Denial Power Set


Aett_Thorn

 

Posted

I was wondering...

I seen some comic books and cartoons about super types that their power is mainly denying others their use of their powers, in some cases, not only they get to deny the use the power but they get to use it for themselves for a short duration.

So why not have a Defender and Corruptor set that does exactly that, give them a status effect like power that can turn off toggle powers or the effects of button powers.

Perhaps the first power is one that denies the use of an attack power for a nunber of rounds, while scary its not that bad. After all most characters begin with a couple of atatcks anyway. Which attack power could be randomly selected or if the denying players is skillful enough to activate it as the target is activating an attack power, maybe that attack power is disabled.

The second power could be a denial of a defensive power, be a resist damage, defense, status effect protection, etc. Once more it would be done randomly.

The third power denial ability could affect a travel power, does denying the target the ability to sprint, superspeed, fly, hover, combat jump, acrobatics, etc. Once more this can be done randomly.

The fourth could be an activation denial power, such the ability to turn off the MoG effect of a Scrapper, etc.

These are only suggestions, what do you all think?

Stormy


 

Posted

Holds?


A game is not supposed to be some kind of... place where people enjoy themselves!

 

Posted

yep. wish granted. controllers and dominators already have this. it's called holds. not immobalizes asthe baddies will still be able to attack, but holds.


 

Posted

I don't see the ability turning off the effects of other powers on others, the other power sets have those abilities such as clear mind comes, giggles, into my mind.

I would love to have the ability to engage EBs and AVs who tend to spam some of their powers a bit too much, such as Reichman and his Invulnerability, just think he engages the power and a couple of Defenders turns it off for him. Or those pesky Paragon Protectors, they get beat up, and yeap, the God Mode power comes up, no way to prevent it either and thus team boredom occurs till MoG expires, this way a player can turn MoG off and let the team be able to go on with the TF instead of having to wait for the PP to e done, sadly most of the TFs with PPs are kill all, so its not like we can say, forget the jerk and lets go on.

Hugs

Stormy


 

Posted

Quote:
Originally Posted by Sharker_Quint View Post
yep. wish granted. controllers and dominators already have this. it's called holds. not immobalizes asthe baddies will still be able to attack, but holds.
I wish your words were true, but against AVs and EBs if the holds ever take, they don't last long and they get to get off their effect anyway. I am looking for something that will cancel the effect, but not really be as total as a hold would be.

Hugs

Stormy


 

Posted

Quote:
Originally Posted by Stormfront_NA View Post
I wish your words were true, but against AVs and EBs if the holds ever take, they don't last long and they get to get off their effect anyway. I am looking for something that will cancel the effect, but not really be as total as a hold would be.

Hugs

Stormy
This is sort of what I wanted to see for PToD balancing. Make holds have incremental effects versus AVs, so they stack meaningful unresistable debuffs on them (probably -recharge) to simulate the enemy being restrained by them even if they're not totally stopped.


Having Vengeance and Fallout slotted for recharge means never having to say you're sorry.

 

Posted

the whole point of eb's av's is to be a challenge, not a minion with a whole lot of hit points. i really am begining to think that this is not the game for you stormy. if you want a cake walk game i suggest anything that is rated 4yrs old and up.


 

Posted

Quote:
Originally Posted by Sharker_Quint View Post
the whole point of eb's av's is to be a challenge, not a minion with a whole lot of hit points. i really am begining to think that this is not the game for you stormy. if you want a cake walk game i suggest anything that is rated 4yrs old and up.

Sweetie, that is an insult.

You take my comments at an extreme, and then make some sly remark afterwards.

I expect an apology from you.

Stormy


 

Posted

His point does stand though, to some extent.

Against the foes that you're looking to go against with this kind of thing, like EBs and AVs, they don't have that many powers. To turn off even a few could shut them down entirely. Also, many AVs don't have any defensive toggles at all. They just have a power called 'Resistance'. Would this set turn that off? Considering that it's basically an inherent for them?

What would this set do in PvP? Turning off only one power, that you probably can't chose, would likely do nothing in PvP.

Nor would it be that great in PvE, since it would probably be single-target focused, and therefore not be too useful in a lot of PvE, where area debuffs would be better.


Let me never fall into the vulgar mistake of dreaming that I am persecuted whenever I am contradicted.
~Ralph Waldo Emerson

"I was just the one with the most unsolicited sombrero." - Traegus

 

Posted

Aett I am expecting an apology for the 4 year old reference from the poster who amde the reference. I have no issues at all with an intelligent discussion, such as you have the courtesy to make.

There may be an issue with AVs, but take a hold power as a point of discussion. If sufficient controllers, dominators are envolved, they can arrest the AV for practical amounts of time. The denial of an effect such as Invincibility, is not really making the action easier, it is only denying a time sink. Lets talk about Reichsman, we all know we can defeat it with a certain level of safety, the reason he takes so long to defeat is his spam use of invincibility when he is down to 25% hit points, while he is under this state of invincibility, the rest of team who got him don to 25% is in no risk to speak off, as so many other players are quick to brag, the proper use of debuffs turns him into a kitty. So a denyal power, all it would do is cancel the invincibility and allow players to defeat Reichman in a time sense similar to other AVs who do not abuse certain abilities.

My suggestion does not make things a cakewalk, it only removes the time sink component. My example of the Paragon Protector, he was already beat, his going into MoG is nothing but a time comsuming annoyance. Unless one is to equate, boring time annoyance equals challenge, then yes, I stand corrected. But for myself tedium, repetitive actions are annoying and not really a thing I would consider a challenge. Perhaps Reichman's real challenge, is that it takes so long to defeat him, that the challenge is to keep the players from aboandoning the TF out of boredom.

Hugs

Stormy


 

Posted

well, hold your breath all you want but the only thing that will end up happening is you passing out from lack of oxygen.

i see no need for this as it is not a useful power at all. and since you wouldn't be able to select the power that is denied, it becomes a worthless power or set.


 

Posted

Quote:
Originally Posted by Stormfront_NA View Post
My suggestion does not make things a cakewalk, it only removes the time sink component. My example of the Paragon Protector, he was already beat, his going into MoG is nothing but a time comsuming annoyance.
Focusing on this specifically, I can "deny" his MOG several ways -
- The aforementioned hold
- Any knockback
- Knockup/down.

These are available to multiple ATs - all of them, considering knockdown is available via Air Superiority.

As they try to recover, I have time to continue and remove the last bit of health they have. And so, for your earlier comment:

Quote:
The denial of an effect such as Invincibility, is not really making the action easier, it is only denying a time sink
How is denying the "time sink" not making the action easier?

The time sink, in this instance, can be - well, anything. The aforementioned MOG. The reichsman fight (which you get tools to overcome anyway.) A running boss. If I stop the boss from running, I defeat him sooner, thus taking less time. If I stop the PP from mogging, I defeat him sooner... again, taking less time.

Prior planning reduces time sinks. (Select PP, get info, see which one's Energy vs Spines, make sure to concentrate on keeping them un-moggable.)


 

Posted

You're expecting a power set that would only be effective against EBs and AVs. Or were you expecting power denial to actually do something to the guys that are firing guns or using advanced technology against you?

The problem with denial based powers is that they're either universally specific or universally overpowered. A vast majority of the time, the denial suppresses the specific story mechanic that a character uses to access his/her powers. Magical suppression generally does nothing to technology. Tech suppression of mutant powers generally does nothing to other technological, magical or scientific powers because it only inhibits the mutation. It would be hard to explain suppression of natural powers either way. Those that do inhibit all powers regardless of their source, I can guarantee that the character is intended to be a one shot character placed there specifically for the story. Otherwise, it would just be an issue of that character walking around going "no one has powers anymore because I say so".

As to why it wouldn't work in game, while the engine can handle removal/denial of specific powers (Nectanebo's Curse Breaker, Dimensional Grounding Ray) those powers are explicitly specific. In order to remove a power at random, each activation of the power would have to generate a new list of the powers affecting the character and then randomly pick from the list and mechanically deny access/remove it (which I'm not sure is entirely possible on characters or generic NPCs without some very hefty recoding of everything).

It's also hard to imagine an entire power set based around that. It's a single gimmick (and one that would be inordinately hard to incorporate unless a mechanic was designed from the beginning) not a full suite of powers. I guess you could feasibly say that there is an AoE and an ST version. Possibly another ST version that lasts longer than the basic one. Still, it would be like building a set around -regen: it's a powerful effect against specific targets (re: EB/AV/GMs), but against pretty much anything else you're fighting (re: anything not one of those), it's largely useless.


 

Posted

Quote:
Originally Posted by Stormfront_NA View Post
But for myself tedium, repetitive actions are annoying and not really a thing I would consider a challenge.
Yet, you're playing an MMO. One of the most repetitious concepts ever created.

Don't get me wrong, I love the idea of being able to select an enemy's power and either "borrow" it, or shut it down. However, I think it's quite unrealistic to expect we'd ever getting something like this because by-design the idea is truly overpowered.


I believe that a Kheldian Gold Standard should be based on SO's, and for anything above that... there's Platinum!

Save Ms. Liberty (#5349) Augmenting Peacebringers The Umbra Illuminati

 

Posted

Xenite, you changed the quote in your sig?

To Umbral: I am humbled by your ability to look at this mostly ridiculous suggestion and calmly grind it into the dust with actual facts and mechanical failings that are obvious on its face, but have yet to be stated outright.



 

Posted

Quote:
Originally Posted by Aett_Thorn View Post
His point does stand though, to some extent.

Against the foes that you're looking to go against with this kind of thing, like EBs and AVs, they don't have that many powers. To turn off even a few could shut them down entirely. Also, many AVs don't have any defensive toggles at all. They just have a power called 'Resistance'. Would this set turn that off? Considering that it's basically an inherent for them?

What would this set do in PvP? Turning off only one power, that you probably can't chose, would likely do nothing in PvP.

Nor would it be that great in PvE, since it would probably be single-target focused, and therefore not be too useful in a lot of PvE, where area debuffs would be better.
I think that, in PvP, the suggested set would be really irritating for both the user and the victim. The user because he's stopping some of the other guy's powers, but the other guy's still hammering on him, and the victim because all of a sudden he can't use powers he wants. As for EBs and AVs, they'd probably have protection against it, since they have protection against every dang thing else, you know?


BackAlleyBrawler: I can't facepalm this post hard enough.
ShoNuff: If sophisticated = bro-mantically emo-tastic, then I'm going to keep to my Shonen loving simplicity dammit.

 

Posted

Overall, the idea expressed in the OP seems overly technical for something that, for the most part, already exists.

The aforementioned Holds (and pretty much every other Mez as well) serves the "use denial" function well enough.

For a "defensive denial," well, that's just a DEF or RES debuff. I have my doubts as to having a power randomly spit out different versions of the debuff though.

And a travel denial is nothing more than an Immob with a perk or two.

The final one seems like an exact copy as the first power. I'm not really seeing a difference between the two (save that one references an attack and the other a defensive power).


Mostly though, if this is even possible to do, I can see the random nature being its undoing. "Hah! I hit you with my Travel denial power and stop you from super jumping away! Oh... you've got Super Speed. Dang."

As I said, it's overly precise for not a lot in return compared to the sets we already have.


Head of TRICK, the all Trick Arrow and Traps SG
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Posted

Quote:
Originally Posted by Thirty_Seven
To Umbral: I am humbled by your ability to look at this mostly ridiculous suggestion and calmly grind it into the dust with actual facts and mechanical failings that are obvious on its face, but have yet to be stated outright.
It's called being civil, perhaps you should try it?

Quote:
Originally Posted by Umbral
It's also hard to imagine an entire power set based around that. It's a single gimmick (and one that would be inordinately hard to incorporate unless a mechanic was designed from the beginning) not a full suite of powers. I guess you could feasibly say that there is an AoE and an ST version. Possibly another ST version that lasts longer than the basic one. Still, it would be like building a set around -regen: it's a powerful effect against specific targets (re: EB/AV/GMs), but against pretty much anything else you're fighting (re: anything not one of those), it's largely useless.
Well, no one said such a power would have to be the focus of the entire set. I'd say put it in about 3 powers and then create a set around that.

It's an interesting idea but it's narrow in its applications and difficult to actually use because of its randomness (and non-randomness would be pretty much impossible to code for the game)....

But it's interesting to ponder at least. Do you think it would be possible to use the blaster defiance code for this but in kind-of reverse? Like, instead of being held and therefore unable to use your powers *except* the 3 flagged as usable under those conditions. The reverse could be, when you use this power, certain abilities are flagged as non-usable.

In PvP, I would surmise spawning a pet on the player coded with basic primary/secondary sets that match yours (think custom AE mobs), it chooses powers at random and 'grays them out' for a duration.

Now if you really want to make this fun, code origins into NPCs (for players it wouldn't matter for balance reasons) so that these effects are different depending on their origin. Tech origin might disable a lot of powers at once but for a short time with a chance of confuse (the machine is going haywire!), Science origin may only disable 1 or 2 powers but for a very long duration with foe damage attached, Mutant origin would be something like an in-between few and alot of disabled powers for moderate durations but no other effects, Natural may be immune to most of the effects of such powers with maybe 1 power disabled but with other debuffs (like -regen, -dmg and -ToHit) attached, Magic origin something like alot of powers disabled for a long duration but with buffs attached (like +def, +res).

Further playing devil's advocate, the set again would only have a few powers with such power suppressing abilities with other thematically appropriate powers. Throw in a confuse (turning enemy powers against them), END drain and physical inhibiting debuffs like -regen and -res with a couple of self-only buffs to give the impression you're debilitating their bodies, suppressing their abilities and sucking away their powers to make yourself stronger.

Eh, could be an interesting Corruptor/MM set IMO, as they don't particularly rely on *just* (de)buffing to get by. It's just the set needs fleshing out and ironing out of the technical issues (if that's even possible).


 

Posted

Quote:
Originally Posted by Stormfront_NA View Post
My suggestion does not make things a cakewalk, it only removes the time sink component. My example of the Paragon Protector, he was already beat, his going into MoG is nothing but a time comsuming annoyance. Unless one is to equate, boring time annoyance equals challenge, then yes, I stand corrected.
Well, no, that MoG is, in fact, a challenge. Specifically, it forces players to adapt their play style, strategy and tactics to respond more appropriately to the task at hand. You don't have to wait for the PP to use MoG, but if you do, you pay the price by having to fight for a longer period. You can mez the PP before it enters MoG. You can use your weaker attacks to whittle down the PP's HP, then use your strongest attack to defeat it before it can use MoG (it's not random, they only activate MoG when they reach or pass a certain health level). You can "game" the AI by allowing it to use MoG and run away (they usually do), then finish it off when it returns (MoG typically expires shortly before or after the PP returns), using the time to defeat other spawns while waiting for the PP to remember where you are.

If you choose to stand there and whiff at it, then yes, it becomes a tedious time sink. But that's a choice, not a requirement.

Quote:
But for myself tedium, repetitive actions are annoying and not really a thing I would consider a challenge.
Then why are you playing a game which is generally comprised of "hit critter X times, switch target, repeat"? That really is the extreme majority of this game.

I'll also note that your proposed "denial" powerset would break the game by giving players access to "IWIN" situations regularly.

Example: Enemy with only two attacks, one ranged and one melee. Player uses "denial" to prevent the enemy from using the ranged attack, then proceeds to Hover out of melee range.

That's broken. The developers have specifically targeted that kind of tactic and removed it more than once, and they aren't going to add it back in the form of a new powerset. So the only way your "denial" powerset would ever see the light of day would be if the developers also went through and completely revamped every enemy to give them extra powers.

Now that leads to two more problems. With all enemies having more powers, that would also mean all existing player characters would need to be reexamined and buffed to account for the new powers the enemies have; and it would also mean "denial" would become necessary for many situations, forcing players to either abandon their existing characters and play "denial" characters, or be unable to play without finding a "denial" player to accompany them.

So now you've got forced teaming, entire ATs being relegated to uselessness or lacking the capacity to solo, and the whole game has been rebalanced around this one special little powerset which was added so a few players wouldn't get frustrated by the tiny handful of challenging situations in the game. This isn't a can of worms, it's a fifty five gallon drum of worms. The balance issues I pointed out are just the tip of a Titanic-sinking iceberg.

In short, "denial" is unnecessary, already available in other ways and would be so grossly out of balance in the way you describe that it would destroy the entire game for everyone who currently plays. That includes you. So it won't happen. Use the mission drop feature, avoid the content you dislike, find help to deal with it more easily/quickly (Shivans, if nothing else) or ask a developer or skilled player to recommend ways of dealing with those enemies so you don't have to suffer through frustration.


 

Posted

Quote:
Now that leads to two more problems. With all enemies having more powers, that would also mean all existing player characters would need to be reexamined and buffed to account for the new powers the enemies have; and it would also mean "denial" would become necessary for many situations, forcing players to either abandon their existing characters and play "denial" characters, or be unable to play without finding a "denial" player to accompany them.
I agree with pretty much everything you said except that. Seems sort of reaching to me. I can fight AE custom mobs on underslotted characters that have generally more attacks than normal NPCs and so do a lot of others. I doubt it would require so much rebalancing and I'm *positive* such a feature would not be required for teams.


 

Posted

Quote:
Originally Posted by Leo_G View Post
It's called being civil, perhaps you should try it?
I'm being used as an example for behaving in a civil manner? Whoa... That's... more than a bit surprising. I generally get berated as the kind of person that, thanks to his lack of civility, is only tolerated because, even within the confines of the scathing commentary, I produce genuinely useful information.

Quote:
Well, no one said such a power would have to be the focus of the entire set. I'd say put it in about 3 powers and then create a set around that.
That's kind of the point though. It's still remarkably gimmicky. Even if the set was based around only 3 powers to fulfill the "denial" role with a suite of other effects to actually fulfill the rest of the set's balance, it wouldn't really be all that different, especially since the 3 powers that form the set's gimmick/theme would only be substantially useful against the hardest targets, and, even so, it would serve to completely overshadow every other contribution or strategy (re: the proposed ability to prevent Reichsman from popping unstoppable). Against any other enemy, it wouldn't really be useful or even noticeable (or it would be disastrously overpowered such as would be the case involving enemies with only 2 powers or enemies that are denied their only really threatening power).

You'd also get into the debate of whether "Denial" is more of a "control" set or a "support" set. Arguably, "denial" could be a mez-type effect and the other powers within it could be more akin to holds and other directly inhibitory powers, but, then again, the logical case could equally consider it a debuff and have the rest of the powers simply be attribute reductions.

Either way, you still have the problem of the set quite easily being either too powerful (lol, the AV can't use that power that makes the fight interesting!), too weak (ok, so I made it so that the AV doesn't have Fast Healing... whoop de doo), or too random (last time I turned off his Unstoppable and this time I turned off his Brawl...).

The biggest issue is still the fact that creating a "denial" type effect would be a massive amount of work (re: deep code screwery) for very little actual benefit (unless, of course, they feel like overhauling a bunch of other sets to include said new effect). It's not really worth it unless they plan on using it extensively, which I doubt they would since it would cause a vast upheaval in both the PvE and PvP balance structure of the game.


 

Posted

Quote:
Originally Posted by Umbral View Post
I'm being used as an example for behaving in a civil manner? Whoa... That's... more than a bit surprising. I generally get berated as the kind of person that, thanks to his lack of civility, is only tolerated because, even within the confines of the scathing commentary, I produce genuinely useful information.
I know, I was surprised too. I guess I was pointing you out, because that post violated your norm. But, it also refuted the points in a much nicer way then what I had in mind.

I was just going to say: No, that sucks.



 

Posted

Quote:
Originally Posted by Leo_G View Post
I agree with pretty much everything you said except that. Seems sort of reaching to me. I can fight AE custom mobs on underslotted characters that have generally more attacks than normal NPCs and so do a lot of others. I doubt it would require so much rebalancing and I'm *positive* such a feature would not be required for teams.
It would if the revamp included adding special powers which made "denial" useful. Just inventing something out of the blue, imagine if all Outcast were given a new power which allowed them to "blink" (location-specific teleport, like the D&D spell) directly behind a player character and explode (like Self Destruction). Now fighting Outcast becomes much, much more difficult, unless you have that "denial" power or powerset available.

That's what I meant. Adding a powerset with powers specifically dedicated to shutting down enemy abilities, like this "denial" powerset would, would also require adding abilities which would make that powerset and prevent it from being used as a balance-shattering IWIN button. If the player has to use his/her "denial" abilities to prevent enemies from using those specific new powers, then he/she can't use those abilities to trivialize the enemies, and balance is maintained. Without that counter-balance of adding new powers to enemies, it's just a tankmage waiting to happen.


 

Posted

Actually expecting an apology? You must be new to the internet.


 

Posted

Quote:
Originally Posted by Prof_Backfire View Post
Actually expecting an apology? You must be new to the internet.
Oh yes, that still makes me chuckle a bit.