Why not these recipes? Devs are welcome, too.


Adeon Hawkwood

 

Posted

Im guessing the -kb recipes are for non scrappers and tankers since those normally have a -kb power or toggle.

With that being said, why don't we have -stun, -hold, -disorient recipes for the same AT's such as defenders, blasters, controllers, etc.

Maybe we can add new recipes with said attributes to an upcoming Issue??


 

Posted

At a guess, the Devs aren't too keen on giving mez protection like that to the so-called "squishy" ATs as this is one of their main shared weak points. Intrinsic to the design of the IO Sets as a whole is a "resistance, not protection" approach (with KB being the notable exception, probably since 'resisting' KB doesn't really make sense - it's a binary proposition, you're knocked back or you aren't, and the duration is always the same). So you can use IOs to let yourself shake off the effects faster, but not to prevent them entirely.

I think it's unlikely that we'd see that upset in any significant way. Something like Acrobatics's 2 mag protection to holds might appear here and there in new IO sets but if it shows up at all I'd expect it to either be Unique or at the very least a sixth bonus in an otherwise less-than-desirable Set niche so that sacrifices would be necessary in a build to stack several of them.

In short, I don't think you're supposed to be able to use Inventions to make your 'squishies' immune to status effects. And I'm fine with that.



P.S. Not all Tankers/Brutes/Stalkers/Scrappers have -KB in their toggles. Those -KB IOs are a godsend for Fiery Aura and Dark Armor players.


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Posted

In part, because for most it's the most annoying mez, but also because for KB, there is not much difference between protection vs. resistance, and the other mez types have lots of ways to get resistance (which works to reduce mez duration) through IOs


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Posted

Quote:
Originally Posted by eryq2 View Post
Im guessing the -kb recipes are for non scrappers and tankers since those normally have a -kb power or toggle.

With that being said, why don't we have -stun, -hold, -disorient recipes for the same AT's such as defenders, blasters, controllers, etc.

Maybe we can add new recipes with said attributes to an upcoming Issue??
They do. It's mezz resistance not mezz protection, but it's in the system. It's not as easy to stack up as -kb, but it can mean a significant break in the time mezzed.


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Posted

Quote:
Originally Posted by eryq2 View Post
Im guessing the -kb recipes are for non scrappers and tankers since those normally have a -kb power or toggle.

With that being said, why don't we have -stun, -hold, -disorient recipes for the same AT's such as defenders, blasters, controllers, etc.

Maybe we can add new recipes with said attributes to an upcoming Issue??
simple. Check the pool powers and check the player powers.

One of the reasons why there are Knock-back prevention IO's is because there already was a pool power that prevented knockback, Acrobatics. None of the other Mez effects, save for immobilize, are prevented or reduced under Pool Powers.

Another reason is the presence of player powers that protect against or reduce mez effects

Mez Protections:
  • Shadow Fall: Fear
  • Clear Mind: Stun, Hold, Sleep, Fear, Confuse, Immobilize
  • Enforced Morale: Stun, Hold, Sleep, Fear, Confuse, Immobilize
  • Dispersion Bubble: Stun, Hold, Immobilize
  • Increase Density: Stun, Hold, Immobilize, KNOCKBACK
  • Sonic Dispersion: Stun, Hold, Immobilize
  • Clarity: Stun, Hold, Sleep, Fear, Confuse, Immobilize
  • O2 Boost: Stun. Sleep
  • Force Field Generator: Stun, Hold, Immobilize
Mez Resistances:
  • Artic Fog: Slow
  • Adrenaline Boost: Slow
  • Deflection Shield: End Drain
  • Siphon Speed: Slow
  • Accelerate Metabolism: Hold, Stun, Sleep, Immobilize, End Drain
  • O2 Boost: End Drain
Now, I highlighted one of the benefits of Increase Density. It is the only Player Power that protects against Knockback, and is the only Player introduced Mez Protection or Resistance that is not duplicated or replicated in any other player power.

I'm going to be blunt. Short of the entire development team all receiving simultaneous knocks to the heads with anvils, you are not going to be able to spin the idea of adding other mez protections to IO bonus's as a good thing. The developers have been very clear that archtypes who are not natively resistant to mez effects are going to remain non-resistant to mez effects.


 

Posted

Quote:
Originally Posted by je_saist View Post
One of the reasons why there are Knock-back prevention IO's is because there already was a pool power that prevented knockback, Acrobatics. None of the other Mez effects, save for immobilize, are prevented or reduced under Pool Powers.
Acrobatics also provides 2 points of Hold protection. Not a lot but it is there.


 

Posted

Quote:
Originally Posted by je_saist View Post
None of the other Mez effects, save for immobilize, are prevented or reduced under Pool Powers.
I love it when you are so colossally wrong I get to use my inhaler because I was laughing too hard.

Check Leadership bubby


"Null is as much an argument "for removing the cottage rule" as the moon being round is for buying tennis shoes." -Memphis Bill

 

Posted

Quote:
Originally Posted by Adeon Hawkwood View Post
Acrobatics also provides 2 points of Hold protection. Not a lot but it is there.
That was my immediate thought as well, but then i remembered that according to je_saist je_saist is never wrong. So it's obviously the game that is wrong.


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Posted

Quote:
Originally Posted by Lemur Lad View Post
I love it when you are so colossally wrong I get to use my inhaler because I was laughing too hard.

Check Leadership bubby
*shhhh* Still not wrong. It's reality that is incorrect.

Tactics on a Defender-
-6.488 Confused for 0.75s If NOT on a PvP map [Non-resistable]
Effect does not stack from same caster

Vengeance on a Defender-
  • -10 Terrorized for 120s If target does not have Vengeance [Non-resistable]
    Effect does not stack from same caster
  • -10 Repel for 120s If target does not have Vengeance [Ignores Enhancements & Buffs] [Non-resistable]
    Effect does not stack from same caster
Combat Jumping-
-8.304 Immobilize for 0.75s If NOT on a PvP map
Effect does not stack from same caster

Acrobatics-
  • -2 Knockback, Knockup, Held for 1.25s If NOT on a PvP map
    Effect does not stack from same caster


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i make stuff...

 

Posted

That's cool. It just sucks when fighting Freaks, like say, on a controller and getting stunned so much that you can't attack and you dont have an emp on the team....


 

Posted

Quote:
Originally Posted by Lemur Lad View Post
I love it when you are so colossally wrong I get to use my inhaler because I was laughing too hard.

Check Leadership bubby
Reading je_saist's posts embarassing himself in public while giving 'advice' is a regular hobby for a few forum posters here. We even have a drinking game about it.


 

Posted

Quote:
Originally Posted by Silverado View Post
Reading je_saist's posts embarassing himself in public while giving 'advice' is a regular hobby for a few forum posters here. We even have a drinking game about it.
I'm well aware


"Null is as much an argument "for removing the cottage rule" as the moon being round is for buying tennis shoes." -Memphis Bill

 

Posted

Quote:
Originally Posted by je_saist View Post
simple. Check the pool powers and check the player powers.

One of the reasons why there are Knock-back prevention IO's is because there already was a pool power that prevented knockback, Acrobatics. None of the other Mez effects, save for immobilize, are prevented or reduced under Pool Powers.

Another reason is the presence of player powers that protect against or reduce mez effects



Mez Protections:
  • Shadow Fall: Fear
  • Clear Mind: Stun, Hold, Sleep, Fear, Confuse, Immobilize
  • Enforced Morale: Stun, Hold, Sleep, Fear, Confuse, Immobilize
  • Dispersion Bubble: Stun, Hold, Immobilize
  • Increase Density: Stun, Hold, Immobilize, KNOCKBACK
  • Sonic Dispersion: Stun, Hold, Immobilize
  • Clarity: Stun, Hold, Sleep, Fear, Confuse, Immobilize
  • O2 Boost: Stun. Sleep
  • Force Field Generator: Stun, Hold, Immobilize
Mez Resistances:
  • Artic Fog: Slow
  • Adrenaline Boost: Slow
  • Deflection Shield: End Drain
  • Siphon Speed: Slow
  • Accelerate Metabolism: Hold, Stun, Sleep, Immobilize, End Drain
  • O2 Boost: End Drain
Now, I highlighted one of the benefits of Increase Density. It is the only Player Power that protects against Knockback, and is the only Player introduced Mez Protection or Resistance that is not duplicated or replicated in any other player power.

I'm going to be blunt. Short of the entire development team all receiving simultaneous knocks to the heads with anvils, you are not going to be able to spin the idea of adding other mez protections to IO bonus's as a good thing. The developers have been very clear that archtypes who are not natively resistant to mez effects are going to remain non-resistant to mez effects.
Um . . . then what do you call Indomidible Will from the Psi APP set for Controllers?? I think you missed that one. Can be taken by any Controller or Dominator at 41. It takes a heck of a lot of recharge to make it perma, but it provides protection from Hold, Stun, Sleep, Confuse and Terrorize. It only doesn't cover Immobs.


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Posted

Quote:
Originally Posted by eryq2 View Post
That's cool. It just sucks when fighting Freaks, like say, on a controller and getting stunned so much that you can't attack and you dont have an emp on the team....
Bring break frees. That's what they're there for.


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Posted

Quote:
Originally Posted by StarGeek View Post
Bring break frees. That's what they're there for.
Yea, but meh...


 

Posted

Quote:
Originally Posted by StarGeek View Post
Bring break frees. That's what they're there for.
But is it their they're there?


"Everybody wants to change the world, but nobody wants to change themselves." -Tolstoy

 

Posted

Quote:
Originally Posted by eryq2 View Post
Yea, but meh...
then don't complain.

and i forgot whose turn it was to take a drink... or do we all do it at this point???


 

Posted

Quote:
Originally Posted by Sharker_Quint View Post
then don't complain.

and i forgot whose turn it was to take a drink... or do we all do it at this point???
Have your drink. You sound like you need 1. Wish ya would put me on iggy, since all of your replies are pretty much unwarranted and pretty much useless.

To say, just pop a BF is so, blah of a response. I know we have BF's. I was curious about a recipe to avoid having to stack up on those. The -kb recipe was probably the single best recipe added to the game, imo. Was it needed? Probably not, so i didn't think a -stun would hurt or DOOOOOM the game. It was a simple Q.


 

Posted

Quote:
Originally Posted by eryq2 View Post
That's cool. It just sucks when fighting Freaks, like say, on a controller and getting stunned so much that you can't attack and you dont have an emp on the team....
This is the main reason I switched from controller to dominator. I built for perma-domination and ta da, no more mezzing.


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Posted

Quote:
Originally Posted by Sardan View Post
This is the main reason I switched from controller to dominator. I built for perma-domination and ta da, no more mezzing.
Yea, i just completed my first Dom. It's a Plant/Fire. I have 175% rech which gave me perma Creepers and Dom.