Mez Protection in PvP Zones
You missed something.
I really should do something about this signature.
Ah so I did, issue 13 by the looks of it. This seems like a poorly thought out change to me.
IMO its potentially a very good change in PvP. You have to see it in the context of
a) Mez now is of very short duration, a couple of seconds max
b) Mez protection powers now function as Mez resistance. And the resistance cap is sky high. So your Mez toggle now reduces a mez from 2 to 1 second (for instance).
c) Purely defensive toggles carry on working even when Mez.
Overall,I like it. There is one huge problem IMO, in that Offensive toggles (like snowstorm for instance) are now gimptastic as they are detoggled almsot as quickly as you put them on.
To my mind, the simple solution of making Mez's NOT detoggle an offensive power but make them non-functional (like a PvE mez does to a sheild, for instance) would plaster up the last crack in this approach.
On a nice note, it is no longer required to enter a PvP zone with 20 break frees
[ QUOTE ]
IMO its potentially a very good change in PvP. You have to see it in the context of
a) Mez now is of very short duration, a couple of seconds max
b) Mez protection powers now function as Mez resistance. And the resistance cap is sky high. So your Mez toggle now reduces a mez from 2 to 1 second (for instance).
c) Purely defensive toggles carry on working even when Mez.
Overall,I like it. There is one huge problem IMO, in that Offensive toggles (like snowstorm for instance) are now gimptastic as they are detoggled almsot as quickly as you put them on.
To my mind, the simple solution of making Mez's NOT detoggle an offensive power but make them non-functional (like a PvE mez does to a sheild, for instance) would plaster up the last crack in this approach.
On a nice note, it is no longer required to enter a PvP zone with 20 break frees
[/ QUOTE ]
Well no as BFs dont do anything.
I agree that the change is good in a lot of ways. Unfortunately nobody seemed to mention this to the mobs in zones. They still work as previous to i13.
So their mezzes are still old school. Very common in RV to be scrapping with some villains who just happen to run through a load of spiders then, BANG your tanker is mezzed for upwards of 7-8 seconds.
Just not good enough in my opinion and another example of how short sighted and ham fisted the majority of the i13 pvp changes were.
There's also the fact that when mezzed you automatically detoggle on certain abilities. Considering how easy it is to mez someone, even if for a fraction of a second, it makes those abilities next to useless in PvP because they're almost indefinetly on recharge.
Characters:
The Heroic Mary Grace (50)
The Mystical Thunderspark (50)
The Candy-loving Little Jenny (50)
Has this always (stupidly) been set to zero or did I miss something?