Bait and switch Aegis Mez protection.
And this is why powers like Increase Density, Thaw, and Clarity exist. I have never seen an Empath or /Pain Domination not take Clear Mind or Enforced Morale, but have seen many /Kinetics, /Thermals, and /Sonics pass on taking their Mez Resist granting powers, mostly at lower levels. Hopefully i19 might help remedy that. USE EM!
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@True Metal
Co-leader of Callous Crew SG. Based on Union server.
A great point you made was why would a tank would have to depend on a defender at all for mez protection? Yet you are comfortable with a Defender having to depend on a Tank for everything? Is this concept of balance, acceptable to you?
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I think that giving mez protection to the other AT's would be a terrible decision and very bad for game balance. Fortunately, since this is clearly not part of the design intent, I think it is extremely unlikely to happen.
Paragon City Search And Rescue
The Mentor Project
If you're going to give Mez protection to every AT, you might as well do away with mezzes entirely.
@True Metal
Co-leader of Callous Crew SG. Based on Union server.
I think this makes my point that the reason you are so against the idea of support types having any mez protection is to protect the tanks' traditional role. You stated elsewhere, though, that it's sheer silliness (I'm paraphrasing here) that a tank should have to rely on a support type for his mez protection. So why not? Why not protect the support types traditional role?
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It's already been proven that a tank is not needed for agro control anymore, and hasn't been for a while now. If every AT were given mez protection, it would not be long before people figured out that inviting a tank actually HURT your team's performance.
Look at it this way: If a tank isn't needed to hold agro, and isn't needed to keep the team from getting mezzed, what purpose does a tank serve on a team? Why would you invite an AT that does low damage, and has no role to play on the team, when you could invite another blaster and kill stuff faster? The powergamers would figure it out very quickly, and it would trickle down to everyone else. And eventually anyone playing a tank would have to beg for pity spots on TFs because they are not only unnecessary, but actually unwelcome on teams. It wouldn't happen quickly, but in the era of the game we are in, the speed at which you can do things directly affects your rewards. If all ATs had mez protection, inviting a tank would just slow you down, because you could have filled that spot with someone who deals more damage.
So, I couldn't care less about tanks keeping their traditional role. I just don't want them to become completely pointless to play.
Originally Posted by Dechs Kaison See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately. |
Shockwave and Focus say hi, and told me to tell you how hurt they were that you forgot all about them.
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And Shockwave is particularly upset that it's not in my build at the moment. Something had to go, and the power that pisses off my teammates got the axe.
Originally Posted by Dechs Kaison See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately. |
Not exactly. Traditional role be damned, I want tanks to keep some kind of role at all.
It's already been proven that a tank is not needed for agro control anymore, and hasn't been for a while now. If every AT were given mez protection, it would not be long before people figured out that inviting a tank actually HURT your team's performance. Look at it this way: If a tank isn't needed to hold agro, and isn't needed to keep the team from getting mezzed, what purpose does a tank serve on a team? Why would you invite an AT that does low damage, and has no role to play on the team, when you could invite another blaster and kill stuff faster? The powergamers would figure it out very quickly, and it would trickle down to everyone else. And eventually anyone playing a tank would have to beg for pity spots on TFs because they are not only unnecessary, but actually unwelcome on teams. It wouldn't happen quickly, but in the era of the game we are in, the speed at which you can do things directly affects your rewards. If all ATs had mez protection, inviting a tank would just slow you down, because you could have filled that spot with someone who deals more damage. So, I couldn't care less about tanks keeping their traditional role. I just don't want them to become completely pointless to play. |
Sweetie, Tanks do not do low damage, that is a huge and old urban myth. It was true before I3 days, but since then their damage has been slowly been increased.
I contend my Electric/Shield Tank's damage can keep up with the damage a Blaster can do,i n fact, I can do better, much better over time!
Have a hard time accepting that Tankers are not low damage? Why don't you check which AT is doing the ultra high level (+4/x8/N/N) farming and PLg of lowbies? I am pretty sure it is not a Blaster, and while you see some Scrappers good enough to do this, the greater number are Tanks. Fire/Kin Controllers do farming, but never at +4/x8/N/N for their conditional powers would just malfunction too much of the time.
The Tanker as I see it today, its perfectly equipped and balanced to be played in any setting, solo or group. The can hold aggroe, gain aggroe, take a beating, give a beating; they are in short this game's work horse. Despite of makijng other classess less totally vulnerable, the role of Tank and the great benefit of having one in a team will never go away.
You said that all Controllers and Dominator's mez powers is always MAG 3, I believe you are partially in error. All of their "single" target mez powers are MAG 3, their area mez tend to be MAG 2 but some are only MAG 1. The statistics I provided for resistances, incidentally were for equal level mobs as well. Your opportunities for success do erode as the mob's level increases with respect to you, and of course your chances of success increases the lower leveled they are. In a typical TF, many of the mobs you battle, are 1 level higher than you, thus your pre-emptive attack can not be the 60-70% claim you make, or you are one lucky fellow!
Once more, I saw the typical binary mind at work with a poster. If we give support mez protection, why not get rid of mez all together. I have been advocating for some mez protection for support, not immunity! MAG 3 is not even half of what a Scrapper gets, and is a fourth of the Tankers MAG 12.
I see the major challenge in this, is that the devs have found it "all too convenient" to over use mez on the classes they ensured could not protect themselves from mez, as a tool to increase mission challenge. Frankly, this is an exploit, and because a dev uses it; it does not make it right.
I agree with a poster, if all the mobs would have an endurance zap effect as they have mez now, how soon would the melee ATs cry foul? Despite that they have "blue" inspirations they could gulp?
Stormy
Mmm...
Sweetie, Tanks do not do low damage, that is a huge and old urban myth. It was true before I3 days, but since then their damage has been slowly been increased. I contend my Electric/Shield Tank's damage can keep up with the damage a Blaster can do,i n fact, I can do better, much better over time! |
That particular combo does good damage, as does Fire/SS. But can a Stone/Ice do the same thing? Doubtful.
You can't use an outlier example to prove that an entire AT is good at something. That would be like saying that because a Fire/Kin controller deals good damage, an Earth/FF would deal the same.
Have a hard time accepting that Tankers are not low damage? Why don't you check which AT is doing the ultra high level (+4/x8/N/N) farming and PLg of lowbies? I am pretty sure it is not a Blaster, and while you see some Scrappers good enough to do this, the greater number are Tanks. Fire/Kin Controllers do farming, but never at +4/x8/N/N for their conditional powers would just malfunction too much of the time. |
Originally Posted by Dechs Kaison See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately. |
So your example is a combo that gets 2 telenukes at high levels and a damage buff aura?
That particular combo does good damage, as does Fire/SS. But can a Stone/Ice do the same thing? Doubtful. You can't use an outlier example to prove that an entire AT is good at something. That would be like saying that because a Fire/Kin controller deals good damage, an Earth/FF would deal the same. So every single tank in the game can run +4/x8 mission fast enough to be useful for PLing and farming? I don't think so. Your Elec/Shield may be able to, but any random tank that is only using SOs will not get through it fast enough to PL anyone. |
You make a good point, but...
I have lots of Tanks, some WP, Fire, Invulnerability, with attacks being Axe, Mace, Fire, Electrical, Kinetic and Super Strength.
I can tell you, that I can with all of them do +4/x8/N/N with out a problem for farm or PLg purposes (not that I PL). You are correct that some offensive forms of Tank are better than others; but I do nearly as well with my Fire, Axe, Super Strength and Mace offensive forms in the damage dealing arena. Incidentally all of my Tanks can deal with out using inspirations as well on +4/X8/Y/N...AVs do give me trouble and the reward versus time to defeat is frankly not worth doing them, but EBs are duck soup.
Now I 100% agree, tanks loaded only with SOs, definetly can't do complex high level missions at +4/X8, but same can be told about how lame the other classes could be considered when compared to an IOd Slotted AT. Also my Electric/Shield with out IO sets, could not do as well either.
Incidentally after "Burn" got fixed, my Fire/Axe Tanker out-performs my Electric/Shield Tanker, quite noticeably.
Stone, you may not move quick, but its a pretty tough damage resistant power set; it has definite advantages. Ice is a pretty good attack powerset as well, and good in the damage dealing department as well, but in all cases, the use of IOs to multiply the base abilities of the power sets is needed to get the "God-Like" effects.
The key point is that any Tank can be made to deliver very nice amounts of damage, they are no push-overs!
Stormy
More than acceptable, I think it's vital to differentiation of the AT's. Defenders are DESIGNED to help the team and generally be very limited in how much they can help themselves.
I think that giving mez protection to the other AT's would be a terrible decision and very bad for game balance. Fortunately, since this is clearly not part of the design intent, I think it is extremely unlikely to happen. |
Very well. If so, your points are all consistent and logical. I disagree with your premiss that the ATs need the pigeonholing that other MMOs are prone to, but if you prefer it, we've just reached a point where it's come to a matter of taste.
Except for your comment about balance. In fact, it would be bad for game imbalance to make the ATs more balanced in what they can do, by definition. But if the imbalances are a fun part on the, "differentiation of the AT's," then it's entirely a YMMV or opinion thing at that point.
If you're going to give Mez protection to every AT, you might as well do away with mezzes entirely.
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This comment to me makes as much sense as stating that if every AT has damage protection (Def) you may as well do away with damage entirely. If anyone had advocated that every AT have mag 30 mez protection from every mez type, I might be inclined to agree, but I don't think anyone was advocating that.
Not exactly. Traditional role be damned, I want tanks to keep some kind of role at all.
It's already been proven that a tank is not needed for agro control anymore, and hasn't been for a while now. If every AT were given mez protection, it would not be long before people figured out that inviting a tank actually HURT your team's performance. Look at it this way: If a tank isn't needed to hold agro, and isn't needed to keep the team from getting mezzed, what purpose does a tank serve on a team? Why would you invite an AT that does low damage, and has no role to play on the team, when you could invite another blaster and kill stuff faster? The powergamers would figure it out very quickly, and it would trickle down to everyone else. And eventually anyone playing a tank would have to beg for pity spots on TFs because they are not only unnecessary, but actually unwelcome on teams. It wouldn't happen quickly, but in the era of the game we are in, the speed at which you can do things directly affects your rewards. If all ATs had mez protection, inviting a tank would just slow you down, because you could have filled that spot with someone who deals more damage. So, I couldn't care less about tanks keeping their traditional role. I just don't want them to become completely pointless to play. |
You don't think so, obviously. So your arguments are based on what you fear will happen. Understandable. And frankly, there is no way I can prove or allay that fear, short of the devs actually making some sort of change. However, if everyone feared tanks obsolescence and stopped playing them if such a change should ever happen, that fear could very well become a self fulfilling prophecy. Frankly, I don't think you have anything to worry about because I don't see a change happening, as much as I think it would be a good idea, and even if it did, I'm sure that many people would still play, and enjoy tanks, and value them on their teams. But, I can't prove it any more than you can disprove it, lacking any way to test it.
You can't use an outlier example to prove that an entire AT is good at something. That would be like saying that because a Fire/Kin controller deals good damage, an Earth/FF would deal the same.
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Sorry, I know, not a valid argument. Just pointing out that we all cite extreme example hoping to leverage the norm, but, even though Stormy's examples were extreme tankers, I'd have to say that tankers aren't all that low as you make it seem. Plenty push out decent levels of damage compared to other ATs. Are they going to eclipse scraps, brutes, or blasters? Doubtful. But, I'd have to say average tanks are at least on par with average defenders and controllers, whose roles are just as unnecessary in most cases, and have low damage on average, yet they still manage to team on occasion, and not from mere pity.
Again, not necessary does not mean not valuable.
Now, keep in mind, I'm not saying that *I* would consider a tank useless on a team, but if their role were marginalized any more than it already is the same thing would happen as happened with Fire/Kin controllers, only in reverse.
Why are Fire/Kin controllers popular for farming? It isn't necessarily that the sets work together well (though they do happen to). It has more to do with word of mouth from other players. When people hear that Fire/Kins farm better than anything else, whether it is necessarily true isn't relevant. They just know that they've heard they are the best farmers and when they decide to farm, that's what they roll.
Now, if the same type of powergamers that discovered that Fire/Kins make good farmers discover that having a tank along lowers the team's damage output (compared to inviting something else in it's place), the people that hear that are going to believe it and not play tanks, under the impression that they are a sub-par AT. Eventually you will end up with tanks being used by roleplayers and old school players almost exclusively.
The same thing can happen with any AT, not just tanks. If enough people believe they are worthless, and tell enough other people, the overall view of them will be altered. Look at the prejudice against Kheldians that still persists to this day for an example.
Originally Posted by Dechs Kaison See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately. |
And Shockwave and Focus are also upset that they can't help me when the target is 60 feet away.
And Shockwave is particularly upset that it's not in my build at the moment. Something had to go, and the power that pisses off my teammates got the axe. |
Just like a squishy saying that they have no way of dealing with mez - something that you were the one disputing - saying that Claws has no active mitigation doesn't make it true. It's probably one of the worst sets you could've picked as an example, since it actually has ranged mitigation and the lower recharges make it really easy to keep things constantly either falling down or getting back up. If you choose not to use it, that's your own fault.
it has gone from unconscionable to downright appalling that we have no way of measuring our characters' wetness.
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Most support ATs have multiple means of preventing a mez from ever occurring if it originates from a LT or lower.
I see people complaining about it on a somewhat regular basis, and the conversation goes like this a lot of the time:
"These mezzing minions keep killing me, and there's nothing I can do about it!"
"Well, can't you use the stun in your secondary to stop them from doing that?"
"Oh, I skipped that power. It doesn't deal any damage, so it's useless."
Most of the time, problems with mez would be solved by paying attention to what is in the spawn, and using your powers a little more intelligently.
Too many times I see people on teams complaining about something that is mezzing them, and they turn around and attack something else, leaving the mezzing mob to do it again.
"Oh, the boss is the bigger threat, so I kill them first"
"Well, the boss isn't mezzing you, wouldn't it make sense to kill the mezzer first?"
"No, I shouldn't have to do that, the devs need to give everyone mez protection so I don't have to think about what I'm doing."
(I am of course paraphrasing, and being somewhat sarcastic, but that is the underlying attitude of a lot of the complaints I hear in game)
And then there's the "Melee can solo at +4/x8 because they have mez protection" attitude. No, melee can solo at +4/x8 because they have defense and resistances designed to keep them alive. And not all melee can do it, you need an expensive build to pull it off on most combinations. If your Empathy defender can't solo on +4/x8 to begin with, giving them mez protection is not suddenly going to make it capable of it.
Originally Posted by Dechs Kaison See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately. |
Now, keep in mind, I'm not saying that *I* would consider a tank useless on a team, but if their role were marginalized any more than it already is the same thing would happen as happened with Fire/Kin controllers, only in reverse.
Why are Fire/Kin controllers popular for farming? It isn't necessarily that the sets work together well (though they do happen to). It has more to do with word of mouth from other players. When people hear that Fire/Kins farm better than anything else, whether it is necessarily true isn't relevant. They just know that they've heard they are the best farmers and when they decide to farm, that's what they roll. Now, if the same type of powergamers that discovered that Fire/Kins make good farmers discover that having a tank along lowers the team's damage output (compared to inviting something else in it's place), the people that hear that are going to believe it and not play tanks, under the impression that they are a sub-par AT. Eventually you will end up with tanks being used by roleplayers and old school players almost exclusively. The same thing can happen with any AT, not just tanks. If enough people believe they are worthless, and tell enough other people, the overall view of them will be altered. Look at the prejudice against Kheldians that still persists to this day for an example. |
And second, I don't feel (subjective, I'll admit) the powergamers wag this game as much as other MMOs, or that you seem to think they do. So, I'd not argue against something just because a powergamer might have an incorrect impression of a AT or powers utility.
So, really, who cares if the trend following, uninformed powergamers who just listen to opinion and don't know personally or know how to play an AT or set like an AT or not. The REAL powergamers will still happily use their tanks. The casual players will, too. The old school types will. The RPers. Everyone but the FOTM crowd, and the easily swayed by rumors.
I totally agreed with a lot of your previous thought processes, even if I disagreed with the conclusions based on a different initial value judgement, but I don't agree with this idea at all.
It has more to do with word of mouth from other players. When people hear that Fire/Kins farm better than anything else, whether it is necessarily true isn't relevant. They just know that they've heard they are the best farmers and when they decide to farm, that's what they roll.
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You make a good point, but I wanted to address this as being basically what I've been saying the whole time.
Most support ATs have multiple means of preventing a mez from ever occurring if it originates from a LT or lower. I see people complaining about it on a somewhat regular basis, and the conversation goes like this a lot of the time: "These mezzing minions keep killing me, and there's nothing I can do about it!" "Well, can't you use the stun in your secondary to stop them from doing that?" "Oh, I skipped that power. It doesn't deal any damage, so it's useless." Most of the time, problems with mez would be solved by paying attention to what is in the spawn, and using your powers a little more intelligently. Too many times I see people on teams complaining about something that is mezzing them, and they turn around and attack something else, leaving the mezzing mob to do it again. "Oh, the boss is the bigger threat, so I kill them first" "Well, the boss isn't mezzing you, wouldn't it make sense to kill the mezzer first?" "No, I shouldn't have to do that, the devs need to give everyone mez protection so I don't have to think about what I'm doing." (I am of course paraphrasing, and being somewhat sarcastic, but that is the underlying attitude of a lot of the complaints I hear in game) And then there's the "Melee can solo at +4/x8 because they have mez protection" attitude. No, melee can solo at +4/x8 because they have defense and resistances designed to keep them alive. And not all melee can do it, you need an expensive build to pull it off on most combinations. If your Empathy defender can't solo on +4/x8 to begin with, giving them mez protection is not suddenly going to make it capable of it. |
Because people that play the game poorly have a problem or an opinion, doesn't mean that it isn't a problem or the opinion isn't valid. Especially if people that are quite skilled at the game agree. Many people feel that scrappers are too fragile compared to tanks and brutes, because of their poor skills at one facet of the game or another. Now, if the devs took all mez protection away from scrappers, lowered the Res cap and HP cap for scrappers (or if all of these things had been much lower all along), these same low skilled players would be making the same foolish mistakes and complaining that scraps were weak. But because they were unskilled wouldn't make them wrong.
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That's not a Dev problem, but a player problem, and the Devs aren't required to fix those.
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
Very well. If so, your points are all consistent and logical. I disagree with your premiss that the ATs need the pigeonholing that other MMOs are prone to, but if you prefer it, we've just reached a point where it's come to a matter of taste.
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What I said was that differentiation of the AT's was important. If everyone has mez protection, then that is one less area in which they differ.
Paragon City Search And Rescue
The Mentor Project
But then you're basically saying that the very skills the Devs gave you to deal with the problem aren't an adequate solution to the problem because the people complaining don't choose to use them.
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I don't get how that follows from what I said. If so, I mis-spoke (typed), or used unclear wording.
That's not a Dev problem, but a player problem, and the Devs aren't required to fix those.
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To clarify, what I was trying to say was, if there is an aspect of the game that a large enough % of the population finds frustrating, and the unskilled complain about it, but the skilled do, too, the fact that the unskilled complain doesn't mean that it isn't a potential issue to address.
Most support ATs have multiple means of preventing a mez from ever occurring if it originates from a LT or lower.
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When you miss an attack with a recharge of about 10-15 seconds or so as melee, turn off all your defenses that you can for 45 seconds.
On a regular mission you probably won't die. Boosted settings are probably going to ruin your day though.
No matter how much accuracy there still is a chance of a miss. And if going against higher level you get less duration as well as being harder to hit them in the first place but the defense can be countered to an extent.
10-15 seconds represents recast time on my crowd control stuff. I don't know the timings for other sets but I'd assume they are similar. Any time you miss with that attack though means whatever you wanted to mez now has free reign to shoot back and stun/hold/sleep with impunity.
I certainly can have reasonable success at such accuracy but it is a far cry from anything approaching guaranteed. Additionally, if I attempt larger spawn sizes the chance is now more that a miss will occur on anything vital. With 2 mezing lieutenants, I have a ~90% chance with AoE to not get hit with return fire that may include a stun or anything. Add more and that percentage goes down even further. 10% of the time with a chance death with 2 stun/hold/sleep lieutenants. In practice this is a bit lower because mobs have only a 50% base chance to hit modified by level and may choose not to actually use it. With a boss, it's at least 10+ seconds to even consider mezing because no single application will do it.
Move to a team and my awe inspiring AoE sleep is near useless, leaving me with a single target stackable stun, which I use. Any team will cause multiple lieutenants to spawn so I can only lock down one while the other can shoot at whoever they feel like. Granted there's no real risk to dying in a team context, but I'm now on the sidelines for 45 seconds if the RNG picks me after trying to do the defender-y things I signed up for when making a corruptor!
10% exposure vs. 0%. The only thing I want is a way to reduce this mez equals death equation that you vehemently defend as a good thing. Mez as a mechanic is fine. Mez duration needs to be fixed.
Next time you play solo, try this:
When you miss an attack with a recharge of about 10-15 seconds or so as melee, turn off all your defenses that you can for 45 seconds. On a regular mission you probably won't die. Boosted settings are probably going to ruin your day though. No matter how much accuracy there still is a chance of a miss. And if going against higher level you get less duration as well as being harder to hit them in the first place but the defense can be countered to an extent. 10-15 seconds represents recast time on my crowd control stuff. I don't know the timings for other sets but I'd assume they are similar. Any time you miss with that attack though means whatever you wanted to mez now has free reign to shoot back and stun/hold/sleep with impunity. I certainly can have reasonable success at such accuracy but it is a far cry from anything approaching guaranteed. Additionally, if I attempt larger spawn sizes the chance is now more that a miss will occur on anything vital. With 2 mezing lieutenants, I have a ~90% chance with AoE to not get hit with return fire that may include a stun or anything. Add more and that percentage goes down even further. 10% of the time with a chance death with 2 stun/hold/sleep lieutenants. In practice this is a bit lower because mobs have only a 50% base chance to hit modified by level and may choose not to actually use it. With a boss, it's at least 10+ seconds to even consider mezing because no single application will do it. Move to a team and my awe inspiring AoE sleep is near useless, leaving me with a single target stackable stun, which I use. Any team will cause multiple lieutenants to spawn so I can only lock down one while the other can shoot at whoever they feel like. Granted there's no real risk to dying in a team context, but I'm now on the sidelines for 45 seconds if the RNG picks me after trying to do the defender-y things I signed up for when making a corruptor! 10% exposure vs. 0%. The only thing I want is a way to reduce this mez equals death equation that you vehemently defend as a good thing. Mez as a mechanic is fine. Mez duration needs to be fixed. |
If you can't play at higher level enemies or increased spawnsizes without dieing, then Don't. Simple.
45 second duration mezzes? What, where? Sleeps can be a bit long, but they break as soon as you get hit. Malta stuns can be a ***** agreed, but overal I think your exagerating a wee bit.
I played 4 corruptors (dark/dark, ice/kin, ene/sonic, fire/pain) and a defender (rad/rad) to 50 and have twice that number on lower levels and I really don't see the big fuss people are throwing over mezzes.
@True Metal
Co-leader of Callous Crew SG. Based on Union server.
"Pigeonholing" is a very negative and biased term.
What I said was that differentiation of the AT's was important. If everyone has mez protection, then that is one less area in which they differ. |
To your other point:
That the ATs are different from each other surely is important. But they don't all need to be differnt in all regards, and the quality of the differences is important, too. Blasters blast, as do several other ATs. We don't feel the need to keep ranged, primarily damaging attacks away from other ATs. In fact, I can't think of ANY AT that can't get a single target, ranged attack that is mostly damage dealing. It's the amount of damage that they do that differentiates the ATs, and at what level they gain access to this ability.
Certainly, if everyone has access mez protection, then they no longer differ in whether or not they have access to mez protection. I don't think that is a difference that makes the game better. So therefore, keeping that difference, prevents the game from being better. I would not advocate the same type or degree or magnitude of protection, nor that the level of availability should be the same. I think that is a much better way to differentiate the ATs.
i play mostly blasters and have yet to be bothered by mezzes. i do not feel that it hampers the game in any way. if there wasn't any type of challenge to players, the game would become very boring and i'm willing to bet that no one would stick around.
If the answer for the support types is, "Learn to play your sets and then equal footing is restored," then your 60-70% success rate seems a tad off, especially if you're referring to baseline or even close to baseline difficulty. Any melee AT would howl if the passive protection was only 60-70% effective. From my experience, it takes huge spawns, and specific opponent types to ever cause a worry to my many melee alts, and by worry I mean that I feel I may only be 90% successful at avoiding mez.
That aside,
If every AT in the game were completely self-sufficient the tank would have no role to play at all on a team. In the age of IOs, where any AT can get defense and recharge bonuses up the wazoo, tanks are less relevant than they used to be, and not even necessary on most teams. The only thing they still do, and do well, is protect their non-protected teammates from being mezzed by eating all that mez themselves. If you were to give all ATs in the game mez protection tanks would be even less useful, and would quickly begin the slide toward complete extinction in the game.
I'd rather not see the tanker getting pity spots on task forces because no one needs the service he provides any more.
In truth, I'm not for that. I like that each type brings different things to the table, but not the *need* to build the game to protect notions of who should do what that other MMOs have trained us to expect.
For the most part, all roles are no longer needed, especially if we're talking base difficulty levels. Only in extreme cases are support types ever needed. All tank teams do just fine. Heck, many many melee types in general state that they solo +4/x8. So, we already have a situation where many ATs (and roles) are unnecessary. But just because an AT or role isn't needed doesn't mean it can't contribute, or that what it can bring isn't a big help.
I need to second what Stormy mentioned earlier. It's the prevalence of mezzing in general that makes this more of an issue. Used to be, once every 3 or 4 missions you'd run into a mez situation. Back then, your preemptive defense rate of 60-70% was probably plenty to feel 'more or less' successful. When the amount of mezzing vastly increases, 60-70% per spawn starts to feel like a lot of failure over the course of a session of 6 or 7 missions. For comparison, how would most tanks feel if most spawns had 2 or 3 sappers, at least 1 or 2 of which were Lt or Boss class sappers? They'd start to want the game to have a lot more -End protection available, not to be told to team with Stormy's more for the O2 Boost.
I think that everyone will always like teaming (assuming they prefer to team at all) with tanks and brutes and scrappers, after all, who doesn't want someone else to suck the alpha. So rest assured, I don't think those ATs will die even if some more mez protection is made available to non-melee ATs.