Glue Grenade makes me not want to run Mayhems
Secondly, this is not a question of "Is it imbalanced?" it's a question of "Does it make you want to punch puppies?" I can deal with a long disorient or hold, heaven only knows how many I've taken to the face over the years. But movement/recharge slows are just the biggest ***hole move in the game. Oh sure, you can still technically move and attack...If you don't mind moving like a slug on vallium. It's a matter of frustration.
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The mysterious Djinn...Emerald Dervish (50+1 DB/DA Magic Stalker)
The psychotic inventor...Dollmaster (50 Bot/FF Tech Mastermind)
Virtue Forever.
I agree.
They are particularly frustrating on timed missions like Mayhems.
The PPD Ghosts have their ridiculous debuff move, and so are usually the first target to take down, giving the Equalisers time to drop their glue grenade.
Gee, glue grenade sounds an awful lot like Glue Arrow from the Trick Arrow set.
You're right, it is completely unfair that they can do the same thing to us that we can do to them.
Edit: it is EXACTLY like Glue Arrow, even down to the duration. I bet you'll find the radius is the same as well. Glue Arrow is 25 feet.
The NPCs don't get to complain when we do stuff like that to them. And to be honest, if the NPC powers weren't similar in effect to our own, the game would be far, far easier than it is now. I kind of like the fact that there are NPCs that are problematic, it makes the game less of a buttonmashing grindfest when you have to stop and think about what you need to target first in a given group of enemies.
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. |
Gee, glue grenade sounds an awful lot like Glue Arrow from the Trick Arrow set.
You're right, it is completely unfair that they can do the same thing to us that we can do to them. Edit: it is EXACTLY like Glue Arrow, even down to the duration. I bet you'll find the radius is the same as well. Glue Arrow is 25 feet. The NPCs don't get to complain when we do stuff like that to them. And to be honest, if the NPC powers weren't similar in effect to our own, the game would be far, far easier than it is now. I kind of like the fact that there are NPCs that are problematic, it makes the game less of a buttonmashing grindfest when you have to stop and think about what you need to target first in a given group of enemies. |
Thinking make brain hurt. Buttonmashing goood. Thinking baaad.
Edit:?!? WTF? Mon-go is blocked by the language filter?
Do your preventive Breakfree inspirations not work?
On a slow? No, the break frees do nothing.
"Mastermind Pets operate...differently, and aren't as easily fixed. Especially the Bruiser. I want to take him out behind the woodshed and pull an "old yeller" on him at times." - Castle
First of all: "It gets worse" is not a good argument. I hate Malta status effects so bad that they essentially made me stop playing ANYTHING without consistent, permanent status protection of some kind. That's not a good thing.
Secondly: We are under no obligation to be "fair" to the NPCs. They're not alive. They don't have feelings. They don't have rights. We kill them by the thousands every day and no-one cares. It's a general rule of gaming that if players are exposed to their own completely unfair, very frustrating powers, they feel cheated. Because people don't mind when they cheat against the computer, but feel cheated when the computer cheats against them.
Finally: This isn't a question of difficulty. Glue Grenades don't make Mayhem missions much more difficult. It's a question of annoyance. SWAT Equalizers are the virtual equivalent of someone sitting on a chair next to me, jabbing me in the ribs with his elbow every 30-60 seconds and I don't get to punch him in the face at the end of the day. It's balance by annoyance, and I don't like that. Even the insulting Ghost Flashbang isn't as bad.
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.
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I see nothing in the listed effects that negates Flying. Do the same thing I do for KoA caltrops and pop on a Jetpack until you're out of the patch. Problem solved.
Alternatively, play with someone who has a confuse power, and be sure to kill the Equalizer last. Glue Grenades go from the annoying whatever you called them to a huge fun enhancer. Don't take my fun away, I like it how it is thanks.
Conclusion: There are two easy easy easy answers to the problem of glue grenades that don't require rebalancing, and don't require nerfing other people's fun. Can we move on?
"Null is as much an argument "for removing the cottage rule" as the moon being round is for buying tennis shoes." -Memphis Bill
I agree with the OP. Breakfrees do nothing against Slow effects or -Recharge. I've had characters who couldn't finish missions at 0 Diff because of stacked effects such as this. I'm not asking for easier...I just want the challenge to be less annoying.
Simply don't allow their Glue Grenades to stack. They can still lay them down frequently but allowing them to stack them is insane IMHO.
"Comics, you're not a Mastermind...you're an Overlord!"
I see nothing in the listed effects that negates Flying. Do the same thing I do for KoA caltrops and pop on a Jetpack until you're out of the patch. Problem solved.
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If this were a regular patch that slowed you while you were in it but the effects wore out as soon as you left it as in the case of Caltrops or Quicksand, I would have no complaint in the world. But it's a patch that hands out debuffs.
Alternatively, play with someone who has a confuse power, and be sure to kill the Equalizer last. Glue Grenades go from the annoying whatever you called them to a huge fun enhancer. Don't take my fun away, I like it how it is thanks.
Conclusion: There are two easy easy easy answers to the problem of glue grenades that don't require rebalancing, and don't require nerfing other people's fun. Can we move on? |
No, we cannot move on yet.
They're also not the only ones with a heavy emphasis on status effects. There are also the Rikti, Arachnos, the EDF, the Devouring Earth and even Crey in the upper levels. There are also Malta missions sprinkled around contacts other than Crimson, like Daedalus. Finally, I choose to play characters that are capable of completing their own missions. I play exclusively Scrappers, Brutes, Stalkers and Masterminds, and with neither of those have I felt it prudent to complain about Malta.
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.
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They're also not the only ones with a heavy emphasis on status effects. There are also the Rikti, Arachnos, the EDF, the Devouring Earth and even Crey in the upper levels. There are also Malta missions sprinkled around contacts other than Crimson, like Daedalus. Finally, I choose to play characters that are capable of completing their own missions. I play exclusively Scrappers, Brutes, Stalkers and Masterminds, and with neither of those have I felt it prudent to complain about Malta. |
They're also not the only ones with a heavy emphasis on status effects. There are also the Rikti, Arachnos, the EDF, the Devouring Earth and even Crey in the upper levels. There are also Malta missions sprinkled around contacts other than Crimson, like Daedalus. Finally, I choose to play characters that are capable of completing their own missions. I play exclusively Scrappers, Brutes, Stalkers and Masterminds, and with neither of those have I felt it prudent to complain about Malta.
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I dig glue grenades and I dig mayhems.
When I am in a mayhem I use selective targeting to take out the guys who do me the worst first. I forget which two kinds of mobs they are, but there's one mob with a wicked tohit debuff and another one that glues ya. equalizer and something else.
There are a number of groups that have some stickler mob that throws the monkey wrench into my works.
I have a hunt macro that I use when I want to to target particular kinds of NPCs. I don't use it for mayhems as I recognize the offenders by sight. But like with Malta where they all wear the same colors, I use the targetcustomnext thingy to take out the sappers first.
I enjoy having challenges to overcome in my games.
Finally, I choose to play characters that are capable of completing their own missions. I play exclusively Scrappers, Brutes, Stalkers and Masterminds, and with neither of those have I felt it prudent to complain about Malta.
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Yes, even against Malta and Longbow.
I dislike glue grenades, but for the most part I think they're a legitimate challenge. Above all else, I just wish the debuff would be shorter so that I'm not stuck sitting around crawling to my next objective for 29 seconds after the group is dead. It's annoying and un-fun and doesn't really add any more challenge to the game other than the challenge involved in not screaming at your character to hurry the *%&^ up. At the very least I'd like to the the effect end when the caster dies.
As for the Flashbang grenades, seriously, *^&( those guys. That's a power that's just plain over-the top in annoyance. -tohit and -defence at a higher amount than a defender using RI for a flat 30 secs? If anything keeps me from playing the Mayhems, it's the ghosts.
My story arcs: #2370- Noah Reborn, #18672- The Clockwork War, #31490- Easy Money
Sartre once said, "Hell is other people." What does that make an MMO?
Fair enough, but to be honest I never noticed those problems fighting the other groups you mentioned. For some reason the Malta stand out for me as a PITA and I just avoid them.
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Funny, I haven't found my Blasters, Controllers, Corruptors, Dominators, Defenders, Kheldians or Tanks incapable of completing their own missions. Yes, even against Malta and Longbow.
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I dislike glue grenades, but for the most part I think they're a legitimate challenge. Above all else, I just wish the debuff would be shorter so that I'm not stuck sitting around crawling to my next objective for 29 seconds after the group is dead. It's annoying and un-fun and doesn't really add any more challenge to the game other than the challenge involved in not screaming at your character to hurry the *%&^ up. At the very least I'd like to the the effect end when the caster dies.
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The Glue Grenade needs to either apply its debuff as a target AoE only once and run a to-hit check against all targets, or otherwise the debuff needs to disappear when you walk out of the patch. BOTH of these together is just cheating. It's like being slowed for 30 seconds every time you touch Caltrops, even after they expire.
As for the Flashbang grenades, seriously, *^&( those guys. That's a power that's just plain over-the top in annoyance. -tohit and -defence at a higher amount than a defender using RI for a flat 30 secs? If anything keeps me from playing the Mayhems, it's the ghosts.
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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.
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First of all: "It gets worse" is not a good argument. I hate Malta status effects so bad that they essentially made me stop playing ANYTHING without consistent, permanent status protection of some kind. That's not a good thing.
Secondly: We are under no obligation to be "fair" to the NPCs. They're not alive. They don't have feelings. They don't have rights. We kill them by the thousands every day and no-one cares. It's a general rule of gaming that if players are exposed to their own completely unfair, very frustrating powers, they feel cheated. Because people don't mind when they cheat against the computer, but feel cheated when the computer cheats against them. Finally: This isn't a question of difficulty. Glue Grenades don't make Mayhem missions much more difficult. It's a question of annoyance. SWAT Equalizers are the virtual equivalent of someone sitting on a chair next to me, jabbing me in the ribs with his elbow every 30-60 seconds and I don't get to punch him in the face at the end of the day. It's balance by annoyance, and I don't like that. Even the insulting Ghost Flashbang isn't as bad. |
Lol, I think playing all those melee characters has made you soft, Sam.
You really should play more a variety of characters. But then I can't force you to play something you don't like.
Debilitating effects give you something to avoid. This is what makes burst damage, control and knockback good for. Use abilities that *STOP* the target from using said effect, use burst damage to *KILL* the target before they can use said effect (or use it again) or knock the guy on their bum, out of the crowd *FAAR* Far away so he can be dealt with separately. These are things 'squishies' do to survive. Glue Grenades are, like, child's play compared to certain groups.
But I have to admit, there are just some characters ill-suited to handle such foes. My Inv/Kin Tanker weeps when facing guys like Rogue PPD and stuff...but then he can literally sit in the middle of 2 full spawns of them and *wait* for his powers to recharge. Yeah, it's 'annoying' that my powers are recharging at a glacial speed, but that's kind of fair considering my HP is going down at a glacial speed too.
Secondly, "get someone who has a power your entire AT has no access to" is not and has never been a solution, but merely a symptom of a problem.
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Some foes are designed to piss of melee. Others are designed to piss off ranged. MOST of them are designed to make life hell for squishies.
The ongoing complaints about the very few enemies that make life a pain for Melee are unwarranted for the simple fact that most things out there, they get to ignore.
Lastly I'll say all this talk about one particular mob making a solo Mayhem so much more difficult is ludicrous for most of the reasons you just listed about why adding 1 person to the team isn't realistic for you.
A Solo Mayhem is very easy to rack up bonus times.
A Solo Mayhem has very small groups with enough spaces around them to avoid most of them if you choose.
If it's so untenable for you to grab 1 person to handle this mob type you don't like, then it's untenable for me to get behind changing it when there's MORE than enough margin for error in a solo Mayhem.
"Null is as much an argument "for removing the cottage rule" as the moon being round is for buying tennis shoes." -Memphis Bill
I honestly want to know who thought this was a good idea:
-72.00% run speed
-4.37 max run speed
-40000.00% jump height
-20.00% strength to recharge
30 GOD D*MN SECONDS
That is half a freaking minute of being practically immobile, as well as suffering from the nerve-fraying Tiny Icon Syndrome. And nothing stops them from stacking multiple Glue Grenades on you, or even worse staggering them to perma-glue you. Stroking my face with a cheese grater is more fun than this.
My suggestion is that Glue Grenade does what it looks like it does: Lays a ground effect which debuffs targets currently in the AoE. If for some reason this is too intuitive, then for the love of Nemesis cut down the duration. It's not game-breaking, it's not overpowered, but it sucks all the fun out of mid-level Mayhems and turns it into a massive ball of aggrivation.
The off-beat space pirate...Capt. Stormrider (50+3 Elec/Storm Science Corruptor)
The mysterious Djinn...Emerald Dervish (50+1 DB/DA Magic Stalker)
The psychotic inventor...Dollmaster (50 Bot/FF Tech Mastermind)
Virtue Forever.