Changing how mez attacks work
Everybody hates being held or knocked back(...) I think it would be fun to change status protections to resistances and percentage chances of avoiding status effects. That way, even tanks can get knocked around every once in a while, or held for a second or two.
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Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.
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See, the thing is... Tanks *can* get knocked back or mezzed, if the mag is high enough. (And depending on set, as well.) I've had my tank get insta-mezzed when I got slapped with two Master Illusionists and their summoned friends all at once. They're just tougher to do so with - as they're supposed to be.
Basically, if a tank gets knocked back (non-Fire, non-Dark) you know it was a really big hit - as it should, IMHO, be. "Chance for," I'm not so thrilled about.
The quote he said that about had you saying people hate getting knocked back at one point, then later suggest a system where everyone would get knocked back. I think that was his point.
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Is that more clearly stated?
Spending twenty seconds of a forty second fight getting knocked on your behind and standing up again is not any more fun than being held for twenty consecutive seconds, though the former does at least give you a chance to use inspirations.
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you aren't aware how mezzes work in pvp are you?
All I have to say is this is a terrible idea.
Edit to put why more so of a reason some types of charters dipend an offensive toggles that drop while mezzed and even if it's for just a fraction of a second it could mean certain death.
Ah, see, I dispute that. I hate getting knocked back or mezzed because it's not fun, full stop.
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My understanding is that all or most toggles are suppressed but not dropped when mezzed, so a very short mez shouldn't mean certain death. (This responding another previous post.)
EDIT: It's true I don't know jack about PvP.
Now how one translates into the other (mag 15, say, protection = what resistance,) I couldn't tell you. But *everything* in a PVP zone does that - including mobs. Which makes it a bit irritating. And also IIRC hold enhancements enhance the duration - turn off your mez protection and I could hold you for double or triple the time, conceivably (and then there's Domination - which might be the triple time I'm thinking of.)
Of course, the zones have been so empty for so long it catches you by surprise just to run INTO someone else...
Half right about the holds Memphis the base duration for controllers and dominators is 4 seconds everyone else is 2 seconds.
One more question.
What happens to the aggro your Tank is holding for the team when he's getting knocked flying where he never was before?
However, it turned out that Smith was not a time-travelling Terminator
Now how one translates into the other (mag 15, say, protection = what resistance,) I couldn't tell you. |
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At its core, being mezzed is about losing control of your character for a while. You can see why some people might not like that, yes?
My characters at Virtueverse
Faces of the City
If the devs were to go through and remove some 98% of mezzes from NPC characters, then I *might* support something like this, but as it is, mezzes are WAAAAAAAYY* too prolific for something like this to even be considered. Virtually every group has some way of taking you out of the fight, every fight, and the only way to keep ahead of it with a non-mez-protected character is to quickly kill or otherwise disable the offending mobs, or to ensure you stay the hell out of their range, and neither option works terribly well for melee characters, hence why they have the mez protection in the first place.
Look at the Metal Smasher, for example. Spawns at level 28+ as a minion. Comes equipped with one attack, Hammer Clap, that does a knockback effect and a Mag 2 disorient (50% chance each, 8.26s duration on the disorient), as well as two melee attacks with a chance to disorient (50% of Mag 1, 8.26s). Assume now that you're tanking for a team and you come across a spawn with 10 of these guys, rare, but not impossible. That's 30 attacks in the first few seconds that have a chance to cause some sort of bad to your tank. The odds of one enemy not landing a single disorient effect in their attack chain, then, is 1 in 8. The odds of this hypothetical mob not landing a disorient during their alpha is (and I assume I did my math right- been a while since I did stats) 1 in 1,073,741,824. That doesn't count the knockback. The only reason we don't get to see those astronomical odds is the fact that we have mez protection which keeps us safe from those paltry mezzes.
Freaks aren't the only ones with liberal use of mez and knockback. Rikti, Lost, Council, virtually all villain groups have some minion or another with at least one mez or knockback effect. Even the ones that don't make any sense, like the CoT crossbows. What, is my hero made of helium?
And yes, mezzes suppressing defensive toggles- even for a second- can easily make things go bad in a mighty fast way, particularly in AV or EB fights. One mez, followed by a hard-hitting attack while your character has no defenses, and it's game over, sucker. Come to think of it, it would probably be even worse in a packed mob. first guy hits you with a mez, and in the next second, you're smacked by his 15 buddies for everything that they've got. A tank *might* survive that, if he was at full health and the enemies aren't particularly hard hitters. Plus, because it's coming in in 15 bursts of damage, the one-shot code won't do you a damn bit of good.
In short, the heroic escape from a bind might work well in comics, but it won't work in this game.
*Shortened for legibility
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I don't know why I can't stop making suggestions, even when I know that few of them are ever implemented. I just love this game and desire to see it improve.
I think holds and knockback are some of the more interesting effects in the game. Everybody hates being held or knocked back, though, because these effects can get you defeated very quickly. I think it would be fun to change status protections to resistances and percentage chances of avoiding status effects. That way, even tanks can get knocked around every once in a while, or held for a second or two. Really just a second or two before they overcome the effect. Tankers would suffer a 1 in 10 chance of knockback.
Scrappers would be held for three seconds, maybe four if they are super reflexes and have avoided most of the mez attacks anyway. They would suffer a 3 in 10 chance of knockback. Defenders and controllers and blasters would be held for tive or six seconds. They would suffer a 50% chance of knockback. Something like that.
In this scenario, holds just slow you down, they don't mean instant death while your helpless for ten or twenty seconds. I don't know how long the enemies holds last in PvE, but when I get held by a Rikti boss, it's game over if I'm solo. Feels like twenty of thirty seconds, but probably isn't that long. It's too long, though, I think.
I think each player should be considered a "boss" and have some resistance to these effects. I think short duration mezzes that don't mean certain death for players without break frees are the way to go.
Just an opinion.