Glue Grenade makes me not want to run Mayhems


AkuTenshiiZero

 

Posted

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.

 

Posted

Quote:
Originally Posted by Memphis_Bill View Post
... and then you meet Malta stuns.
Two things to note: Disorients/Holds are much easier to resist and/or find protection for. Pretty much every defensive set has some degree of Disorient or Hold protection. Slow resist/protection is not nearly as common, and recharge slow is even less so.

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.


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.

 

Posted

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.


 

Posted

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.


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
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.
MON-GO NO LIKE THINKING!

Thinking make brain hurt. Buttonmashing goood. Thinking baaad.





Edit:?!? WTF? Mon-go is blocked by the language filter?


 

Posted

Do your preventive Breakfree inspirations not work?


 

Posted

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

 

Posted

Quote:
Originally Posted by Oldeb View Post
On a slow? No, the break frees do nothing.


 

Posted

Quote:
Originally Posted by AkuTenshiiZero View Post
Pretty much every defensive set has some degree of Disorient or Hold protection.
... you say to a person who mostly plays squishies. I've gone through full trays of breakfrees in malta missions. >.<


 

Posted

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.


Quote:
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

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

 

Posted

Quote:
Originally Posted by Samuel_Tow View Post
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.
Or you could just not run Malta missions. They aren't mandatory.


 

Posted

Quote:
Originally Posted by Lemur Lad View Post
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.
Glue Grenades ground flyers. It's happened to my Blaster many times. I started noticing it during Circle of Thorns missions, since Earth Thorn Casters throw down glue patches like they're going out of style.


 

Posted

Quote:
Originally Posted by Forbin_Project View Post

Edit:?!? WTF? Mon-go is blocked by the language filter?
Off-topic: It's probably something you inherited from our language filter, its UK meaning is a slang word for the outdated medical term for 'mongoloid features' which was attributed to those with Down's Syndrome. Some of the elderly still use it.


 

Posted

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!"

 

Posted

Quote:
Originally Posted by Lemur Lad View Post
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.
First of all, it very much does ground fliers. Secondly, moving out of the patch does nothing, because so much as setting foot in the patch brands you with a 30-second debuff that persists even when you walk out of it and even after it disappears. This effect reapplies itself over and over while you're in there and starts timing out when you walk out, so moving out of the patch only shortens the duration, and not by very much.

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.

Quote:
Originally Posted by Lemur Lad View Post
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?
Your "solution" is to have someone else deal with the Equaliser for me. First of all, Mayhem missions become harder the more people you bring along. You need to break more items for the same time bonuses, you need to defeat more cops for the Resisting Arrest bonuses, death squads are larger and more likely to be triggered and people on Mayhem missions have the tendency to panic and do stupid things. 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.

No, we cannot move on yet.

Quote:
Originally Posted by Forbin_Project View Post
Or you could just not run Malta missions. They aren't mandatory.
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.


Quote:
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


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.
You may like dominators, they're like the only squishy AT that gets status protection, in their inherit power Domination.


 

Posted

Quote:
Originally Posted by Samuel_Tow View Post
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.
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.


 

Posted

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.


 

Posted

Quote:
Originally Posted by Samuel_Tow View Post
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.
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.


 

Posted

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?

 

Posted

Quote:
Originally Posted by Forbin_Project View Post
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.
That's because Malta also add resistances and ridiculous damage and accuracy to the mix. Titans and Gunslingers are DEADLY even if they don't hold you while Sappers are just cheating. There's a reason people single them out for hatred

Quote:
Originally Posted by Memphis_Bill View Post
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.
I don't find Malta missions impossible to complete with Blasters. After all, I took three of them through Crimson's World Wide Red. I just find them horribly irritating to solo with Blasters, and I don't play games to be irritated. My solution was to simply not play Blasters, and it's not one I've regretted even once.

Quote:
Originally Posted by Basilisk View Post
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.
Again, the problem isn't the debuff on these, or even the duration. It's that the power creates a patch which THEN slaps you with a 30-second debuff. The debuff itself is auto-hit - anyone who walks in the patch gets snagged with it, irrespective of your defence numbers. The only thing which has a to-hit check is the summon of the patch itself - if the Equaliser misses the player he's aiming at, no patch forms and everyone is fine. But if he opts to shoot for the resist-based Tanker on the team instead of the defence-based Scrapper, then the defence-based Scrapper will get hit by the auto-hit debuff anyway.

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.

Quote:
Originally Posted by Basilisk View Post
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.
That's a hideous debuff, yes. It's strength is simply enormous, and means that for its duration, you can't hit squat. I find it annoying on the same level as Tsoo Sorcerer Hurricane.


Quote:
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
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.


 

Posted

Quote:
Originally Posted by Samuel_Tow View Post
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.
I call ********. No AT does everything equally well. If they did, we may as well be playing Red Man and Blue Man in Rockem Sockem Robots, because everyone would be the same.

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