Originally Posted by Blue_Mourning
You can't have it both ways. You can't say "you know this enemy group is really hard because of mez", and then say "all of my fights are 30 seconds, tops!"
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Mezz Protection for All!
Well, it's pretty much true. Either they die by the end of the RoF (with maybe one more Fire Breath or Fire Ball to clean up) or I got mezzed and I'm down before the mez drops. That's pretty much how it rolls. Either way the fight's over.
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I do love Howling Twilight as an AoE stun though and would encourage people to use it as such.
Why Blasters? Empathy Sucks.
So, you want to be Mental?
What the hell? Let's buff defenders.
Tactics are for those who do not have a big enough hammer. Wisdom is knowing how big your hammer is.
That mimics my experience on my Dark/Dark corruptor. Either the 2nd set of Tents/Nightfall drop the spawn (or the first set if my team has other AoE besides mine) or something bad happens and I die. Whether that's just because Fearsome Stare missed (or I sucked at lining it up) or I get mezzed and lose DN or the enemy just gets lucky, fights do not last 45 seconds normally, even against +2s.
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If we are to die, let us die like men. -- Patrick Cleburne
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The rule is that they must be loved. --Jayne Fynes-Clinton, Death of an Abandoned Dog
[SNIP]
...And we had two Blasters (one of them Fire) and a Rad debuffer on the team. It certainly can happen.
Save Ms. Liberty (#5349) � Augmenting Peacebringers � The Umbra Illuminati
So, I tried Howling Twilight on some Longbow over my lunch break. Doesn't help. Mag 2 is too low to stun the Nullifiers, and since they're still active, they get to shoot at me while I try to slap down Fearsome Gaze, Darkest Night, or Tar Patch. Which means they get chances to mez me.
I would still really like the option to get a few points of Stun, Hold, and possibly Sleep protection. Having a lucky stun take me out for ten to twenty seconds is more than enough for a spawn to take me down, and wobbling around like an idiot isn't fun, isn't "challenging", and shouldn't be a core part of gameplay.
If mez protection is an "I win" button, it's only because it counters the "I win" button that are mezzes. And if there's an "I win" button in a game, players should have it, not enemies.
It's always been true.
EDIT :: To demonstrate how powerful Dark Miasma is, I would like to suggest that the reason DM has not been proliferated for Controllers is that they'd simply be too powerful with a Control power-set on top of all the tools in Dark Miasma. |
The devs took one look at Illusion/Dark and knew it would be very, very broken. (And then made sure there was an NPC that does have it and is pretty broken.)
Still here, even after all this time!
So, I tried Howling Twilight on some Longbow over my lunch break. Doesn't help. Mag 2 is too low to stun the Nullifiers, and since they're still active, they get to shoot at me while I try to slap down Fearsome Gaze, Darkest Night, or Tar Patch. Which means they get chances to mez me.
I would still really like the option to get a few points of Stun, Hold, and possibly Sleep protection. Having a lucky stun take me out for ten to twenty seconds is more than enough for a spawn to take me down, and wobbling around like an idiot isn't fun, isn't "challenging", and shouldn't be a core part of gameplay. If mez protection is an "I win" button, it's only because it counters the "I win" button that are mezzes. And if there's an "I win" button in a game, players should have it, not enemies. |
"Be a beacon?"
Blue Mourning: lvl. 50 Katana/DA
Bree the Barricade: lvl 50 Stone/Axe
Last Chance for Eden: lvl 50 Fire/Kin
Myra the Grey: lvl 50 Bots/Traps
1 Minute to Midnight lvl 50 Spines/DA
No, it's isn't getting proliferated to controller/dominators because it's a hybrid set that has almost as much control (though not as hard) with almost as much buff/debuff as any other Defender primary.
The devs took one look at Illusion/Dark and knew it would be very, very broken. (And then made sure there was an NPC that does have it and is pretty broken.) |
At least when I speak I'm saying what I think. I'm not saying what devs think.
"Be a beacon?"
Blue Mourning: lvl. 50 Katana/DA
Bree the Barricade: lvl 50 Stone/Axe
Last Chance for Eden: lvl 50 Fire/Kin
Myra the Grey: lvl 50 Bots/Traps
1 Minute to Midnight lvl 50 Spines/DA
Yes. As previously stated, x4 is only a problem with heavy-mezzing Longbow. Rikti don't mez as much as Longbow does; this Corruptor can run against Rikti at x4 with little difficulty.
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Yep. Perfectly logical.
"Be a beacon?"
Blue Mourning: lvl. 50 Katana/DA
Bree the Barricade: lvl 50 Stone/Axe
Last Chance for Eden: lvl 50 Fire/Kin
Myra the Grey: lvl 50 Bots/Traps
1 Minute to Midnight lvl 50 Spines/DA
Illogical arguement is illogical.
GG, I would tell you that "I am killing you with my mind", but I couldn't find an emoticon to properly express my sentiment.
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So why are you fighting for mez protection instead of a reduction in ability for Longbow? Seriously, Rikti have just as many mez opportunities as longbow...actually I believe they have more because don't Rikti Minions all have a chance to stun?
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You are able to handle almost any enemy group in the game at x4, a setting which never existed prior to this issue, and which the devs have described as a setting for players that want a "challenge", and now you ask for the game mechanics to be changed to make it easier for you because of one enemy group?
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Longbow simply illustrates the problem - mezzes ending fights. Longbow's mezzes are particularly long and frequent compared to other enemy groups, but the problem isn't actually Longbow - it's the mezzes. Lucky mez chains from other groups create the same problem, it's just not as consistent a problem as with Longbow, and thus probably easier to overlook for people concentrating on the Hero game. I might go down 1 in 10 on other groups with some mezzes, and 1 in 2 or 3 on Longbow, because Longbow's mezzes hit more and last longer.
I'd like to be able to patch up that hole in my build with IOs, like most other holes in the game can be patched with IOs. I don't think it's an unreasonable request.
I've recently experienced repeated instances where my 45-second and one-minute recharge powers become available again while I'm still fighting the original spawn. Had it happen this weekend on a Task Force; I'd gather the bad guys with my Shield Tanker, pop off Build Up and Shield Charge (both 46 second recharge powers) and have them become available again while foes were still alive. And we had two Blasters (one of them Fire) and a Rad debuffer on the team. It certainly can happen.
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Edit: OK, maybe I am being more snarky than I need to be. I certainly have had some spawns on bigger teams that might take 45 seconds (Rezzing enemies can make that happen pretty quick). But its still abnormal. My point is simply, that even with slotting, HT is an every 3 or 4 spawn power normally.
Why Blasters? Empathy Sucks.
So, you want to be Mental?
What the hell? Let's buff defenders.
Tactics are for those who do not have a big enough hammer. Wisdom is knowing how big your hammer is.
So let me see if I understand this correctly. You are able to handle almost any enemy group in the game at x4, a setting which never existed prior to this issue, and which the devs have described as a setting for players that want a "challenge", and now you ask for the game mechanics to be changed to make it easier for you because of one enemy group?
Yep. Perfectly logical. |
I just have to say, this thread continues to be an apparently never-ending well of amusingly vapid -neg rep comments... I have gotten several lately on posts made weeks ago. |
for whatsoever a man soweth, that shall he also reap [Gal. 6:7]
I believe many do, at least. But it's a smaller chance, and shorter stun - in my experience, any way. I occasionally got stunned running against Rikti, but it wore off quick enough that it rarely ended the fight.
I'm sure you'd be a lot more accepting and approving of a "Nerf Longbow" thread.</sarcasm> Longbow simply illustrates the problem - mezzes ending fights. Longbow's mezzes are particularly long and frequent compared to other enemy groups, but the problem isn't actually Longbow - it's the mezzes. Lucky mez chains from other groups create the same problem, it's just not as consistent a problem as with Longbow, and thus probably easier to overlook for people concentrating on the Hero game. I might go down 1 in 10 on other groups with some mezzes, and 1 in 2 or 3 on Longbow, because Longbow's mezzes hit more and last longer. I'd like to be able to patch up that hole in my build with IOs, like most other holes in the game can be patched with IOs. I don't think it's an unreasonable request. |
If you have *no* problem with anyone else, and it's not a systemic problem as you seem to suggest, then mez isn't the crippling effect that you suggest. I would suggest that it's the mez along with the other wonderfully tasty Longbow effects, like the -res grenade.
"Be a beacon?"
Blue Mourning: lvl. 50 Katana/DA
Bree the Barricade: lvl 50 Stone/Axe
Last Chance for Eden: lvl 50 Fire/Kin
Myra the Grey: lvl 50 Bots/Traps
1 Minute to Midnight lvl 50 Spines/DA
But you said you didn't have any problems with any other group except for Longbow.
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Longbow has high damage, -defense, and long mezzes. The combo of the three leads to far more frequent than should happen defeats, but my experience with my /Traps MM tells me that where the true problem lies is with the mezzes. The damage and -defense isn't enough to take down the /Traps MM, who has protection against the mezzes.
Throughout all my experience, it's the mezzes that are the operative factor. My characters with some form of mez resistance operate at about the level I'd expect super heroes and super villains to operate. Those without mez protection tend to feel just a tad more sidekick-y and weak than they should. It's clear to me that the problem is mez hole, and thus the solution is mez protection.
I'm not asking for an inherent, or even power pools to correct the problem. I want something optional - IOs. IOs and IO sets exist to fill most other holes in the game, be they defence holes, recharge holes, travel speed holes, etc. There are even IOs that exist to fill the KB hole that exists in several sets of mez protection for those that do have it. So all I want is parity - a chance to fill the mez protection hole several characters have with the use of IOs.
I can get 15 KB protection through IOs (21 if I include PvP sets). Is KB somehow more annoying or more a problem than Stuns, Holds, and Sleeps that I can't even get 4 points of those in the same way?
By "no problems" I meant "undue problems". I get defeated now and then, and almost always because a mez lands. Running at x4, I expect to be defeated every now and then of course, but over time the trend comes out: it's the mezzes. The mezzes are why I fail, pretty much every time (sometimes it's just a bad streak or I do something stupid, but mostly it's the mezzes.)
Longbow has high damage, -defense, and long mezzes. The combo of the three leads to far more frequent than should happen defeats, but my experience with my /Traps MM tells me that where the true problem lies is with the mezzes. The damage and -defense isn't enough to take down the /Traps MM, who has protection against the mezzes. Throughout all my experience, it's the mezzes that are the operative factor. My characters with some form of mez resistance operate at about the level I'd expect super heroes and super villains to operate. Those without mez protection tend to feel just a tad more sidekick-y and weak than they should. It's clear to me that the problem is mez hole, and thus the solution is mez protection. I'm not asking for an inherent, or even power pools to correct the problem. I want something optional - IOs. IOs and IO sets exist to fill most other holes in the game, be they defence holes, recharge holes, travel speed holes, etc. There are even IOs that exist to fill the KB hole that exists in several sets of mez protection for those that do have it. So all I want is parity - a chance to fill the mez protection hole several characters have with the use of IOs. I can get 15 KB protection through IOs (21 if I include PvP sets). Is KB somehow more annoying or more a problem than Stuns, Holds, and Sleeps that I can't even get 4 points of those in the same way? |
You. Are. At. x4. Difficulty.
It. Is. Meant. To. Be. A. Challenge.
You. Have. Not. Addressed. These. Points. Anywhere. Despite. The. Question. Being. Brought. Up. Several. Times.
Why. Should. You. Be. Able. To. Attempt. A. x4. Challenge. Without. Much. Difficulty.?
No, you know what? I'm tired of this argument. Forget it. You win. You deserve mez protection. You deserve to almost never die on something that's supposed to be a challenge. You deserve to never be frustrated while fighting spawns for 4+ team members. You deserve whatever, because I no longer care. And because if I have failed to convince you that having trouble at +2 x4 by now I never will.
Why you feel that you should almost never die against these kinds of difficulty settings is beyond me, and why you would go with your cup open and ask for something to make it easier is also beyond me. Should the devs give it, fine. Whatever.
"Be a beacon?"
Blue Mourning: lvl. 50 Katana/DA
Bree the Barricade: lvl 50 Stone/Axe
Last Chance for Eden: lvl 50 Fire/Kin
Myra the Grey: lvl 50 Bots/Traps
1 Minute to Midnight lvl 50 Spines/DA
Why you feel that you should almost never die against these kinds of difficulty settings is beyond me, and why you would go with your cup open and ask for something to make it easier is also beyond me.
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IOs exist to make characters able to take challenges. That's why the game is not balanced or designed around IOs. At the base game, the need for mez protection on all characters is much less. For the challenge game, the expanded difficulty options, that is precisely what IOs are for.
Anything up to +2x2, which was old Invincible, might still be considered "base game", though I'm sure the game is still balanced around Heroic, +0x0. Problems at that level should not necessarily be addressed by IOs.
Problems above that, however, absolutely should be addressed by IOs. That's why we were given IOs - to take on greater challenges and boost our characters beyond the "base level". I simply can't understand why asking for IOs to address the challenge game - IO level play - is unreasonable.
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Of course, the issue also crops up in team play, which is an entirely different issue.
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Oh, and should I mention my Tanker, who takes +2x8 without difficulty, +3x8 without much difficulty, and +4x8 with just a little difficulty? Are you saying that Tankers are automatically more "super" than Corruptors? Or Defenders, Blasters, or any other "squishy", for that matter?
Didn't I say Controllers would be overpowered with Dark Miasma? I thought it would be obvious to all that the only way Dark Miasma would be proliferated to Controllers would be as a secondary power-set. From your response, I guess I was wrong in my assumption.
Save Ms. Liberty (#5349) � Augmenting Peacebringers � The Umbra Illuminati
+0x4, for the record.
IOs exist to make characters able to take challenges. That's why the game is not balanced or designed around IOs. At the base game, the need for mez protection on all characters is much less. For the challenge game, the expanded difficulty options, that is precisely what IOs are for. Anything up to +2x2, which was old Invincible, might still be considered "base game", though I'm sure the game is still balanced around Heroic, +0x0. Problems at that level should not necessarily be addressed by IOs. Problems above that, however, absolutely should be addressed by IOs. That's why we were given IOs - to take on greater challenges and boost our characters beyond the "base level". I simply can't understand why asking for IOs to address the challenge game - IO level play - is unreasonable. --- Of course, the issue also crops up in team play, which is an entirely different issue. |
"Be a beacon?"
Blue Mourning: lvl. 50 Katana/DA
Bree the Barricade: lvl 50 Stone/Axe
Last Chance for Eden: lvl 50 Fire/Kin
Myra the Grey: lvl 50 Bots/Traps
1 Minute to Midnight lvl 50 Spines/DA
IOs exist to make characters able to take challenges. That's why the game is not balanced or designed around IOs. At the base game, the need for mez protection on all characters is much less. For the challenge game, the expanded difficulty options, that is precisely what IOs are for.
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You're absolutely right. Defiance is all the status protection a blaster needs solo on basic difficulty. I ran repeated AE arcs against downgraded Malta Gunslingers using my Fire/EM blaster, and used no tactics whatsoever, and never even came close to being defeated. I charged up to every group and just spammed attacks. It required zero thought. Just Blaze, Flares, Fire Blast, repeat.
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Just how did you manage that ? Tried that street sweeping in pi today (antimatter arc) and they repeatedly handed me my head
"Be a beacon?"
Blue Mourning: lvl. 50 Katana/DA
Bree the Barricade: lvl 50 Stone/Axe
Last Chance for Eden: lvl 50 Fire/Kin
Myra the Grey: lvl 50 Bots/Traps
1 Minute to Midnight lvl 50 Spines/DA
Why Blasters? Empathy Sucks.
So, you want to be Mental?
What the hell? Let's buff defenders.
Tactics are for those who do not have a big enough hammer. Wisdom is knowing how big your hammer is.