Active Defenses is Overdue
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Except, this isn't a flaw. It's an intentional design decision. What that decision is? To have powersets be different. Having a toggle versus a click-based Mez protection power has advantages versus disadvantages. You don't seem to like on of the disadvantages, which is fine, but that doesn't mean that it doesn't also have advantages for being how it is.
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 |
Advantages:
Can be double stacked
Comprehensive Mez Protection (including things like Fears, Repel and Confuse)
21.63% Def Debuff Protection, which when combined with #1, gives the set more Def Debuff protection than Ice Armor, which is very good compared to it's lower Defense values
Disadvantages:
Short rooting period
If you die before it's recharged, getting back up you're left with no Mez protection for a short period
Personally, I like that different sets have different ways of dealing with the same issue. And this is coming from a Shield/Mace Tanker, where Active Defense not only roots me, but also causes redraw.
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
As far as I recall Mez protection is the only aspect of toggles that doesn't suppress when Mezed.
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Uh, if it didn't suppress, you'd also get the corresponding mez resistance. And yet, the few times my /regen scrapper has gotten mezzed since level 18, it lasts the full duration. Where as on my /SR and /Shield scrappers they mez wears off faster then normal. Which is really handy when it was say... 20 malta stun grenades which got through the mez protection. Nasty suckers, I'm fairly sure the mez lasts 30 seconds easily. Probably a minute.
As far as I recall Mez protection is the only aspect of toggles that doesn't suppress when Mezed.
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All toggles either drop or get suppressed when mezzed. The suppression mechanic just replaced getting detoggled. And yes, mez protection toggles did drop before suppression was added if you got mezzed too.
"The danger is not that a particular class is unfit to govern. Every class is unfit to govern." Lord Acton
Madam Enigma's History
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Somewhat making this worse is the fact that all click-based mez protections are for defense based sets, so at higher levels and difficulties with more enemies that would create a stacking mez effect... You're not even getting touched by most mezzes in the first place.
...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. |
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In my experience, that's the last thing that's going to save me if my end is drained. And if it drops while your end is drained, you need ten endurance instead of one just to get your protection back. Not to mention, if it is a toggle and it gets shut off, there's always the break frees everyone else uses.
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The elude crash scenario might have been the logic behind making /nin and /sr mez protects toggles, I'm not sure about Active Defense though, but basically a scenario which let you keep your mez protection even through tier nine crashes. (And possible also from back when getting mezzed shut down ALL toggles)
Now personally, aside from lacking quickness to make it easier to stack/perma, i've yet to have a problem with Active Defense and such, though this might be because my main toon that uses it is an SS tanker, and thus has no problem with being rooted and lacks a decent attack chain.
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It's supposed to be 1.5 seconds. It's not supposed to root you, and none of the comparable powers do so. I can activate Practiced Brawler on the move, and I do not stop moving, no matter what movement method I am using (flight, jumping, running along).
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.
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If Active Defense is rooting you it means you cannot move at all while activating it, and that if you are moving when you activate it, you stop moving. If that is what is happening to you, you should bug it.
If you are complaining about the window in which you cannot use other powers, that is intentional and not likely to change. However, if that window is really 3 seconds and not the listed 1.5, then you should also bug that. The devs (BaB in particular) did a pass to try and ensure that powers' mandatory animation times and their activation times lined up. If the power is taking longer than the 1.5s listed activation, that suggests that the animation time is too long.
Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA
Simple test to determine if active defense roots:
Step one-log into my broadsword/shield scrapper
Step two-run around
Step three-let active defense go off while running
End result-no rooting when Active Defense goes off
Test for how long the animation lasts: using a clock that tracks seconds, start at 30 seconds for power activation, note when the power finishes animation
Result-3 seconds for full animation, but if this is the length between hitting the power and when the next goes off, unknown by me.
"The danger is not that a particular class is unfit to govern. Every class is unfit to govern." Lord Acton
Madam Enigma's History
Wouldn't 15 mezzers at once be an edge case? That'd essentially be a full eight person spawn of mez-capable enemies (assuming you didn't pull two or more groups together) and I'm not aware of any enemy group outside of AE that you can get that in. And even then, spawns that big are balanced for teams, not solo.
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Have you actually monitored combat stats when getting mezzed through a toggle to make sure your mez protection is suppressed? I distinctly remember Castle saying that while MOST toggle effects would suppress while mezzed, actual mez protection would not. Now, I could be remembering incorrectly and/or the devs could have changed their minds about this but I would want to test it before making a claim either way (and PvP doesn't count - it works differently). The last time I remember having a melee toon being mezzed through a toggle was a claws/wp brute being chain stunned by massed longbow - and I died due to the incoming fire stacked with the -resistance grenades far to quickly to tell if my mezz protection had actually dropped.
Uh, if it didn't suppress, you'd also get the corresponding mez resistance. And yet, the few times my /regen scrapper has gotten mezzed since level 18, it lasts the full duration. Where as on my /SR and /Shield scrappers they mez wears off faster then normal. Which is really handy when it was say... 20 malta stun grenades which got through the mez protection. Nasty suckers, I'm fairly sure the mez lasts 30 seconds easily. Probably a minute.
All toggles either drop or get suppressed when mezzed. The suppression mechanic just replaced getting detoggled. And yes, mez protection toggles did drop before suppression was added if you got mezzed too. |
As for timing the animation on AD - fire off AD while in attack range of a mob and queue up an attack while AD is animating and then time how long it takes from the start of AD's animation to the attack starting to fire. That should give you a better reading of the actual animation time of AD. It may be that the animation takes 3 seconds but only 1.5 of it cannot be interrupted - or we may have a valid bug.
Globals: @Midnight Mystique/@Magik13

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From the i13 patch notes:
Uh, if it didn't suppress, you'd also get the corresponding mez resistance. And yet, the few times my /regen scrapper has gotten mezzed since level 18, it lasts the full duration. Where as on my /SR and /Shield scrappers they mez wears off faster then normal. Which is really handy when it was say... 20 malta stun grenades which got through the mez protection. Nasty suckers, I'm fairly sure the mez lasts 30 seconds easily. Probably a minute.
All toggles either drop or get suppressed when mezzed. The suppression mechanic just replaced getting detoggled. And yes, mez protection toggles did drop before suppression was added if you got mezzed too. |
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Status protection powers still provide Hold, Sleep and Stun protection, even while other defenses are suppressed. |
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You'd think so wouldn't you. It happened with the old difficulty slider on Unyielding setting. That was +1 enemy level, x2 spawns size, with bosses. Twas an outdoor portal corp mission map, and for some reason it was nearly wall to wall earth thorn casters between the three buildings. Tried to only fight one group, everything attacked..
Wouldn't 15 mezzers at once be an edge case? That'd essentially be a full eight person spawn of mez-capable enemies (assuming you didn't pull two or more groups together) and I'm not aware of any enemy group outside of AE that you can get that in. And even then, spawns that big are balanced for teams, not solo.
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"The danger is not that a particular class is unfit to govern. Every class is unfit to govern." Lord Acton
Madam Enigma's History
Like others said, AD doesn't root you. You just have to go through an animation just like any other click power.
[U][URL="http://boards.cityofheroes.com/showthread.php?t=251594"][/URL][/U]
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.