Bait and switch Aegis Mez protection.


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Posted

Quote:
Originally Posted by Wavicle View Post
I looked up orthogonal and found many meanings but couldn't figure out just what you meant by it here, Arcanaville. Would you mind clarifying your use of that term?
In this context, the term usually mean mutually exclusively independent, analogous to orthogonal axes in geometry which normally are at right angles to each other and thus share no common projection (they mark off completely different directions with nothing in common).

If one archetype was good at single target melee offense and another one was good at AoE melee offense, they'd be good at different things, but not orthogonally different things: the two things share a lot of common aspects. On the other hand, if one was good at melee offense and another was good at healing, that would be orthogonally different things: those two things share essentially nothing in common.

CoH tries, but doesn't completely succeed, in making the archetypes (and powersets) individually good at unique things. For example, Defenders are only numerically better than Controllers at buff/debuff, and only numerically worse than blasters at ranged damage. They have very little in the way of orthogonality to their design. Similarly, Scrappers and Tankers are different only in quantitative strength for the most part. The unique differences between them boil down to criticals and gauntlet. That's a small amount of uniqueness relative to the whole of the archetypes. If the game had only Blasters, Controllers, and Stalkers, there'd be an enormous amount of orthogonality between the archetypes, because there would be almost no overlap between them at all (which is not to say that would be the best design situation: maximum non-overlap is not necessarily a good thing by itself).

I guess a simplified way of stating the same thought is to say that each archetype should not only have something they are the best at, it should be something the other archetypes aren't especially good at. Being the best at something everyone else is really good at is not especially interesting. Being the best at a subset of something someone else is generally good at is also not particularly interesting. Its ok to have some overlap, but there should be something that is relatively unique to each archetype that it is specifically intended to be better than everything else at, by a significant margin. To a lesser degree, the same thing should be true for individual powersets. It should be true, but it isn't always true to an objectively high enough degree.


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Posted

Quote:
Originally Posted by Arcanaville View Post
The design reason for scrappers to have mez protection, which was discussed many times in the past, is because mez protection is intended to prevent personal defenses from being detoggled
I'm addressing this point, because I already know someone is going to jump on it and say "But toggles don't drop anymore!"

And if someone did say that they would be correct.....BUT.....when you are mezzed you lose any benefit from your toggle powers (except for mez protection toggles that also grant mez resistance). They changed that as a QoL feature so people didn't have to spend so much time re-toggling their powers, but the basic effect of being mezzed and losing your personal defenses remains.

If that SR scrapper gets mezzed through Practiced Brawler, say goodbye to 90% of his defense until that mez wears off. An SR scrapper that gets mezzed goes from nearly unhittable to sitting duck really fast.


Quote:
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.

 

Posted

Quote:
Originally Posted by hedgehog_NA View Post
Funny the same people howling that scrappers should be able to solo are against squishies having any sort of passive mez protection. Why exactly should a scrapper be able to solo, yet a defender cannot.
Tough to answer when you start with a false premise. i.e. that defenders can't solo. They solo just fine. Not as fast as scrappers or blasters but, duh, they're not mostly about damage.


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Posted

Quote:
Originally Posted by Ironblade View Post
Tough to answer when you start with a false premise. i.e. that defenders can't solo. They solo just fine. Not as fast as scrappers or blasters but, duh, they're not mostly about damage.
According to the devs, of those three it's blasters that were soloing the slowest up until at least I13.


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Posted

Quote:
Originally Posted by ClawsandEffect View Post
If that SR scrapper gets mezzed through Practiced Brawler, say goodbye to 90% of his defense until that mez wears off. An SR scrapper that gets mezzed goes from nearly unhittable to sitting duck really fast.
So is everything else!


 

Posted

Quote:
Originally Posted by Savos View Post
So is everything else!
EVERYTHING ELSE has ways of preventing the mez or did you just not read even the last page of the thread?


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@Wavicle, mostly on the Justice server.

 

Posted

Quote:
Originally Posted by Wavicle View Post
EVERYTHING ELSE has ways of preventing the mez or did you just not read even the last page of the thread?
No, he's been reading it. He's just got his mind made up that it isn't fair that an AT designed to work better on teams doesn't get passive mez protection like an AT that is designed to solo better.

Myself and several other people have listed numerous ways that a defender or controller can prevent a mez from happening in the first place, but since it isn't 100% all the time effective it's not good enough for him.

We've also mentioned that scrappers and tanks don't have 100% effective infallible mez protection either. If something stacks enough mezzes (like the huge groups of Green Ink Men that spawn in Talos Island for example), that melee character is done.

Arcanaville explained why it is the way it is better than I can, so I'm not going to bother going into it yet again.

But what it boils down to is: It IS balanced, whether you think it's fair or not.

I don't think it's particularly fair that defenders can buff their teammates and debuff the enemy better than my scrapper can.

But you know what? I deal with it. Maybe you should too.


Quote:
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.

 

Posted

Just saying, if everything had mez protection there would be no point to enemies even having mezzes.


Quote:
Originally Posted by PRAF68_EU View Post
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Posted

Quote:
Originally Posted by ClawsandEffect View Post
AT designed to work better on teams doesn't get passive mez protection like an AT that is designed to solo better.
I really wish I could put the protection above in something like 72 point font.

Protection does not nor should it ever mean the same as resistance. Yet you keep claiming I somehow support this for some unknown reason.

A few things:

A) Mez protection for all melee classes is too high. Disregarding your 1 in a million chance (effectively) in your examples, melee protection doesn't fail.
B) Mez for anything without protection has two potential results: death in 5 seconds without chance of response or doing nothing for 10-15-20+ seconds.

What I would like to see:

1) Melee mez protection reduced to something like -3, enhanceable to -5 as well as providing something akin to a +50% resist to duration (e.g. 66.66% of normal duration base), enhanceable. Perhaps even modified by AT multiplier to protect those tanks that need mez protection that is overkill in 99.9% of the game.
2) Overall duration reduced on players via either global resist, achievable set bonuses or a global nerf to mob mez.

The reasoning is such that if implemented, melee must be aware of mez, though can still just ignore the huge majority of it, while limiting the case of 10+ seconds of standing around doing nothing for anything lacking protection (which is fine surprisingly enough!).

And contrary to what you believe about my "so does everything else" was intended to be for every other melee defense set. For non-melee with limited defenses it has some huge variability based on power set choices.


 

Posted

Quote:
Originally Posted by Savos View Post
I really wish I could put the protection above in something like 72 point font.

Protection does not nor should it ever mean the same as resistance. Yet you keep claiming I somehow support this for some unknown reason.

A few things:

A) Mez protection for all melee classes is too high. Disregarding your 1 in a million chance (effectively) in your examples, melee protection doesn't fail.
B) Mez for anything without protection has two potential results: death in 5 seconds without chance of response or doing nothing for 10-15-20+ seconds.

What I would like to see:

1) Melee mez protection reduced to something like -3, enhanceable to -5 as well as providing something akin to a +50% resist to duration (e.g. 66.66% of normal duration base), enhanceable. Perhaps even modified by AT multiplier to protect those tanks that need mez protection that is overkill in 99.9% of the game.
2) Overall duration reduced on players via either global resist, achievable set bonuses or a global nerf to mob mez.

The reasoning is such that if implemented, melee must be aware of mez, though can still just ignore the huge majority of it, while limiting the case of 10+ seconds of standing around doing nothing for anything lacking protection (which is fine surprisingly enough!).

And contrary to what you believe about my "so does everything else" was intended to be for every other melee defense set. For non-melee with limited defenses it has some huge variability based on power set choices.
Why would they go through and change a mechanic of the game that they feel is WAI? The game is balanced just fine. It is not balanced around the +more then 1/x more then 1 difficulty setting. At the regular setting, anyone can solo with ease. It is what the game is balanced around. You also seem to not get that a melee character has NO WAY of preventing the mez other then it's protection. Any other AT has ways of preventing it or dealing with it if they do get mezzed.

You are on a sinking ship. Time to get off of it.


 

Posted

Quote:
Originally Posted by Savos View Post
A) Mez protection for all melee classes is too high. Disregarding your 1 in a million chance (effectively) in your examples, melee protection doesn't fail.
The first part is your opinion, with which I disagree strongly.
The second part is factually incorrect.


Quote:
B) Mez for anything without protection has two potential results: death in 5 seconds without chance of response or doing nothing for 10-15-20+ seconds.
Because there is absolutely no way you can 'un-mez' yourself.
Oh, wait, there is.


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Posted

Quote:
Originally Posted by Ironblade View Post
Because there is absolutely no way you can 'un-mez' yourself.
Oh, wait, there is.
Common, you can't be telling me the game is balanced around skittles, can you? LIES! Those are there merely for extra color!


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Posted

People are going to keep whining about how unfair it is that melee characters get mez protection and resistance while support doesn't, no matter how much logic is thrown at them.

One last time: Support can prevent mez from happening, melee cannot.

Therefore, melee gets passive protection, and support does not.

It is balanced well enough, and it is NOT going to change just because a few people don't like it. The devs have been happy with how it works for 6+ years, and haven't gone to any great lengths to alter how it works. What makes you think they are going to change it now....just because some people complained in a forum thread?

ANY changes the developers have EVER made to how the game actually works have been the result of in-house research. I guarantee the developers have looked into the mez protection/resistance issue and came to the conclusion that they are happy with how it currently stands.

You can say "Oh, they gave us power customization after they said no." or "They merged the markets after they said no" all you want, but the fact of those things is: They do not affect the balance between the various ATs.

Giving mez protection or resistance to archetypes that do not currently have it will have an unbalancing effect on just about every aspect of the game. They will have to adjust the frequency and magnitude of every mez effect in the game so those support ATs can't just ignore the mezzes that they aren't supposed to be ignoring. That will change how missions, TFs and street sweeping all work.

You can't just say "Oh, hit a button and give support ATs passive protection or resistance." I don't know how it works exactly, but it can't be that easy.

Also, no one has yet suggested any way to actually give support ATs mez protection/resistance. If you think it should be an inherent power, that wouldn't be fair. Why should support ATs get something as an inherent auto power that melee has to spend a power pick and burn endurance to get?

The underlying point is that the whole thing is working as intended, and is highly unlikely to be changed just because a few people are bent out of shape about it.


Quote:
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.

 

Posted

Quote:
Originally Posted by ClawsandEffect View Post
Giving mez protection or resistance to archetypes that do not currently have it will have an unbalancing effect on just about every aspect of the game. They will have to adjust the frequency and magnitude of every mez effect in the game so those support ATs can't just ignore the mezzes that they aren't supposed to be ignoring. That will change how missions, TFs and street sweeping all work.
They already did this (partially) by granting the fitness tree to everyone. I doubt the developers rebalanced all the sleep powers in the game to account for this though. Why do you think support will now be able to just ignore mez anyway? At best they can get some resistance, but since you keep forgetting (although now you at least put both in your statements...) that resistance does not equal protection, thus you still get hit with it for some number of seconds.

One other thing since you think you "need" -10 protection, try turning off your mez toggle/click and pick up Acrobatics (a paltry -2 hold only protection) and just run that for a bit and see how often you get held. Still going to get stun/sleep though you rarely get held even with such little protection, especially since you get some crazy high resistance to go with (which no current melee mez protection power provides that I know of).

Also, to flip an earlier comment around, why keep mez at all if 40%+ of the characters can completely ignore the mechanic already?


 

Posted

Quote:
Originally Posted by Savos View Post
They already did this (partially) by granting the fitness tree to everyone. I doubt the developers rebalanced all the sleep powers in the game to account for this though. Why do you think support will now be able to just ignore mez anyway? At best they can get some resistance, but since you keep forgetting (although now you at least put both in your statements...) that resistance does not equal protection, thus you still get hit with it for some number of seconds.

One other thing since you think you "need" -10 protection, try turning off your mez toggle/click and pick up Acrobatics (a paltry -2 hold only protection) and just run that for a bit and see how often you get held. Still going to get stun/sleep though you rarely get held even with such little protection, especially since you get some crazy high resistance to go with (which no current melee mez protection power provides that I know of).

Also, to flip an earlier comment around, why keep mez at all if 40%+ of the characters can completely ignore the mechanic already?
They were Already essentially balancing with the assumption that everyone took Fitness to begin with. Now they simply KNOW that to be the case. It changes nothing.


Wavicle, Energy/Energy Blaster, dinged 50 in Issue 4, summer of 2005.
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Posted

Quote:
Originally Posted by ClawsandEffect View Post
People are going to keep whining about how unfair it is that melee characters get mez protection and resistance while support doesn't, no matter how much logic is thrown at them.
Well, it's really not so much a question of logic as simply recognizing that it's a basic design decision of the game. The whiners might as well ask for archetype distinctions to be removed so we can all be tank-mages. It's a very basic design decision and it's not going to change.


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Posted

I agree to giving mez protection to squishies when my Scrappers get debuffs comparable to Cold Domination or some other Defender set, preferably integrated into attacks. -500% Regen in Gambler's Cut, -20% Resistance in the rest and of course the -Def should be doubled. BU should also give me a 90 second duration Recovery boost.

As a player of most ATs I think the game is well balanced. I just dinged 50 on my Illu/Cold, and due to her debuffs (and PA) she can solo AVs safer and faster than any of my melee ATs. She has more Defense against the most common damage types (S/L/E) than a SR Scrapper with SOs, so mez protection is just about the only thing she is missing from having everything I could want.

Give squishies mez protection or lower that of melees significantly, and we'll have City of Tankmages.


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Posted

Quote:
Originally Posted by Savos View Post
They already did this (partially) by granting the fitness tree to everyone. I doubt the developers rebalanced all the sleep powers in the game to account for this though. Why do you think support will now be able to just ignore mez anyway? At best they can get some resistance, but since you keep forgetting (although now you at least put both in your statements...) that resistance does not equal protection, thus you still get hit with it for some number of seconds.

One other thing since you think you "need" -10 protection, try turning off your mez toggle/click and pick up Acrobatics (a paltry -2 hold only protection) and just run that for a bit and see how often you get held. Still going to get stun/sleep though you rarely get held even with such little protection, especially since you get some crazy high resistance to go with (which no current melee mez protection power provides that I know of).

Also, to flip an earlier comment around, why keep mez at all if 40%+ of the characters can completely ignore the mechanic already?
I am very well aware of the distinction between protection and resistance. You keep making the mistake of thinking that YOU are the ONLY person I have been addressing this entire time. You have been talking about getting resistance, other people have been talking about getting protection. But of course your ego doesn't seem to allow for the possibility that I may not have been talking to you specifically.

In this particular case, I AM talking to you, so I'm going to address your resistance concerns.

If support got resistance to mez....it would solve nothing. Do you understand how much resistance to mez you need to even notice that it's there? It works just like recharge in your powers. You get 100% reduction on your recharge rate and it recharges in half the time. So, the 20% resistance that the Aegis unique should be granting you will reduce a standard 8 second hold by a whopping .8 seconds. That's less than a full second, can you honestly say you would even notice a reduction of duration that was less than a second?

Actually, go ahead and give support ATs 20% resistance to mez. It will have no noticeable effect and you'll have gotten what you wanted.


Quote:
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.

 

Posted

Quote:
Originally Posted by Savos View Post
I really wish I could put the protection above in something like 72 point font.

Protection does not nor should it ever mean the same as resistance. Yet you keep claiming I somehow support this for some unknown reason.

A few things:

A) Mez protection for all melee classes is too high. Disregarding your 1 in a million chance (effectively) in your examples, melee protection doesn't fail.
B) Mez for anything without protection has two potential results: death in 5 seconds without chance of response or doing nothing for 10-15-20+ seconds.

What I would like to see:

1) Melee mez protection reduced to something like -3, enhanceable to -5 as well as providing something akin to a +50% resist to duration (e.g. 66.66% of normal duration base), enhanceable. Perhaps even modified by AT multiplier to protect those tanks that need mez protection that is overkill in 99.9% of the game.
2) Overall duration reduced on players via either global resist, achievable set bonuses or a global nerf to mob mez.

The reasoning is such that if implemented, melee must be aware of mez, though can still just ignore the huge majority of it, while limiting the case of 10+ seconds of standing around doing nothing for anything lacking protection (which is fine surprisingly enough!).

And contrary to what you believe about my "so does everything else" was intended to be for every other melee defense set. For non-melee with limited defenses it has some huge variability based on power set choices.
Just how high do you think mez protection values are, anyway?

For the record, melee protection values are Scale 30 (technically, -30) and scale with the Melee Res Boolean table. That means that like things like damage, they increase with combat level: they are not fixed. For Scrappers and Tankers, this is what Scale -30 looks like at various combat levels:

15: 6.3 / 7.8
20: 6.9 / 8.4
25: 7.5 / 9.3
30: 8.1 / 9.9
35: 8.7 / 10.8
40: 9.3 / 11.4
45: 9.9 / 12.3
50: 10.5 / 12.9

When Scrappers first acquire mez protection, they can sustain two mag 3 or three mag 2 mezzes before they are mezzed. They are unable to sustain three stacked mag 3 mezzes until about level 40. Even at the level cap, tankers can only sustain about four mag 3 or six mag 2 mezzes before they reach their mez capacity. Exceeding both scenarios are possible but usually unlikely, which is the exact threshold mez protection was rebalanced for when it was adjusted to these values years ago: possible but out of the ordinary. Dropping protection to mag 3 for scrappers would mean more than one mez would mez them, and anything significantly lower for tankers would mean they would be unable to tank without a mez buffing support character. The balance point on tankers, by the way, was specified that tankers should be able to tank for a reasonable team of four with little to no assistance at standard difficulty settings. Its considered acceptable if a tanker requires some assistance at higher ratios. A spawn of four can easily possess a total of mag 8 or mag 9 mez in the alpha volley, especially at higher levels.

Basically, the current levels of mez protection, especially for tankers, are within about two points of what would be practical. If someone wants to quibble that Scrapper mez protection is, say, a point or two too high, I'm prepared to entertain that possibility in theory. But a drop to something like scale 5 with enhancement for all levels would be bordering on ludicrous. That would mean Scrappers, intended to be the best soloers, would be unable to handle dual illusionist spawns.


On the subject of the "one in a million" chance for melee protection to fail, one way to see it fail even at level 50 is to find the Possessed in the portal court yard in PI, and look for the multiple grav spawn. If you don't know what its like for melee to be mezzed, that would be one guaranteed way to find out.

About the only thing I have a real quibble about on the subject of mez protection is KB protection, but that's a completely different subject.


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Posted

In practice with just Acrobatics and 45% S/L defense, I would rarely ever get held. Carnies, Malta, sure.

Acrobatics is 2 protection (need a mag 3 hold to do anything, which mobs do not appear to actually have). Along with 45% resist means even if I do get held, the duration is very short. Other mez, not so much. Resistance plus protection is very good in PvE for mez. I don't care about PvP and as such should have no bearing on a PvE discussion.

Right now, melee only has protection which forces such high values.

10 is quite high, thats 6 holds all active at once. In reality you don't see all the same status effect on multiple mobs. Generally more like one guy with a stun, one with a hold and maybe one with both. Even at x8. Hardly a danger for something with 10 points of protection and a base 50% hit rate for the mob.

Designing a mob hold:
5 second recharge
Mag 2 (do normal mobs ever have 3?)
50% hit rate
10 second duration

With 6 mobs using only this hold, there is a 38.72% chance of hold in any 5 second interval (0.5 - ( (12c6) * (.5^6)^2 / 2 ) ).

Adjusting to account for a more normal multi hold power mob by adding an AoE one use hold for 6.4 seconds you get a slightly higher chance at the beginning (I don't wish to calculate, but I'd imagine it would be around 45-50%, tapering off to 38.72% after the initial 10 seconds.

What is a fair chance of getting mezed for making a mistake? Zero? 10%? 1%? Mistake in that "well that mob pack really was for groups, gosh".

Going further, stun would be slightly higher as the duration is longer compared to holds though even in this contrived situation, almost no mob actually has such a power capability nor an AI willing to use it to that extent and also ignores the chance of just killing or otherwise incapacitating one or more of these mobs for some duration.

Sleep is pointless to consider. You lose the whole stack if you are hit by anything.

The basic argument is that, at some point you have to be punished for taking too much on. Currently, melee mez protection is far above where I believe it should be.

The other thing to consider as well is that if you add some resistance to the lowered magnitude protection toggles, the numbers stay pretty close, but now the rate of application matters, not the duration. Duration can then be reduced globally while still maintaining the same (or higher) chance of being mezed in various circumstance.

But the real issue is the duration overall. I believe it is far too long globally across mobs for no reason. In current gameplay, there are 2 results of a stun or hold in my perception: die in 5 seconds (you were going to die anyway sans very high defense) or you stumble around for 20 seconds. Very little in between.

This is what I want to remove.


 

Posted

Your understanding of mez protection is quite a bit faulty, which is causing you to come to erroneous conclusions.

Lets start with critters. Standard minions have base -1 to most mez attributes. This means it takes a mag 2 mez to mez them: mag 1 only raises their mez magnitude to 0. Mez magnitude must be greater than zero to be mezzed. Standard Lts have base -2, and Standard Bosses have base -3, and we all know it takes mag 3 to mez an Lt, and mag 4 to mez a Boss.

Players have base -1: they are like minions in that regard. That means it takes mag 2 to hold them. Acro has mag 2 protection: specifically -2. That lowers players to -3, which means like Bosses it takes mag 4 to hold them. You basically need one more mag than protection to overcome it.

Most holds are actually mag 3, not mag 2. Critter mez is similar to player mez: if its mag 3 for players, its probably mag 3 for critters. So critters with controller-like mez are usually packing at least mag 3, while non-controller-like mez is sometimes lower. Illusionist Blind is mag 3. Mesmerize is mag 3. On the other hand, green ink man barrage is mag 2 stun, and Stun (the attack) is mag 3 - just like it is for Energy Melee.

Mag 10 protection means it takes mag 11 mez to overwhelm it. Which is four mag 3 holds, assuming those holds don't crit (Illusionist Blind can critical hold just like Illusion Control Blind: Mag 3 with 20% chance of additional mag 1).


While there could be an argument to be made that mez resistances - which generally affect duration - could be made easier to acquire for squishies, that point is getting lost in your misunderstandings of mez protection, which are highly faulty. I would suggest learning more about the mez system before suggesting ways to overhaul it.


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Posted

Mmm...

My crusade with regards to Mez protection has much more to do with the binary treatment of it.

Melee gets resistances, an unconditional form of protection
Support gets mez, and debuff, a conditional form of protection

Since conditional, is by definition "conditional" it implies that the support alt has to do something successfully in order to achieve the desired level of protection. It also implies the support alt has to do that something successfully and first.

My argument as of late has been with the odds of "successfully" and being "first".

Since I18 the use of Ambushes by the devs have remarkably increased, during these ambushes, by definition the support AT is "ambushed", in short they do not get to go first! This would not be bad, if the ambushing mobs did not open up with area mez and their continued spamming of it. Since the support AT has no unconditional protections, and was by game design caught flat-footed, they have no protections.

Addressing successfully with regards ok, we get to go first, it varies from AT support class to another, and then within AT types, and the variation is quite great.

Controllers, they have lot of neat holds and what not. Lets think about the requirements for success. If you do not keep them from taking an action, you are toast, for in their turn you will be mezz attacked and since you have no protections, the outcome is pretty much automatic. Arcanville did a wonderful job describing what it takes to mez a Minion, LT and Boss and also described what the Controller's mez MAG arsenal consist of. Now correct me if I am wrong, but the normal area mez has at best a MAG 2 potency, right? Sufficient to deal with Minions and have a chance at LTs, but definetely uncapable against anything at a boss or better level. Thus, one should be able to conclude that in the normal scenario, the Controller the odds are nicely stacked against them.

Defenders, they have neat debuffs, but they take time to accumulate, something they really do not have if trying to survive being mezzed. So they have to depend on Mez as well, but they are not mez especialists. The typical mez I see with Defenders are some rather nice "single target" effects, but as a whole they lack area coverage. I a way this shortfall makes sense, after all the Controllers' nitch should be respected. Now just like a Controller their MAG 3 mez is only effective versus minions, and potentially effective versus LTs, while ineffective against Boss or higher. Since most groups one would encounter are combos of minions, lts, and bosses the odds for success for a Defender are quite stacked against them as well.

So as a poster kinda observed, Melee has real protection and support has none. This is the binary effect I have been against for years.

Think of the great divide in protections, a melee can face-off with an EB and their protection against the EBs mez attacks are there for them to enjoy, where are the protections for the support types? We all know, but don't talk much about the EBs essentially being pretty much immune to a Controller or Defender's effects since their MAG resistance is set so high. Do note I mean single Controller for this purpose. Melee do not need groups of melee for their personal resistance to operate.

The above is the reason I have often asked for support to get some MAG Mez resistances, they clearly do not be as strong as a scrapper or tanker, but they clearly should not be at zip as is now either. In General terms, should we all not be at a minimum as tough as a boss?

In my opinion, it is less than heroic for a support character continuously rendered helpless by any mere minions; that just seems so wrong.

Stormy


 

Posted

Quote:
Originally Posted by Stormfront_NA View Post
In my opinion, it is less than heroic for a support character continuously rendered helpless by any mere minions; that just seems so wrong.
Out of curiosity, what percentage of minions in the game have mezzing abilities?

I can't say that I have all that much problem getting mezzed on my rad/rad Defender, and I play her solo a lot to get Hero merits. Now, I solo her on +0x1, because I'm trying to get through the missions quickly, but I don't think that's unreasonable for a Defender. She's a support AT, and she's an extremely valuable asset on teams, so it would be very unfair to expect her to solo like a scrapper, or even a blaster. However, between her primary, secondary and APP, she has plenty enough mitigation to get done what she needs to do solo.

In teams, the mez mitigation comes from the other team members, so I have even fewer problems there.


Arc#314490: Zombie Ninja Pirates!
Defiant @Grouchybeast
Death is part of my attack chain.

 

Posted

Quote:
Originally Posted by Stormfront_NA View Post
Since I18 the use of Ambushes by the devs have remarkably increased, during these ambushes, by definition the support AT is "ambushed", in short they do not get to go first! This would not be bad, if the ambushing mobs did not open up with area mez and their continued spamming of it. Since the support AT has no unconditional protections, and was by game design caught flat-footed, they have no protections.
Except this isn't always true - this is 'conditional' also. Most ambushes have text so you know they're coming and can sometimes spot the direction. Also, once you're expecting the ambush you may be able to position yourself (depending on the environment) so you can see them coming before they have line of sight on you. This may (or may not, depending on your powers) give you the option of getting the first shot.


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The Mentor Project

 

Posted

Quote:
Originally Posted by Stormfront_NA View Post
We all know, but don't talk much about the EBs essentially being pretty much immune to a Controller or Defender's effects since their MAG resistance is set so high.
Elite Bosses have -6 protection. Mag 7 or higher will mez them. Basically, three controller mezzes. Also, most controller holds are mag 3, single target and AoE.


Quote:
Melee gets resistances, an unconditional form of protection
Support gets mez, and debuff, a conditional form of protection
This is less by coincidence, and more by deliberate design. Active/Offensive/Reactive mitigation is always supposed to have this property in this game. The difference is that passive protections affect only the character, not the team. Active mitigation protects everyone on the team. But passive protections typically are always on, active mitigation requires more effort to deploy.


Quote:
So as a poster kinda observed, Melee has real protection and support has none. This is the binary effect I have been against for years.
Except that isn't true in-game. In-game, archetypes like controllers and defenders are not completely defenseless to mez, or they would not function. But even though our playerbase cannot consistently play blasters effectively (at least prior to I13) without dying to mez, that is not true for defenders and controllers. Your theory that the mez divide is really this binary has to somehow account for the fact that the devs datamined a different situation: that of the three non-melee hero archetypes - blasters, controllers and defenders - only one was radically underperforming both solo and teamed, only one of them was datamined to have significant debt loads, and only one of them appeared to be killed by mez at much higher frequency than the others. If your theory was correct, then under soloing conditions all three would be experiencing roughly the same bad performance. In fact, blasters having higher solo damage should have had a slight edge in leveling speed if all three were under the same threat due to mez.

My experience playing controllers and defenders is quite a bit different from yours, I believe. I can understand, to a point, complaints about FF defenders. But debuffing defenders have extremely powerful mitigation. And most actual controllers have plenty of mez to spare, even when ambushes occur, except perhaps at low levels or if the controller is cranked up to very high difficulty counts while solo.


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