Rise to the Challenge: Why does it get shut off?
I do not know the "scientific" in-game answer. But it is acting just like all damage aura toggles (they are also the only ones "turned off") and therefore it is probably classed/coded the same as them.
When mezzed (in this case, Anti-Matter's Time Stop), all powers that affect enemies are shut off, and powers that only affect the user stay on but suppress. Since Rise to the Challenge has a -ToHit component, it counts as an enemy-affecting power and gets shut off. All other Willpower toggles only affect the user, so they stay toggled but suppress, providing no benefit until the mez wears off.
We'll always have Paragon.
(Redacted post in light of NeverDark's post)
NOR-RAD - 50 Rad/Rad/Elec Defender - Nikki Stryker - 50 DM/SR/Weap Scrapper - Iron Marauder - 50 Eng/Eng/Pow Blaster
Lion of Might - 50 SS/Inv/Eng Tanker - Darling Nikkee - 50 (+3) StJ/WP/Eng Brute - Ice Giant Kurg - 36 Ice/Storm Controller
Can anyone explain why, of all my Brute's Willpower toggles, Rise to the Challenge is the only one that gets shut off when, for instance, Anti-Matter "stops time" in the Keyes trial? There have been other cases as well where I noticed it was the only one turned off, though I can't recall specifically what they were. So does anyone know what's so "special" about this particular defensive toggle?
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I would run that by Synapse in case there's anything new they can do about that, or on the off chance that it's just plain bugged.
But yes, whether or not it's supposed to do that, it's related to the fact that it debuffs foes. EA may be in this boat now too since it's got a toggle that debuffs recharge.
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
I was unaware that it did that in PvE. I knew it did that in PvP, which still sucked, but...
I would run that by Synapse in case there's anything new they can do about that, or on the off chance that it's just plain bugged. But yes, whether or not it's supposed to do that, it's related to the fact that it debuffs foes. EA may be in this boat now too since it's got a toggle that debuffs recharge. |
That's really obnoxious.
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
Not only that, but they have the tech to make it otherwise; this is a conscious design choice by the developers.
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It really sucks for Willpower because it shuts off the major survivability tool of the set.
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Yeah. It would be nice if they'd set it to just suppress.
Orc&Pie No.53230 There is an orc, and somehow, he got a pie. And you are hungry.
www.repeat-offenders.net
Negaduck: I see you found the crumb. I knew you'd never notice the huge flag.
/agree with all above posts
yeah, this is considered an offensive toggle, as are all the taunt auras for the Tanker Primaries and Brute Secondaries - this is why I always run RTTC as the first on the list on my /WP Brute so I can easily see when it drops to reapply it. one of those nasty facts of life, I'm afraid.
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Meh, not that bad, it happens once in a blue moon, it's not like you get mezzed all the time, try playing squishies with toggles like radiation, time, elec/ice/fire control and then it can get a little bothersome.
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
Yeah, but their toggles are really offensive. I don't enjoy having Darkest Night or Enervating Field drop when I get mezzed, but at least it sort of makes balance sense that such an imposition on foes is dropped. Dropping RttC because of that little debuff? That seems like an awfully pedantic interpretation of that "rule".
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Anyway, it never mattered to me on melee toons, I can't recall the last time my damage aura ones got it suppressed for mezzing. The only time it bothered me was on my SD/MA Tanker before SOs (the click mez protection wasn't perma), but it wasn't 'Omg this is horrible', more like a minor inconvenience. It was a big QoL change on my squishies, not having to retoggle CJ+leadership stuffs+whatnot everytime I got mezzed.
But now I'm wondering how Entropic Aura goes, since it's the mez protection and a taunt/buff/debuff aura too. Maybe like in this example from Pwiki?
'In PvE, a suppressed toggle will stop providing all buffs except mez protection. For example, a Force Field Defender is hit with a Rikti Mentalist's Mezmerize. The Defender is now sleeping and her Dispersion Bubble is no longer providing her with any defense. It is still providing mez protection and if the Defender is next hit with a Dominate she will not be held. In this situation, the Defender's teammates will still benefit from the defense and mez protection so long as they themselves remain un-mezzed.'
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I'm pretty sure that EA got a special exception from that rule, since somebody thought it would be a good idea to stick the aggro aura into their mez protection power.
It was whined about mercilessly in testing, and though it broke several times, I think it was ultimately fixed to not detoggle while mezzed, but to instead suppress the enemy-affecting part. IIRC that part also shuts off when Energy Cloak is active and unsuppressed, so that it doesn't break stealth.
Meh, not that bad, it happens once in a blue moon, it's not like you get mezzed all the time...
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However, if you run the Keyes trial a lot, then you'll encounter that blue moon a lot (three times in relatively quick succession on every trial run). I don't think I've ever had the momentary loss of that toggle ruin my day or anything, but it is a little annoying to have to time its reactivation so as not to overlap with the next Obliteration Beam blast...
NOR-RAD - 50 Rad/Rad/Elec Defender - Nikki Stryker - 50 DM/SR/Weap Scrapper - Iron Marauder - 50 Eng/Eng/Pow Blaster
Lion of Might - 50 SS/Inv/Eng Tanker - Darling Nikkee - 50 (+3) StJ/WP/Eng Brute - Ice Giant Kurg - 36 Ice/Storm Controller
Quite true. I certainly wasn't complaining so much as simply trying to understand the phenomenon.
However, if you run the Keyes trial a lot, then you'll encounter that blue moon a lot (three times in relatively quick succession on every trial run). I don't think I've ever had the momentary loss of that toggle ruin my day or anything, but it is a little annoying to have to time its reactivation so as not to overlap with the next Obliteration Beam blast... |
Can anyone explain why, of all my Brute's Willpower toggles, Rise to the Challenge is the only one that gets shut off when, for instance, Anti-Matter "stops time" in the Keyes trial? There have been other cases as well where I noticed it was the only one turned off, though I can't recall specifically what they were. So does anyone know what's so "special" about this particular defensive toggle?
NOR-RAD - 50 Rad/Rad/Elec Defender - Nikki Stryker - 50 DM/SR/Weap Scrapper - Iron Marauder - 50 Eng/Eng/Pow Blaster
Lion of Might - 50 SS/Inv/Eng Tanker - Darling Nikkee - 50 (+3) StJ/WP/Eng Brute - Ice Giant Kurg - 36 Ice/Storm Controller