Blaster Issues - Mezzing


Another_Fan

 

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Originally Posted by Arcanaville View Post
Is that a yes?
In my experience, I don't find the state of "being mezzed" any more/less harmful to my characters survival whether this happens as a blaster, controller, corrupter or defender. As a mezzed MM, likely less harmful than all others as my pets remain active even while I am mezzed. So it's situational and really depends on aggro level immediately preceding the mezz event in that case.

And it's been like this for me since launch.


 

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Originally Posted by Crysys View Post
In my experience, I don't find the state of "being mezzed" any more/less harmful to my characters survival whether this happens as a blaster, controller, corrupter or defender. As a mezzed MM, likely less harmful than all others as my pets remain active even while I am mezzed. So it's situational and really depends on aggro level immediately preceding the mezz event in that case.

And it's been like this for me since launch.
It has been more harmful by a significant margin to Blasters than other archetypes including Controllers and Defenders in the past for most players - probably going back to launch. There must exist gameplay options for Defenders and Controllers that allow them to avoid mez and avoid the deleterious effects of mez that don't exist for Blasters. This suggests your experience is not the norm. Balancing the game to your experience would thus fail to address the issues faced by the vast majority of players.


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Posted

Quote:
Originally Posted by Arcanaville View Post
It has been more harmful by a significant margin to Blasters than other archetypes including Controllers and Defenders in the past for most players - probably going back to launch. There must exist gameplay options for Defenders and Controllers that allow them to avoid mez and avoid the deleterious effects of mez that don't exist for Blasters. This suggests your experience is not the norm. Balancing the game to your experience would thus fail to address the issues faced by the vast majority of players.
If two ATs are mezzed, all other things being equal, how is it possible to be more harmful to one versus another?


 

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Originally Posted by Crysys View Post
If two ATs are mezzed, all other things being equal, how is it possible to be more harmful to one versus another?
Are you saying you reject reality because you cannot come up with a theory to explain it?

According to Castle, Blasters spent more time mezzed than average. That's a difficult thing for the servers to miscount. According to Castle, Blasters died more often because of mez. That's also difficult to miscount. Blasters overall earned less per unit time than all other archetypes in almost any situation. That's *also* difficult to miscount. So either NCSoft computers can't count, or all those represent reality. *Why* it happens is difficult to explain with certainty, although its not that there aren't theories. But why it happens is a separate issue from the fact *that* it happens. Either a perspective of how the archetypes perform include that fact, or that perspective doesn't match reality.

My own personal theory is that most people, myself included, tend to think about things in terms of a single fight. If two archetypes have indistinguishable performance after a single fight, then of course that should extend to a series of them. But that doesn't factor in the fact that performance is both statistical and coarsely grained. One more or less attack can have a big impact, and small changes can have cumulative impacts that are difficult to see in the short term. By my estimate, a difference in the probability of dying of two tenths of one percent per engagement would be essentially impossible to notice by an observer but could alter the performance of the two characters by over 5% over the long run. A difference in dying percentage of a single percent is actually huge, because it underscores underlying things that likely have cumulative benefits or deficits. But even 1% is impossible to detect by the average observer.


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Posted

No not rejecting reality, but i think you may be privy to more data than I am.

I've not seen anything from the datamining that stated empirically that "Blasters that are mezzed die more often than their counterparts who are mezzed where the mezz was categorically responsible for the summary loss of health leading to defeat as it a) directly preceded defeat of the character, b) no powers were used by mezzed character during the mezzed state indicating a disabled player ** (see below) and c) magnitude of, and resistance to, said mezz was equal for both." Was that, indeed, the finding? That would make me question my experiences.

I'm saying that my experiences with being mezzed don't directly relate to my mortality when playing a number of "squishy" AT's. And I've not seen anything that supports that particular theory as fact. If I'm wrong, I would very much like to hear the findings and I suspect that if anyone could point me to them, it would be you. And in this game, that which doesn't kill me doesn't really hurt my rewards when teamed. Progression remains equal until an AT is defeated and incurs debt. And I've at least a few blasters at 50 that don't have their first debt badge, while I've many controllers and corrupters that had the first two by 40.....but thats just an anecdote.

My belief is that such data mining was focused on mortality rates of the various AT's and not causality of specific instances of mortality. If it was segmented out further, then I've not seen/heard about it. So I believe its possible that both my experiences, and the datamining performed, are both accurate representations of reality. It just depends on the focus on causality versus outcome.

**Experience would tell me that since Defiance was changed, my blaster mortality actually improved significantly as most of the mezzers I meet can be mitigated using Defiance-enabled attacks. Those that can't...well, they could have killed me without mezzing me so not sure that matters. And determining "death from damage dealt by mezzer" versus "death from other critters working with the mezzer" is beyond my meager ability to recall.


 

Posted

Castle did say the things Arcanaville has mentioned and more.

Blasters are damage dealers. If they are mezzed before Defiance 2.0 they did no damage. Since D 2.0 they do a little damage.

I personally don't think it is enough damage and would like a way to fight out of a mez.


 

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Originally Posted by Miladys_Knight View Post
I have little faith in Posi's opinion. As I recall the tl:dr version of what he had Ex Libris post in the market forums (don't know why he didn't make the PR effort to post it himself) was merged markets = d00m. Villians had too little inf compared to heroes, blah, blah, blah. Post market merger and here we are. No d00m instead exactly what we in the market forums said would happened, happened. Inf on both sides stabilized when the ARTIFICIALLY created and maintained barriers were removed. Just the opposite of Posi's opinion on the matter.
Hugely off topic, but I do want to point out that they did something I'm not sure any of us expected them to do: unified the currencies. All the posts predicting potential economic doom, some of which were very well thought out (though none convinced me the a merger wasn't worth the risk) assumed heroes and villains would have their own separate money supplies with only the market acting as a conduit between them. IMO they undercut all the doom scenarios when they threw that limitation out.


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Posted

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Originally Posted by Arcanaville View Post
It has been more harmful by a significant margin to Blasters than other archetypes including Controllers and Defenders in the past for most players - probably going back to launch. There must exist gameplay options for Defenders and Controllers that allow them to avoid mez and avoid the deleterious effects of mez that don't exist for Blasters.
To give an admittedly extreme example, my Dark Miasma characters can often wait out a mez without resorting to a Break Free because their own mezzes and/or debuffs have crippled their foes' offense, Tar Patch makes it hard for foes to reach my character, or because foes become engaged with my pet (or all three).


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

 

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Originally Posted by UberGuy View Post
To give an admittedly extreme example, my Dark Miasma characters can often wait out a mez without resorting to a Break Free because their own mezzes and/or debuffs have crippled their foes' offense, Tar Patch makes it hard for foes to reach my character, or because foes become engaged with my pet (or all three).
I believe that the ultimate reason in the case of Defenders is that no defender lacks control, strong debuff, defense, and healing simultaneously. Most people tend to look for dramatic things: if Defenders are not *immune* to something, then they must be just as vulnerable. But most of the time its not the fight that kills us, its the fight before that kills us. It puts us into a situation where we decide not to wait for rest, not to pop our last set of inspirations because we're saving them for a rainy day that never comes, it forces us to start the fight at something other than 100%.

All it takes is one self heal, one defense power, one strong debuff, to swing the odds enough to be noticeable, because effects are cumulative. Here I think experience can actually act *against* judgment: people who play the game longer get numbed to how much of a difference unslotted dispersion bubble can be, for example.


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Posted

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Originally Posted by Arcanaville View Post
I believe that the ultimate reason in the case of Defenders is that no defender lacks control, strong debuff, defense, and healing simultaneously. Most people tend to look for dramatic things: if Defenders are not *immune* to something, then they must be just as vulnerable. But most of the time its not the fight that kills us, its the fight before that kills us. It puts us into a situation where we decide not to wait for rest, not to pop our last set of inspirations because we're saving them for a rainy day that never comes, it forces us to start the fight at something other than 100%.

All it takes is one self heal, one defense power, one strong debuff, to swing the odds enough to be noticeable, because effects are cumulative. Here I think experience can actually act *against* judgment: people who play the game longer get numbed to how much of a difference unslotted dispersion bubble can be, for example.
I got into some balance and 'feel of game' discussions with a friend not too long ago about City versus other MMOs, and I noted that in a lot of MMOs, power design is around a unit of One Encounter.

I then argued that in City, because of the way health, regen, and recharge works, we're really dealing with a unit of One Mission, because of the aggregate effects.


Quote:
Originally Posted by Arcanaville View Post
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Originally Posted by Void_Huntress View Post
I got into some balance and 'feel of game' discussions with a friend not too long ago about City versus other MMOs, and I noted that in a lot of MMOs, power design is around a unit of One Encounter.

I then argued that in City, because of the way health, regen, and recharge works, we're really dealing with a unit of One Mission, because of the aggregate effects.
The notion that the unit of combat is more or less the mission forms one of the foundations for the giant scrapper mitigation analysis I did as well.

We have in-combat regeneration and recovery, so in City of Heroes combat is "sustainable." In most MMOs, combat is not sustainable as a practical matter in most cases, no matter what your team looks like or how you build or what your gear does. In most MMOs, you fight, you recovery, and then you fight again.

This principle caused a lot of problems at the time, with people saying the "immortality line" calculations were meaningless unless you were a Highlander and never logged out.


One of the things that stands out in my memory about the book Moneyball was how very small effects that amounted statistically to small fractions of a run per game could over a season mean the difference between the top of the division and the bottom. Things no one could ever see or notice when watching a game determined almost *everything* when it came to performance for an entire season. No one can "witness" the difference between a .300 hitter and a .220 hitter. No one can see the difference between someone that gets on base 45% of the time and someone who gets on base 37% of the time. We can more easily see things like who hits the most home runs. And those things don't actually count for much in the long run.


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Posted

The other day, I had the seed of an idea for a sort of Defiance 2.1, I suppose.

What if you kept the 2.0--usable T1 and T2 attacks when mezzed--but increased the damage of those attacks when mezzed? This would be a bit like a combination of Defiance 1.0 and the current 2.0. Additionally, the damage increase would scale negatively with team size, basically the inverse of the Defender inherent buff. So when you're solo and mezzed, which is a more dangerous situation for the Blaster, you would do more damage with those 3 attacks than if you were teamed and mezzed.

...I'm either not explaining that well, or it's actually not that palatable now that I look at it, but I thought I'd throw it out there.


 

Posted

I think the problem with mezz is actually bigger than Blasters. IMO this is a core combat issue for this game.

Mezz is very binary in City of Heroes. I mean, it's fairly binary in other games too, in the strict sense that you're either mezzed or not. But I've never seen an MMO where your character class more or less was a binary switch for having to deal with mezz and having to not. Even the Tanks in other games get affected by mezz (albiet somewhat less than others).

Ironically, part of the problem is that it's just possible to become too immune. That means the enemies can be given outrageous mezz abilities and most people won't really even notice. To call out one extremely specific example, the sheer number of knockdown/back powers in the game makes obtaining knock protection a virtual requirement. And then once you've flipped that switch you simply never get bothered by that again. A much better set up would have been for there to be far less knockback coming from enemies in the first place, but 100% knockback protection impossible to obtain for anyone but the tankiest Tanker. And then you wouldn't have the sorts of situations we do now, where because the values are so extreme, the way to handle knockback (or defense or resistance or anything else that's gotten out of control) is to just bypass it and make it Unresistable and/or Undodgeable.

Thing is, the way the game is set up, for there to be any sort of equitablity Blasters need straight up mezz protection toggles. I'm not even kidding, not with VEATs and Dominators running around. They're not going to get them, but that's not because of equitability. Rather, it's because the feeling is we bothered putting all this mezz in the game, and why bother doing that if everyone is protected? In other words, its not balanced for individual archetypes it's balanced by the idea that at least someone in the aggregrate of team members is being hit, and that someone is largely Blasters. Blasters won't get mezz immunity not because it would be unbalanced for them, but because the total protection boat can only fit so many.

My general feeling is that mezz protection itself should have chances to fail, and mezzes on players themselves should have be less punishing overall, and far less frequent. And it also turns out there is a model of this already in the game, in the entire structure of the ITF.

Another sidenote here, but it is also my general feeling that if there is one place mezz IS fair is in "death patches." But most of the death patches we've seen have been more out to just outright kill you. A big "dodge this or get mezzed (or debuffed)" would interest me much more.


EDIT: And speaking of death patches, since all of the Blaster T1 and T2s now have identical cast times, I wonder how doable it would be to develop two new animations that allow these powers to be cast by Blasters with no rooting (i.e. all blast sets use the same animation to shoot while running, exception being weapon sets). There is already some established precedent about Blasters being able to use their powers in situations where others can't.


 

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[QUOTE=Oedipus_Tex;4145116]I think the problem with mezz is actually bigger than Blasters. IMO this is a core combat issue for this game.

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Mezz is very binary in City of Heroes. I mean, it's fairly binary in other games too, in the strict sense that you're either mezzed or not. But I've never seen an MMO where your character class more or less was a binary switch for having to deal with mezz and having to not. Even the Tanks in other games get affected by mezz (albiet somewhat less than others).
In other games most mezzes only last 1-4 seconds, 4 being pretty extreme, which is why no mez protections work in those other games.

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Thing is, the way the game is set up, for there to be any sort of equitablity Blasters need straight up mezz protection toggles.
I disagree. There are other ways to deal with mez.

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My general feeling is that mezz protection itself should have chances to fail,
No. mez protection randomly failing would be the most awful thing that could ever happen to the situation. Seriously. Mez protection can already fail without putting a % chance to fail on it if the magnitude is surpassed. Mez protection isn't total immunity, it does have mag and it can be surpassed, even if it is extremely rare for that to happen.


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Another sidenote here, but it is also my general feeling that if there is one place mezz IS fair is in "death patches." But most of the death patches we've seen have been more out to just outright kill you. A big "dodge this or get mezzed (or debuffed)" would interest me much more.
Warwalkers on the UGT do this.


 

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Originally Posted by Oedipus_Tex View Post

EDIT: And speaking of death patches, since all of the Blaster T1 and T2s now have identical cast times, I wonder how doable it would be to develop two new animations that allow these powers to be cast by Blasters with no rooting (i.e. all blast sets use the same animation to shoot while running, exception being weapon sets). There is already some established precedent about Blasters being able to use their powers in situations where others can't.
Oooh. I actually really like the idea of cast-in-motion Blasters, fragile-but-agile instead of just fragile. I don't really think it singlehandedly solves all the balance issues that Blasters have, but skillful maneuvering and range actually could be a noteworthy defense if Blasters were allowed to kite like bastards, and think it'd be an astounding amount of fun for them to be granted maneuverability in lieu of all the things they're not supposed to have.


 

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Between what the Devs think we need to have (and they're often unsure themselves) and what players want (don't give the kids TOO much candy or they'll get sick and go home) lies the answer I think. The problem is that the answer, like philosophy, is different for everyone.

Some players like Blapping. Ok, more power to them. I tried it and it wasn't my cup of tea. Such players want more melee damage, splash effects with their melee attacks or something. Some Blaster players like range and want some sort of rangerd buff or mechanic. Unfortunately this leaves the other players out of the loop.

Being a fan of easy fixes I'm in favor of starting with more damage. Go back to the '3 minions vs one character' model the game started with. Now I think we all admit that, at the early levels this is insanely easy. I can defeat 3 even-conned minions with Brawl and virtually any other single power in the game that will affect either them or me. The game was designed that way so as to not scare off new players who had yet to learn tactics, builds and so forth.

But the game has changed. More enemies at every level have mez now. More enemies can chain-mez you to death now. More enemies have the tiny micro-mezzes that drop your often important offensive toggles now. On the other hand we also have IOs, inventable self-buffs and Incarnate Powers. By now the traditional 'me vs 3 Minions' model has gone essentially out the window.

So now, in the game today, how does a Blaster REALLY perform solo? Some of them do all right while others not as well. Some of the power sets lend themselves to safer and thus easier soloing the same as other ATs. /Dark has an 80' Immob that does MORE overall damage than a T1 blast. /Mental has the same thing. Most of the other T1 Secondaries are 50' range or melee only. I see this as part of the problem. Some sets aren't just better than others, they're CLEARLY better than others.

I think all of the Blaster sets need to be standardized a bit. Give ALL of them a crashless nuke or, if you keep the crash, make the thing SO powerful that the player will want to use the thing. Give ALL of them some sort of self-rez (I love Phoenix and use it as part of my attack chain at times) or else give them some other power that makes dying either less painful or less likely.

All of the other ATs have a way to deal with Mez whether it be mezzing the mezzer or simply being highly resistant to it. If Blasters are going to rely on damage as their 'offensive defense' then they need more of it. If someone comes up with something else I'm all ears. However remember that the more complicated a mechanic is the tougher it is to balance and the easier it is to break.


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Posted

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Originally Posted by DreadShinobi View Post
I disagree. There are other ways to deal with mez.
This statement,

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No. mez protection randomly failing would be the most awful thing that could ever happen to the situation. Seriously. Mez protection can already fail without putting a % chance to fail on it if the magnitude is surpassed. Mez protection isn't total immunity, it does have mag and it can be surpassed, even if it is extremely rare for that to happen.
Followed by this statement, is one of the biggest logical disconnects that I have ever seen posted on the forums. I can't take your posts seriously. It's almost like you have some ingrained anti-blaster bias and aren't even able to see your own hypocrisy.


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Posted

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Originally Posted by Miladys_Knight View Post
This statement,

Followed by this statement, is one of the biggest logical disconnects that I have ever seen posted on the forums. I can't take your posts seriously. It's almost like you have some ingrained anti-blaster bias and aren't even able to see your own hypocrisy.
To be fair, there are ways to deal with mez other than having mez protection powers, like being able to continue to attack while mezzed for example. The question really is less "should blasters get mez protection" and more "to what degree should mez be deleterious to blasters?" If we decide its too harmful now, the mechanical way we make it less harmful is less important to me than it becomes less harmful in the way intended.


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Posted

Quote:
Originally Posted by Kyria_Shirako View Post
Oooh. I actually really like the idea of cast-in-motion Blasters, fragile-but-agile instead of just fragile. I don't really think it singlehandedly solves all the balance issues that Blasters have, but skillful maneuvering and range actually could be a noteworthy defense if Blasters were allowed to kite like bastards, and think it'd be an astounding amount of fun for them to be granted maneuverability in lieu of all the things they're not supposed to have.
I made a related post over in the dmage modifier blaster issue thread.

basically, it is my opinion that rooting times are not weighted properly in the balance of damage output for the blaster AT. I am not going to copypasta the whole thing here, but it does also have ramifications for mez and survivability. Being able to "kite" more effectively/easily would have definate impact on survivability for the AT.


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Posted

For me personaly, my only real big issue with blasters and mez.....is how it makes the auras i have on........ go off. Seriously i hate having to turn back on blazing aura and hot feet....which anchor you for no real good reason.
I rember a long while back when pvp zones first appeared....I would get mezzed but still have my auras going....so that brute who stunned me...didt usualy stay to pound on me a super huge amount due to lack of health.

But also I hate how as a defender or corruptor you have zero mezz defenses and cant heal your self....nope only put the shield on someone else...and the heals that do effect you personaly actualy give less then the blaster versions that do tons of damage to their foes and heal them.

...but then i also hate a few of the dark powers blasters can get because they require that the blaster to needs hit enemies at a point blank area effect....and have it hit at least 5 targets to get close to what a typical build up gives.

Anywise I am digressing....posting about what everyone already hates....

I guess i dont mind the current defiance resistance to mezz.....I just wish that maybe it would make the auras not turn off as well....and maybe allow a blaster to get some mezz defenses as they leveled.....

I might be the only one who thinks this....but after having defiance....wouldnt it make more sense that the more powerful the blaster becomes the more defiant they become.....ergo...wouldnt they start devoloping more resistance to mezz for example?

In game terms...that would be like a 1% increase to the blaster mezz resistance per level.....so at level 50 the blasters own defiance and leveling proves their resolve so that they would resist alot more things....50% of the time on and beyond what they normaly do....they can maintain their blasting defying the odds and doing what they do best.

Like I said....probably just me that thinks this way.


 

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Originally Posted by PsychicKitty View Post
I might be the only one who thinks this....but after having defiance....wouldnt it make more sense that the more powerful the blaster becomes the more defiant they become.....ergo...wouldnt they start devoloping more resistance to mezz for example?

In game terms...that would be like a 1% increase to the blaster mezz resistance per level.....so at level 50 the blasters own defiance and leveling proves their resolve so that they would resist alot more things.

Like I said....probably just me that thinks this way.
Just a quantitative note: mez resistance is generally duration resistance, which means it does not work the same way as damage resistance. 50% resistance to damage means damage is cut in half. 50% mez resistance means the mez duration is cut by 33% - 1/1.5. To cut the duration of a 30 second stun grenade down to 10 seconds - still a long time to be stunned - would require 200% mez resistance (1/(1+2) = 1/3 = 0.33 x duration).


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Posted

Quote:
Originally Posted by Miladys_Knight View Post
This statement,



Followed by this statement, is one of the biggest logical disconnects that I have ever seen posted on the forums. I can't take your posts seriously. It's almost like you have some ingrained anti-blaster bias and aren't even able to see your own hypocrisy.
Believe it or not, I'm pro blaster buffing. I do think they need help. I do NOT think they need such an extreme amount of help as you make it out to be. My opinion on the best way to lobby for buffs is to be reasonable about it, which you are not. You are asking for blaster buffs the same way tanks were demanding massive buffs to their damage output not too long ago. Basically they wanted to be able to be the most survivable and be able to be top tier damage dealers, because thats how many tanks are portrayed in comics. This doesn't work in MMOs, there needs to be balance, you can't have everything.


And to add: the 2 statements you quoted are not related and I still stand by each of those statements. And I will quote Arcana's response:

Quote:
To be fair, there are ways to deal with mez other than having mez protection powers, like being able to continue to attack while mezzed for example. The question really is less "should blasters get mez protection" and more "to what degree should mez be deleterious to blasters?" If we decide its too harmful now, the mechanical way we make it less harmful is less important to me than it becomes less harmful in the way intended.
As mine as well. I've said it before and I will say it again, flat mez protection is not the only answer.


 

Posted

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Originally Posted by DreadShinobi View Post
Believe it or not, I'm pro blaster buffing. I do think they need help. I do NOT think they need such an extreme amount of help as you make it out to be. My opinion on the best way to lobby for buffs is to be reasonable about it, which you are not. You are asking for blaster buffs the same way tanks were demanding massive buffs to their damage output not too long ago. Basically they wanted to be able to be the most survivable and be able to be top tier damage dealers, because thats how many tanks are portrayed in comics. This doesn't work in MMOs, there needs to be balance, you can't have everything.
Disingenuous again and as always. I have never been asking for EVERY thing. I will make the same statement as I always do.

1) I do NOT think that blasters NEED more damage. They need the ability to hang fire and apply the damage they all ready have.

2) I do NOT think that blasters NEED more defense or resistances. I get that they are supposed to be glass cannons and I can and do roll with that too.

3) Blasters are the ONLY AT that are forced into combat and incoming mezzing attacks by their very design yet have absolutely no ability to avoid or escape mez in their power sets (defiance does NOT count. It does not help you avoid nor does it help you escape.)

I'm not even asking for the world when it comes to mez protection. All I have ever advocated is mag 4 protection. Just enough to avoid 1 application of mez so that I CAN hang fire long enough to kill the mezzer without having to resort to break frees and so that I can keep what little defense/resistance/secondary effects I get from various toggles without them being suppressed or detoggled.

That would still not be BALANCED since the other ATs that are forced into combat by their design still have all these things AND MORE but it would be enough to make the difference. I'm not even asking for even footing. I'm pretty sure that I could manage with just a toe hold.

I've been playing this game for 7 years. I know EXACTLY why my blasters fail in situations where my other characters do not (barring powerset differences) I became a Blapper player long before D2.0 for one reason and one reason only. If you stealth in and open up in melee range on a mezzer he'll use a melee attack as an opener instead of his ranged mezzing one. I can take 2 or 3 melee shots and still survive if I can trade blow for blow. Being locked down in the Alpha mez takes that away and gives me nothing to fall back on because I can't finish the mezzer off with the 3 attacks that I can use while mezzed before he can finish me off with his full range of powers.

I return you now to your previously scheduled disingenuousness and exaggerated claims.


-Insanity is doing the same thing over and over again and expecting different results. - Albert Einstein.
-I do not feel obliged to believe that the same God who has endowed us with sense, reason, and intellect has intended us to forgo their use. - Galileo Galilei
-When injustice becomes law, resistance becomes duty. - Thomas Jefferson

 

Posted

Quote:
Originally Posted by Arcanaville View Post
To be fair, there are ways to deal with mez other than having mez protection powers, like being able to continue to attack while mezzed for example. The question really is less "should blasters get mez protection" and more "to what degree should mez be deleterious to blasters?" If we decide its too harmful now, the mechanical way we make it less harmful is less important to me than it becomes less harmful in the way intended.
I think we have a nomenclature issue here. To me being able to continue to attack means ALL my primary and secondary powers just like all the other ATs that are required, by design, to enter combat get to do. Being able to use 3 out of the 18 when all the other Combat ATs get to use 18 of 18 isn't balanced. I would even be ok with being unable to move as a mezzed blaster if I could use all my powers. I could potentially pop my crashing nuke and still save myself or fling one more fireball and take out those 4 or 5 minions with a sliver of health before they could finish me off.

Part of the problem is the binary nature of return fire too. It doesn't matter how much health a mob has left. If he still has any at all he inflicts full damage.


-Insanity is doing the same thing over and over again and expecting different results. - Albert Einstein.
-I do not feel obliged to believe that the same God who has endowed us with sense, reason, and intellect has intended us to forgo their use. - Galileo Galilei
-When injustice becomes law, resistance becomes duty. - Thomas Jefferson

 

Posted

Quote:
Originally Posted by Miladys_Knight View Post
I think we have a nomenclature issue here. To me being able to continue to attack means ALL my primary and secondary powers just like all the other ATs that are required, by design, to enter combat get to do. Being able to use 3 out of the 18 when all the other Combat ATs get to use 18 of 18 isn't balanced. I would even be ok with being unable to move as a mezzed blaster if I could use all my powers. I could potentially pop my crashing nuke and still save myself or fling one more fireball and take out those 4 or 5 minions with a sliver of health before they could finish me off.
That's a question of degree. But the ability to shoot X number of attacks while mezzed is an alternative to mez protection, at least in the technical sense of protection. And an advantage of that sort of non-protection solution is that its less vulnerable to mez staircasing, where blasters get mez protection, so the critters get more mez, so blasters need more protection. We can shoot while mezzed: mez *magnitude* doesn't mean as much to blasters as mez *duration* - which is one of the reasons why I'm a bigger proponent of mez resistance rather than protection.


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