New Status Effects!


Hercules

 

Posted

As the game progresses, powersets are tweeked, added and so forth, we're starting to run out of possibilities besides number differences. For instance, the new Energy Aura will basically be like Ice Armor but there are key differences...like EA has a crashing tier 9 while IA has an only affecting self toggle...one has a +HP heal and the other a +regen/END discount heal...one has a damage aura/debuff aura, the other a self-buff aura and stealth...

Okay, well they're not that alike...but still, there are other examples of sets being rather identical save for visuals and one or two differences.

And as the devs scratch for new and impressive gimmicks to add to their new sets to make them shinier, I have to wonder where you can go with control or buff sets. Eventually, it'll be all about the gimmick because the effects are exactly the same as some other set.

Not saying we're in dire need of *NEW!!111* but just thought I'd throw out the idea of adding/altering some effects to help increase variety.

And now...to the idea...


Phasing

As visited here, we could stand to expand on phasing in this game. Yeah, I can hear the AoE farmers groaning now...

Status: Phased
Effect: A target tagged with a 'mode' that makes them immune to any effects except from those in the same 'mode'.
Notes: Not sure how the game is coded to work, but I'd go on to explain it as there being 3 'modes'. 'mode0' is the base mode everyone starts in, 'mode1' is what you gain after applying a phase power as well as altering all phase powers to subtract a mode when in this state. 'mode2' is basically an 'affect everything' mode usable by bosses that can attack mezzed foes or pseudo pets that can do the same.
Extras: We'll need more enemies that use phase and more power that cast/grant phase. Swapping Dimension Shift/Black Hole for a version that casts a 'mode2' pseudo pet that will phases anything within its range would be a good start. Putting Singularity in 'mode2' and giving it a ST phase power that's locked into '-1 mode' would give the pet the utility of unphasing any phasers as well as the ability to affect phased targets...it's a very fun prospect that you can do alot with, IMO.

Status: Caged
Effect: An offensive effect that stops anything from affecting a target and the target from affecting anything else.
Notes: This is what we've got now with intangibility. It's not a useless effect by any stretch of the imagination so would be kept in powers like detention field and sonic cages.

Status: Walled
Effect: A defensive effect that stops anything from affecting you or your ally if its castable on a target.
Notes: Again, this is what we've got now with intangibility. Conceptually, both phase and walled should exist. For instance, dimension hoppers should be affected by others with the same ability (phased) but it's also fitting that one can 'cage themselves' to protect themselves from harm. I'd personally use on my Storm corruptor who explains the power as turning her body into mist/fog.
Stun

In this category, any powers that give stun protection or resistance work for all effects lumped here.
Status: Stun
Effect: All offensive actions are nullified/suppressed, the target is unable to take action and their ability to move is inhibited.
Notes: Basically, what we have now with stun. You can't act, offensive toggles suppress, you can move but at a very slow pace.

Status: Disorient
Effect: Offensive actions are nullified, the target can still moved but at a slightly slower pace. Movement increases the chance to trigger knockdown and knockback.
Notes: With this, toggles won't suppress but your ability to attack will. I'd imagine it's possible to grant a target a temp power that occasionally 'knockbacks' the target. Since it only occurs during movement, it's possible the target will fly back to the point they started at. Still unsure of the full ramifications of such an effect, but it's a bit more 'offensive' than just Stun.

Status: Shocked
Effect: Offensive and defensive actions are nullified. The target cannot move or act unless acted upon.
Notes: Think of this like a hard Fear power...or a soft hold...except it turns off offensive and defensive toggles. The effect instantly wears off upon being attacked. This is a more powerful effect in that is can revert a targets self-buffs into the 'off' state while completely controlling the target.

Sleep

This one requires a bit of changing. The effects don't all stack in a near category like the Stuns, but they're put in this category because, all the sleep powers we have now will have one of these versions.
Status: Drowsy
Effect: A long duration mez where, if the target does not act, they will be reverted to a state where they cannot act. Movement is impaired as is recharge.
Notes: This is a defensive supplemental mez, in that, its effects have a small chance to 'work' at first but have a higher chance of taking effect if the target does not act or move. Think of it like a fear power that can only be suppressed by the victim taking action rather than the victim being acted upon.
Extra: I see this being put in control heavy power pools like Mind Control, Ice Control and the like. Damage itself does not break this effect. It's categorized as 'Sleep' so sets/resistance is what affects this.

Status: Sleep
Effect: See Shocked above
Notes: A major change. Any powers that must conceptually keep Sleeps like they are (like perhaps Mass Hypnosis) would get the 'Shocked' status but called 'Sleep'. I'd imagine, to streamline it, you'd be able to slot the power with Stun or Sleep sets.

Status: Intoxicated
Effect: The victim will cough/puke until attacked. Any form of Knockback will cause the intoxicated victim to lay on the ground for longer periods of time before getting back up.
Notes: I'd imagine, both KB resistance and sleep resistance would lower the duration one stay prone.

Status: Consumed
Effect: Same as Drowsy but shorter duration, without the need for the target to 'not act' for full effect and the mags break upon receiving damage. A mag of 'sleep' having a chance to proc on the target and stack would be the intended design. If one attacks the victim, they're less likely to stack.
Notes: Conceptually, this is what I think Flash Freeze and Salt Crystals basically is, consuming a target in a thin sheet of material. It's basically going to freeze a target in place unless attacked. This effect is enhanceable/defendable by sleep enhancements/resistance/protection.
Extras: It's iffy to replace some sleeps with this, but I imagine them being like the sleep patch except more definitive. If left alone (and not attacked) an affected target will eventually succumb to being consumed but this effect will break if attacked. But they may still be consumed until the full effect expires off the target (just like a target will still be drowsy until the effect wears off).
Confuse
Status: Confused
Effect: Same as current Confuse powers.

Status: Deflect
Effect: The duration of this effect is short. The victim's range and perception is debuffed and any actions are going to affect the target or be targeted through the opponent.
Notes: Not an actual confuse, but used as a means of 'deflecting' attacks. Since its such a short duration, it's harder to wield but it can be used more often. Basically, if an NPC gets 'Deflected' in the sense of the mez, their perception radius would be shortened, they'll target the nearest foe and shoot them instead. If there are no targets in range, the deflected foe can target through you and shoot a more distant foe you are looking at. If you're targeting the deflected victim, they just can't act.

Status: Bewitched
Effect: The affected target is granted damage and ToHit buffs but only attacks targets that attack you. Under this effect, the target will cast any defensive powers on your allies as well.
Notes: An interesting power if factions could play a part in the game. Not only that, but I could see the effect working as a kind of 'love struck' effect as well.

Status: Placate
Effect: A placated target will not only be unable to attack the caster until the caster strikes them afterwards, but the victim will be under a confused state until it is able to hit something.
Notes: I'd imagine this being too powerful for Stalker Smoke Flash but in Placate (or other ST placate powers) this would help mitigate the whole 'sic my teammate instead' syndrome, if only momentarily. And it'd be an offensive tool as well!

Okay okay, I have more to type but I've already lost anyone who was probably reading this by now. I'm not putting the list down as a 'this is how mez should be' suggestion (although I think my posting style started slipping into that realm by accident) but more of a 'you could add something like that one...or that one' suggestion for current or future sets to add diversity. By no means do I think all of these should be added in but it'd be interesting if it did...


 

Posted

My feeling is that instead of making things more complicated on the player side, they should do a total revamp of how mezzes effect NPCs. They could make creative use of the same thing that lets Blasters shoot basic attacks while mezzed, to create a much more nuanced system than exists now.


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

 

Posted

I suppose you could dismiss it as 'more complicated'...

But I'm suggesting this not just for NPCs but for players too. Because we should be trying to vary the simple base of the game which is combat.

For instance, melee is melee and ranged is ranged. But there's nothing that discourages using ranged in melee. The deflect mechanic would make shooting at close range a hassle since, if a foe deflects your blaster, you can accidentally shoot any of your allies within line of sight of the mezzer. Melees would just have to spread out a bit beyond melee range.

People *love* Oil Slick Arrow and it's burn patch. Don't see why no one wouldn't love Poison Gas Arrow > Exploding Arrow leaving a mess of intoxicated, sick foes unable to hop back on their feet. Or heck, PGA > Ice Slick would basically be an AoE Hold. Power synergy is an oft requested feature that I'm totally behind.


 

Posted

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Originally Posted by Leo_G View Post
For instance, melee is melee and ranged is ranged. But there's nothing that discourages using ranged in melee. The deflect mechanic would make shooting at close range a hassle since, if a foe deflects your blaster, you can accidentally shoot any of your allies within line of sight of the mezzer. Melees would just have to spread out a bit beyond melee range.
In a game where 'just stay at range' is practically impossible, this would screw over so many sets. I just...can't vocalise how much this sounds like a really *bad* idea without coming across as overly blunt or rude, so I'll settle for; I would wager heavily on this being a very, very unpopular change for next to little mechanical of 'fun' gain.

I'd rather go with Lemur's suggestion. All Mez atm is either no mez or hard mez. And Hard mez that lasts for 30+ seconds (Hello Malta) is not Fun. It's also not even challenging; you are mezzed, or you aren't. And if you're mezzed like that in a mob, you're pretty much dead solo.


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NOTE: The Incarnate System is basically farming for IOs on a larger scale, and with more obtrusive lore.

 

Posted

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Originally Posted by Techbot Alpha View Post
In a game where 'just stay at range' is practically impossible, this would screw over so many sets. I just...can't vocalise how much this sounds like a really *bad* idea without coming across as overly blunt or rude, so I'll settle for; I would wager heavily on this being a very, very unpopular change for next to little mechanical of 'fun' gain.
And yet it can work in reverse. Since every foe has ranged attacks and uses them often. I think it'd be a fun way to give Melee ATs a version of confuse without being overpowered.

For players, you just don't shoot when you're standing right next to the target. If you think 'just stay at range' is impossible (wow, what game do you play? don't we get free travel powers now?) then do something *GASP!* logical. Use melee attacks instead.

If you didn't pick any of those up, then that's just a tactical disadvantage no different than foes keeping their distance or forcing players to move away.

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I'd rather go with Lemur's suggestion. All Mez atm is either no mez or hard mez. And Hard mez that lasts for 30+ seconds (Hello Malta) is not Fun. It's also not even challenging; you are mezzed, or you aren't. And if you're mezzed like that in a mob, you're pretty much dead solo.
Well, do you play dominators/controllers? It's bad enough the targets you need to control are very difficult to impossible to control. Yeah, you go up to a gravity dom and tell them their ST hold shouldn't do its job where practically every other tool at its disposal isn't going to stop that boss from plowing their face in.

Anyway, not to be argumentative but, it's hard to even consider your perspective when you basically say nothing about it. That mez shouldn't be so binary...great. How? I could have said the same thing in my OP but that's not only boring, but rather dumb to bring up if you have no vision go about doing so.

Perhaps I should re-explain the direction I'm coming in at?

1. I'm not trying to redesign the game here. That would require more than just talking about mezzes, but fighting dynamics and wholesale encounters we run into throughout the game. (Although the whole Phase section probably would be considered redesigning the game to make it fit).

2. I am trying to use current mechanics in the game and 'mix' them together to form something 'new-ish'. You can't make whole new mezzes because then you have to backtrack and add the appropriate means to defend against said mezzes. This is why I'm just expanding on the current types of mezzes and twisting them a bit.

3. This can be for adding to current sets to give them a shiny new coat to match the new sets released or to add to new sets to make them more unique without going deeper and deeper into convoluted gimmicks. How many new ways can we use sleep? We'll run out. So expand the definition of 'sleep' so there's more of it to try and use.


 

Posted

What I wish they'd do is make both slows and sleep powers a more integral part of the game. With the exception of electric trollers, sleeps are pretty useless - too much AE damage going on in most teams. I've found slows to be very useful, although I dont often see that opinion among other players.


My suggestions:
Sleeps:
When "awoke" from a sleep by damage, a mob should have a "groggy" period where his recharge is greatly diminished and possibly a short period of disorientation.

Slows:
All slow powers should also slow down mob attack rates - a lot of slow powers do, but I don't think all. In addition, it should lower the accuracy of mob attacks.


131430 Starfare: First Contact
178774 Tales of Croatoa: A Rose By Any Other Name ( 2009 MA Best In-Canon Arc ) ( 2009 Player Awards - Best Serious Arc )

 

Posted

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Originally Posted by Hercules View Post
What I wish they'd do is make both slows and sleep powers a more integral part of the game. With the exception of electric trollers, sleeps are pretty useless - too much AE damage going on in most teams. I've found slows to be very useful, although I dont often see that opinion among other players.
One could almost say the same about immobilizes but then those have other tactical advantages. But I'm in agreement with you, sleeps (and intangibility) have limited use. And IMO, confuse is too rare.


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My suggestions:
Sleeps:
When "awoke" from a sleep by damage, a mob should have a "groggy" period where his recharge is greatly diminished and possibly a short period of disorientation.
I was actually thinking this when writing up the OP. The only problem you run into is, if the target is slept for a moderate duration, most likely they'll have a chance to let their powers recharge, even at a very slow rate. The only way this would work properly is if this 'grogginess' had some sort of affect on the enemy AI that caused them to hesitate before attacking. So, upon waking up, the foe would toss out an attack and then 'forget' he had any other attacks recharged for a bit.

It's kind of the reverse of 'drowsy' in that, if they don't attack or move (because maybe they're held or knocked back or slowed or running away from them) they'll simply fall asleep and keep doing so until the drowsy status wears off. Most importantly is, you can still *hit* the target and get results from the mez, you just have to keep the target from hitting anyone else.

It's more meant to mix up mez tactics...so not just toss mag on target and forget they're there (sleeps/intangibility) or stack mag to overcome (stun, hold), you're looking to time your actions to stop the foe from taking action to finally get mezzed.

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Slows:
All slow powers should also slow down mob attack rates - a lot of slow powers do, but I don't think all. In addition, it should lower the accuracy of mob attacks.
I'm trying to think of -movement that doesn't do -recharge. Glue/web does, toxic thorns/spines do, cold does...the only ones off the top of my head is tar patch...which isn't really tar but rather a pit of darkness. Gravity doesn't slow recharge but it does reduce flight and jump too. Then there's the slicks (oil and ice) but then those don't make sense to slow recharge.

But then that's something else that's interesting. One can greatly differentiate themes with its variety of debuffs. For gravity, slowing movement and inhibiting jump and flight make sense as a 'gravity slow' while toxic DoT, a bit of -rech and a chance of immobilize make some sense for a 'spines toxin/thorns stapling you to the floor' slow. But a lot more could be said to make the differences more pronounced.


 

Posted

One thing that annoys me when playing my plant troller...
the conflict between roots and knockdown powers.

Roots should just root in place. It shouldn't hold the mob in an upright position so that powers with knockdown have no effect. I'm fairly certain they coded it this way since "knockdown" is just a scaled back version of "knockback", but it should be fixed.


131430 Starfare: First Contact
178774 Tales of Croatoa: A Rose By Any Other Name ( 2009 MA Best In-Canon Arc ) ( 2009 Player Awards - Best Serious Arc )

 

Posted

I actually feel exactly the reverse of the thread's direction. Rather than making status effects more diverse and complex, I've always wanted to make them simpler and, if possible, even boil them down to the same single effect. Why? Because then control-heavy characters could much more easily stack status effects the same way they stack "damage" on enemies, and status effects in general can stop being so binary.

Yes, this means that some enemies would be harder to control with a single application of any control effect, but it also means that we will not need enemies who are so completely immune to control effects as to leave Controllers with basically only one powerset out of two for AV fights. It means that enemies who are resistant to control effects can be only PARTIALLY resistant, and it would still work because many more players would be able to build up control magnitude.

I'm not really opposed to powers having different effects, but I'd rather see them as secondary effects to the same basic overall "hold" effect such that any status effect in the game can stack with any other effect, as well. If you have a Blaster with Web Grenade and a Brute with Stun, I'd like to see those serve to help a Controller cage an Elite Boss with Char more easily, even though we're combining a stun with an immob with a hold.


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Originally Posted by Arcanaville View Post
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.

 

Posted

Oy, why'd I even try cobbling together a post on my phone...ah well, let's try this again >_>

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Originally Posted by Samuel_Tow View Post
I actually feel exactly the reverse of the thread's direction. Rather than making status effects more diverse and complex, I've always wanted to make them simpler and, if possible, even boil them down to the same single effect. Why? Because then control-heavy characters could much more easily stack status effects the same way they stack "damage" on enemies, and status effects in general can stop being so binary.
Funny you seek to make mez less binary but the direction of your brainstorming does nothing to accomplish this...it only homogenizes magnitude. It's not a bad direction to start in but far from your intended goal. And honestly, it's not mine either.

While I can get behind thoughts on how to fix mezzing in CoX, I *REALLY* doubt *ANYTHING* so drastic will ever come about.

You see, you're coming at the thread with the idea of 'fixing mez' while I'm coming at it as 'expanding it' not to make it intentionally more complicated, but so there's multiple 'layers' of differing multitude of effects that still interact with the game in the same way.

That last part is important. This interacts with the game 'the same way'. I'm aiming to keep anything added as simple and integrateable as possible as it's more likely to be added to the game without overhauling everything.

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Yes, this means that some enemies would be harder to control with a single application of any control effect, but it also means that we will not need enemies who are so completely immune to control effects as to leave Controllers with basically only one powerset out of two for AV fights. It means that enemies who are resistant to control effects can be only PARTIALLY resistant, and it would still work because many more players would be able to build up control magnitude.

I'm not really opposed to powers having different effects, but I'd rather see them as secondary effects to the same basic overall "hold" effect such that any status effect in the game can stack with any other effect, as well. If you have a Blaster with Web Grenade and a Brute with Stun, I'd like to see those serve to help a Controller cage an Elite Boss with Char more easily, even though we're combining a stun with an immob with a hold.
And this is why I think I'm onto something. Because my OP does basically what you describe. You see those effects up there? Stun, Disorient and Shocked...those are all protected against by 'Stun resist/protection'. They are different 'effects' but they are the same mez. You *can* stack them to overcome a target's resists. That was the whole point, really. But they don't stack in a binary fashion...or not completely binary.

Stun (the described effect above) comes with a high movement penalty, disorient would grant a chance to knock- every time the target moves while under its effects and shocked completely cancels movement. One could stack these for different outcomes across multiple characters....

For example: Thunder Clap causes 'shocked', Oppressive Gloom causes 'stunned' and energy melee causes 'disorientation'. One can hit a foe with energy melee attacks then have a teammate follow up with TC to stack mag and hard-control the stunned foe's movements. Or a DA/EM Tanker can run OG...this sends targets wobbling away once they become stunned. If he decides to stack it with EM's disorient, there's a chance those foes wobbling away will literally fly *back* (or down if one can't send the foe in the opposite direction they are facing) to the tank since they're disoriented *and* stunned.

Another example: Consumed is basically a moveable static field except it's effects require itself to stack. I consider thematiclly, powers like Flash Freeze being something that is 'consuming' you, constantly growing to cover you up and completely encapsulate you. You can keep wiggling to try and break some off, but if you don't keep it up, it'll swallow you up anyway. In conjunction with an actual sleep like Mass Hypnosis? What easier way for the ice to completely consume a person than if that person was asleep and unable to struggle? That's what stacking a 'consume' sleep and a 'sleep' sleep accomplishes. They're the same 'mez' but interact with other powers differently.

But beyond that, the main point of my suggestion stems from the new Titan Weapon set's gimmick. Momentum. You and me, Sam, know each other's stance on gimmicks like these. I enjoy seeing them on all new sets and powers while you're rather indifferent. Well, I feel a bit different with momentum. I see no reason why I can't use such an effect on, say, Katana. Really, any type of swung weapon will hinge on the use of momentum. It's a gimmick that shouldn't be limited to one new set...but it is. Oh well. But things can change and as more new powers and sets are made, you have to wonder if they'll bother making newer and newer gimmicks or will they revisit some of the cooler stuff we have and rehash it.

Personally, I *WANT* them to rehash old stuff too. I want AoE teleport mez powers a la Wormhole...but then you start infringing on old sets too. Which kind of comes back to my thought. These 'new status effects' aren't meant to complicate mezzing, just add new dynamics to mezzing that can be retrofitted to old sets or added to new sets without taking the shine of the old.


 

Posted

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Originally Posted by Leo_G View Post
You see, you're coming at the thread with the idea of 'fixing mez' while I'm coming at it as 'expanding it' not to make it intentionally more complicated, but so there's multiple 'layers' of differing multitude of effects that still interact with the game in the same way.
I'm really not trying to contradict your idea or paint is as being somehow bad, Leo. It's just not something I like very much, and this stems not from my disagreement with you, but more from my disagreement with the entire status effect system. I don't really think we can "fix it" or that it will ever happen, but I do believe that giving more characters more same-type control effects and allowing them to stack them more easily might make the system less binary.

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Originally Posted by Leo_G View Post
And this is why I think I'm onto something. Because my OP does basically what you describe. You see those effects up there? Stun, Disorient and Shocked...those are all protected against by 'Stun resist/protection'. They are different 'effects' but they are the same mez. You *can* stack them to overcome a target's resists. That was the whole point, really. But they don't stack in a binary fashion...or not completely binary.
Here's the thing, though - what character has access to more than a couple of immobilize powers? OK, an Energy Melee one. Shifting gears, what character has more than a couple of Hold powers? Not very many. You'd think a Controller would be able to stack status effects, given that Controllers have so many, but their control effects are all different kinds that don't stack with each other. Immobilize, Hold, Sleep, Stun, Slow, Knockback... They have many tools, but these tools don't stack with each other.

Compare that to, say, a Blaster. Sure a Blaster has many secondary effects to his attacks, but all Blasters have the same one primary effect - damage. All of their damage from all of their powers stacks with each other and works to diminish the enemy's hit points, and all of this effort stacks with that of every power from every other Blaster on the team, as well as with that of every other damage dealer in general. This kind of universal focus is what I feel control in general needs.

Now, I have to agree with you to a point still - I'm not really opposed to different control EFFECTS, even such that don't always work on the same targets. Diversity of control effects helps keep things interesting... As long as their magnitude stacks anyway. That stacking is all I'm after, and whatever system ends up achieving it, I will stand behind 100%.

---

Again, I'm really not against your idea. It even sounds kind of interesting. I just kind of... Hate the status effect mechanics in City of Heroes.


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Originally Posted by Arcanaville View Post
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.

 

Posted

Quote:
Originally Posted by Samuel_Tow View Post
Here's the thing, though - what character has access to more than a couple of immobilize powers? OK, an Energy Melee one. Shifting gears, what character has more than a couple of Hold powers? Not very many. You'd think a Controller would be able to stack status effects, given that Controllers have so many, but their control effects are all different kinds that don't stack with each other. Immobilize, Hold, Sleep, Stun, Slow, Knockback... They have many tools, but these tools don't stack with each other.
Most likely for balance purposes. One shouldn't get powers to wholly neutralize foes alone...or at least not every foe. Coupled with another ally, though, it another story.

Can certainly discuss that too, though.

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Now, I have to agree with you to a point still - I'm not really opposed to different control EFFECTS, even such that don't always work on the same targets. Diversity of control effects helps keep things interesting... As long as their magnitude stacks anyway. That stacking is all I'm after, and whatever system ends up achieving it, I will stand behind 100%.
Good, we're on the same page. Now to figure out *WHAT* differing effects could we *ADD* to the different mezzes. That's where I'm at here.

I've been contemplating the 'Deflect' mez mechanic and wondering if/how it'd work. I could see adding this to some melee damage sets as well as specific buff sets as a means to not really control but to defend and create damage.