issue of "it's not needed", especially since the power that you're describing would be so utterly worthless that no one but you would take it.
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OK, I'll revize my suggestion so it doesn't involve anything new being added.
Yes, Break Frees are available. They are not very common random drops, however. How about upping their drop rates or being able to make an inspiration out of just 2 other inspirations? I get frustrated when I reach a boss that I know will defeat me simply becuase I do not have a break free at that moment (or 3 of something else . . . this can be a catch-22 moment, do I sacrifice 3 heals that I will need to survive the minions or try to get lucky without making a break free out them?). Yes, leaving the mission . . . finding a contact . . . purchasing the exact inspirations I need for this one spawn . . . and going back is an option. A poor option in my book. Doing that everytime I face a boss without that right colored skittle is not fun.
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I gotta say /unsigned on this one either. I rarely use breakfrees on any of my toons, so getting more of them would be useless for me.
I feel so abused.
Well, to be fair, Defenders and Trollers all have access to mez protection at the creation screen (Force Field and Sonic).
Trollers can get mez protection in their epics.
With new defiance, I haven't found a reason to need mez protection on my blasters, because even when mezzed, I'm still attacking.
Sooo...if you want mez protection for your non-melee AT, you can get it.
BrandX Future Staff Fighter
The BrandX Collection
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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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Slot your toon with IOs that grant mezz resist.
Move on, dude. Seriously. My blasters have tons of mez resistance.
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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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Here's one.. lrn2play.
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OK, I'll revize my suggestion so it doesn't involve anything new being added.
Yes, Break Frees are available. They are not very common random drops, however. How about upping their drop rates or being able to make an inspiration out of just 2 other inspirations?
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Your experience and mine differ. I've had my tray get 2/3 filled with them. They are as common as any of the others. Random drops are precisely that - random. There is no need to alter the combination mechanic.
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I get frustrated when I reach a boss that I know will defeat me simply becuase I do not have a break free at that moment (or 3 of something else . . . this can be a catch-22 moment, do I sacrifice 3 heals that I will need to survive the minions or try to get lucky without making a break free out them?). Yes, leaving the mission . . . finding a contact . . . purchasing the exact inspirations I need for this one spawn . . . and going back is an option. A poor option in my book. Doing that everytime I face a boss without that right colored skittle is not fun.
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Then use lucks. They can't mez you if they can't hit you. Have multiple awakens dropping? Combine them instead. Ask a teammate for that one you're missing to be able to combine.
Do you have an SG base? Does that base have either an inspiration collector or an auto-doc? If it has the first, people should be dropping off inspirations anyway. If it has the second, buy three blues or greens, combine.
Are you in any zone with an arena? If so, buy breakfrees. The only thing you can't get there are awakens.
Contacts *do* tend to be scattered throughout the zones. Plan your route on the way.
Check Wentworths or the BM. You can get insps there even cheaper than at a contact - even the ones you need to combine (so what if I'm buying 3 sturdies, if I'm buying them for 10-50 inf and combining them?)
Happen to be near the Bloody Bay entrance? Unless you're a slow zone loader, nip in, grab them from the contact there, hop back out.
Ask your teammates for what you need.
Edit:
As for your other post, about was your idea that bad - it's just that unfeasable.
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ok, I didn't work out specific recharges or plan out all 4 powers that might be in the pool ... sorry.
Have many/serious flaws . . . how many serious flaws does my idea have?
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Do the first, then answer the second. Roughly plan out a few characters the way you'd normally build them, but add the power pool. Look at the other power pools to try to work out what would go where - Hold protection, for instance, would certainly *not* be a tier1 power (first two in the set.) Likely power 4 in the group, to me. Tier1 might be sleeps or fears. Then ask yourself "Is this bit of protection worth not having those attacks/defenses/utility powers?" Look at the other pools you'd take anyway - follow my signature to ParagonWiki and look them up (or read Catwhoorg's earlier post) to see what's already covered that you may be taking.
Would you, with your pool, end up with lots of protection, some you'd never use, that leaves you so pool power heavy you're waiting for attacks to recharge so you have something to do? Is your build irritatingly "tight" with little to no room for actually fun, otherwise useful powers? (You want the second, try adding the pool to a Rad/Rad defender with a travel power and Fitness.)
Try to ask yourself *honestly* how many people would burn that many powers for an occasional click against a mez, when inspirations are roughly as rare as sand on a beach.
Dont forget, every AE building has a inspiration vendor as well.
@Catwhoorg "Rule of Three - Finale" Arc# 1984
@Mr Falkland Islands"A Nation Goes Rogue" Arc# 2369 "Toasters and Pop Tarts" Arc#116617
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Dont forget, every AE building has a inspiration vendor as well.
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This.
Between contacts, AE buildings, and the market, it's ridiculously easy to go and buy a few Break Frees for a measly 50 inf each. And if you're going to be facing enemies capable of mezzing you and you have no inherent protection against said mezzes, it's very foolish of you to not grab some Break Frees.
Developer time and resources should not go into coming up with code and animations for an entirely new pool of powers that can be replaced by one inspiration.
Positron: "There are no bugs [in City of Heroes], just varying degrees of features."
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OK, I'll revize my suggestion so it doesn't involve anything new being added.
Yes, Break Frees are available. They are not very common random drops, however. How about upping their drop rates or being able to make an inspiration out of just 2 other inspirations? I get frustrated when I reach a boss that I know will defeat me simply becuase I do not have a break free at that moment (or 3 of something else . . . this can be a catch-22 moment, do I sacrifice 3 heals that I will need to survive the minions or try to get lucky without making a break free out them?). Yes, leaving the mission . . . finding a contact . . . purchasing the exact inspirations I need for this one spawn . . . and going back is an option. A poor option in my book. Doing that everytime I face a boss without that right colored skittle is not fun.
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Better but still bad, though at least this approach doesn't burn up Dev time on a questionable power pool when there's already a more than workable inspiration system in place to do the same thing. Having four powers to do the job of one inspiration is not more options, it's adding useless options that are ignored by the veteran player and needlessly confuse the neophyte. People above have already illustrated this by discussing the difficulty of working such powers into builds so I won't rehash that again.
As for increasing the drop rates for breakfrees preferentially, maybe. In the lower levels when you don't have that many inspiration slots, I can see maybe tweaking the random drops in favor of breakfrees. This, of course, would be annoying to those that don't use or don't need them such as Tankers, Scrappers, Stalkers, Brutes, many Dominators, Controllers with protection from their epics, many Blasters, and anyone who's invested enough in IO sets not to be much bothered by mezzes. So while I think there's more of a case for the 'change breakfree drops' idea, there's also a case against it.
Bottom line, if you're playing at high difficulty and you need many green inspirations to survive to the boss and you need breakfrees to beat the boss, perhaps it's time to drop the difficulty down. You shouldn't be needing to use inspirations to survive fighting minions - if you are, then you're probably playing above your skill level.
A better approach might be to combine inspirations as you get them until you get what you consider to be enough breakfrees, respites, catch-a-breaths, lucks, whatever. You can always restock between missions if your personal minimum numbers are on the high side. As for needing to run to contacts all the time to restock not being fun, no, I suppose it isn't, but with a little preparation and some good tactics you shouldn't be running dry in a single mission. If that's regularly occurring, drop your rep a notch or two.
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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Ideas which are not very well conceived, have many/serious flaws or are just plain unworkable get shot down.
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I'm sorry, but, really? My suggestion was really that bad?
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Taking a step back from CoH, I have to agree that the mez system in this game is pretty odd in its stark binary nature.
You either always get mezzed or never get mezzed, depending pretty much on your archetype.
My first character was an Elec/Elec Blaster, I remember one memorable moment of logging out when chain-held by a Rikti Mentallist in order to avoid further debt.
I also learnt the art of pre-emptive mezzing then.
That said, things have improved. We now have:
- combining insps. A level 40+ character with a 16 insp tray should rarely be without a breakfree if they want one. I've combined one on the fly enough times and saved my skin that way.
- knockback protection available to all via IOs
- meaningful defence for squishies available via IOs. Blasters can now cap their Ranged Defence! Blasters!
- toggles dont turn off on mezzing, making it much less of an issue.
- Kheldians can shift to Dwarf form whilst mezzed.
- Blasters can use their tier 1 and 2 powers while mezzed.
- hold Proc IOs that improve pre-emptive mezzing tactics. A Controller can now have over 50% chance of holding a boss in one shot with their hold.
So the devs do appear to have been working on this but stopped short of giving out mez protection to squishies.
One side effect of creating a pool power for mez protection would be to devalue powers liek Clear Mind and Dispersion Bubble that can grant mez protection. Something would need to be rebalanced there.
If you are always getting held/mezed and you find it bothersome adjust your tactics and slotting.
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Try reading all of my posts in a Flat, Monotone manner.
[/ QUOTE ] That amuses me.
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If you are always getting held/mezed and you find it bothersome adjust your tactics and slotting.
[/ QUOTE ] Or just roll a Scrapper. The other ATs are just fillers if you do that.
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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.
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For some reason, you seem to have the idea that people should only reply positively to your suggestions. That's not the way this works.
As to your suggestion, I think it's unnecessary. Breakfrees work just fine.