Active Defenses is Overdue
How is that different from practiced brawler? Another power which is not a toggle, you want up all the time (so auto cast likely), and completely stops you when it activates.
"The danger is not that a particular class is unfit to govern. Every class is unfit to govern." Lord Acton
Madam Enigma's History
It has a 5 second animation? Seriously? I think maybe more like 1.5 seconds. Which isn't that bad really. I've never had a problem with practiced brawler which is almost exactly the same.
Nothing to see here, move along everyone.
Castle himself has already promised he would look at this and reduce the 5 second animation to 1.5 seconds right after Christmas break.
Where to now?
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Nothing to see here, move along everyone.
Castle himself has already promised he would look at this and reduce the 5 second animation to 1.5 seconds right after Christmas break. |
Unless you didn't see that Castle's last day is the 24th of December?
The Story of a Petless MM with a dream
I have a 50 in every AT, but Scrappers and Dominators are my favorites.
"The danger is not that a particular class is unfit to govern. Every class is unfit to govern." Lord Acton
Madam Enigma's History
That...was a Herocon 09 exclusive easter egg. The powerset will not have doves associated with it.
Namely because you guys would want to color tint the damn doves, or make them hawks/ravens/flying sharks/etc and that's just a headache I do...not...want...to deal with. |
"The danger is not that a particular class is unfit to govern. Every class is unfit to govern." Lord Acton
Madam Enigma's History
I wouldn't mind AD and PB be turned into toggles. Sure, that'd make them a little more end-heavy for lower level toons, but inherent stamina would offset that some and I think being able to have full time mez protection before SOs would be worth the trade. Plus, PB insists on trying to keep itself near perma double stacked on my SR toon, which not only is breaking my attack chains constantly (largely when I'm tossing AoEs out and my queued attacks get cancelled because my target dies), but it's also eating a ton more endurance than a toggle ever would.
I just set it on auto with my Ninjitsu and Super Reflex.
What's left is to normalize all Assassin Strikes and improve Stalker's old sets (Claw, MA and EM)! You don't need to bring back the missing PbAoE attack. You just need to make the existing ones better! For example, make Slice a WIDER and LONGER cone.
I wouldn't mind AD and PB be turned into toggles. Sure, that'd make them a little more end-heavy for lower level toons, but inherent stamina would offset that some and I think being able to have full time mez protection before SOs would be worth the trade. Plus, PB insists on trying to keep itself near perma double stacked on my SR toon, which not only is breaking my attack chains constantly (largely when I'm tossing AoEs out and my queued attacks get cancelled because my target dies), but it's also eating a ton more endurance than a toggle ever would.
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If you want control on when AD and PB activates, then don't put the power on auto. I don't want them made into a toggle because then you can't stack them.
[U][URL="http://boards.cityofheroes.com/showthread.php?t=251594"][/URL][/U]
I believe that the rooting issue is the only valid complaint here.
If I'm not mistaken self buff powers that do not affect allies or mobs in anyway aren't supposed to root.
-Insanity is doing the same thing over and over again and expecting different results. - Albert Einstein.
-I do not feel obliged to believe that the same God who has endowed us with sense, reason, and intellect has intended us to forgo their use. - Galileo Galilei
-When injustice becomes law, resistance becomes duty. - Thomas Jefferson
I believe that the rooting issue is the only valid complaint here.
If I'm not mistaken self buff powers that do not affect allies or mobs in anyway aren't supposed to root. |
I also saw the 1.5 in Mids, so I logged it on and timed it...It's 3 secs (not 5). A 3 sec self rooting activation is no joke folks.
@Deus_Otiosus
With enough +rech they can also be double stacked. This is good in the case of Active Defense where a good chunk of your defense debuff resistance is located.
-Insanity is doing the same thing over and over again and expecting different results. - Albert Einstein.
-I do not feel obliged to believe that the same God who has endowed us with sense, reason, and intellect has intended us to forgo their use. - Galileo Galilei
-When injustice becomes law, resistance becomes duty. - Thomas Jefferson
This....Fail...... When other scrappers get locked down my /SR scrapper keeps goin cuse of double stacked PB thats 1 of the perks to it being a click instead of a toggle. Specially helpful to those lower level toons who dont have soft capped def and when mezes do chain and get treu the def the extra Mez resist from PB helps negate the effect and keep ya on your toes. So again...... This idea of makein it a toggle=fail. No not Fail but WoW Fail. No not WoW Fail...... SoE FAIL.
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And lower level toons are more worried about their one application of PB ending before it cycles back, not whether it's double stacked. Until SOs anyway.
Being a click activated mez means that when you get end drained, your mez protection is still up.
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Now if they gave these powers the Hasten/Aim/Build Up/etc. treatment in terms of animation, that'd be an improvement. All of those powers have animations, for only about a half-second of it prevents you from attacking. It's short enough that it's a very unnoticeable pause. I'd still prefer toggles, though cottage rule says that probably won't happen, but this would be a better compromise.
Being a click activated mez means that when you get end drained, your mez protection is still up.
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While the OP's complaint was WAY over the top, it IS a pain to be constantly interrupted by AD or PB firing off in the middle of a fight and the benefits that click mez protection afford you are a lot less than they used to be before toggles where changed to only drop now when you are end drained. In addition to the above mentioned 'no mez prot after death' issue and having to constantly cast them, you also have the following problems:
- pre-SO you generally can't slot enough recharge to keep your mez protection permanent
- SK down far enough and enhancement slotting that previously made AD/PB perma is no longer enough
- If you are in an AE mission and fire off AD/PB just before exiting the mission its buff is wiped and you can't recast it until it recharges.
- Recharge debuffs can prevent you from keeping up your mez protection.
Now, a lot of these issues are ameliorated by the fact that a def based set is not going to get hit often, especially if you are softcapped, however for my first couple of bullet points above (low level, pre-SO's and SKing) you are a lot more likely to NOT be soft-capped, or even near it.
Really, the only thing you gain these days from a click mez protection power is lower end cost overall, which is balanced by the fact that you eat a nice chunk of end (10 points) when you do put it up; double stacking it, which is balanced by even more time spent NOT attacking as you cast it more often; and the previously mentioned coverage while end drained.
Some folks may thing those balance out, I think the click protections fall short of toggles - not short enough to care if the are ever changed but still short.
Globals: @Midnight Mystique/@Magik13

I don't think it does. I know that I have run across zones with my blasters and Hasten on Auto Fire. I can't ever remember travel stopping when hasten triggered.
@Deus_Otiosus With enough +rech they can also be double stacked. This is good in the case of Active Defense where a good chunk of your defense debuff resistance is located. |
"The danger is not that a particular class is unfit to govern. Every class is unfit to govern." Lord Acton
Madam Enigma's History
...what? The only time I get mezzed through single application of PB is from Reichsman, Ghost Widow, and other mezzes that are too big to resist without tons of break frees or stacked CMs. Heck, that's about the only time any of my Scrappers get mezzed with the sole exception of my /Fire Scrapper getting held in Malta gas patches, but that was largely due to being a level 19 SKed Scrapper, so the mez protection at that level was probably a mere mag 4.
And lower level toons are more worried about their one application of PB ending before it cycles back, not whether it's double stacked. Until SOs anyway. |
Second thing is... until I got it perma I tend to leave practiced brawler off auto-cast. I then use it before engaging enemies that mez. Pre-20 there's not too many of them.
EDIT: Oh yeah, another thing. If your mez protection is a toggle, it too gets supressed if anything actually manages to hold you. Not usually a problem, but that also means you lost your mez resistance. Click mez protection doesn't drop due to supression or being held. Thus the holds still are shorter, and THEN you get double stacked protection goodness to ignore the mez levels that were bypassing single PB/AD.
"The danger is not that a particular class is unfit to govern. Every class is unfit to govern." Lord Acton
Madam Enigma's History
Um..I think we're losing the point. It's not about the mez protection, it's about basically mezzing yourself when this power activates.
Sometimes, I think responders on here are devs trying to defend gameplay flaws. That explains why there are always someone suching a bunch of "work arounds" with nerfed and non-nerfed gameplay. Stop working around and simply fix the flaws. lol
This strike as one of those "animation time" adjustments, and quite simply should have lead the way amongst others already completed.
I'm referring to the Active Defenses animation for the Shields Pwrset.
Everytime it activates it causes your toon to completely come to a halt for about 5 seconds leaving it vulnerable to anything, toon and attack. I've tried laboring through this via PVE and PVP for a while now and to be in the middle of a group, trying to hold aggro, or fighting (or even running) in PVP, and this power activates is the worst complete shutdown of a toon in this game that without doubt needs to be addressed.
I mean you can't move, fight, or again...run for that matter until the animation has ended. It's like activating a self-immobilizing power to make this more interesting.lol
So Devs, seriously, let's adjust this one. It simply makes more sense for improved gameplay with this build.
Thanks in advance