Sorcery Power Pool
OK so people want blasters to be tankmages I get it. Not going to happen...but I get it now.
The development team and this community deserved better than this from NC Soft. Best wishes on your search.
OK so people want blasters to be tankmages I get it. Not going to happen...but I get it now.
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We just want to be blasters and be able to keep blasting. Being a damage dealer and being unable to deal damage in mid/late game content is pretty counter intuitive (for some at least.) Playing the game is fun. Sitting at the keyboard perma mezzed and having a total of 3 powers you can use while the other non-blaster members of the team continue along as if mez didn't exist is not fun.
-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
No you don't. You are as far away from "get it" as it is possible to be and still be in this plane of existence . Tank implies defense and resistance. No one is asking for that.
We just want to be blasters and be able to keep blasting. Being a damage dealer and being unable to deal damage in mid/late game content is pretty counter intuitive (for some at least.) Playing the game is fun. Sitting at the keyboard perma mezzed and having a total of 3 powers you can use while the other non-blaster members of the team continue along as if mez didn't exist is not fun. |
The development team and this community deserved better than this from NC Soft. Best wishes on your search.
The development team and this community deserved better than this from NC Soft. Best wishes on your search.
The sorcery pool has a power that brought up the discussion of mez protection and blasters. I made a statement and then entered into a normal discussion with several here in the thread and expressed my feelings about that subject.
Not asking you in particular anything so you are more than welcomed to ignore us involved in said discussion and all is well.
The development team and this community deserved better than this from NC Soft. Best wishes on your search.
I'm just not seeing the connection with 'This new power pool has a mez protection power in it' and 'Oh, you guys just want Blasters to be tankmages, Lol whatev'.
How do you get to that conclusion? I'd take that power on my Fire/Storm corruptor who's already a tankmage and eliminate that pesky weakness of ranged mezzes...but the option is somehow more broken when mentioned for Blasters?
I'm just not seeing the connection with 'This new power pool has a mez protection power in it' and 'Oh, you guys just want Blasters to be tankmages, Lol whatev'.
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Personally I don't really know if I want always-on mez protection on squishies, or at least not beyond a couple points of it. I'd much prefer a breakfree sort of power if they gave anyone one.
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No you don't. You are as far away from "get it" as it is possible to be and still be in this plane of existence . Tank implies defense and resistance. No one is asking for that.
We just want to be blasters and be able to keep blasting. Being a damage dealer and being unable to deal damage in mid/late game content is pretty counter intuitive (for some at least.) Playing the game is fun. Sitting at the keyboard perma mezzed and having a total of 3 powers you can use while the other non-blaster members of the team continue along as if mez didn't exist is not fun. |
What I don't understand is the 2nd paragraph. Being "perma mez'd" by a Rikti Chief Mentalist is no fun...I've been there with plenty of toons.
But this isn't something that happens only to Blasters, it happens to every "squishy" that doesn't have a mez protection power in their primary or secondary.
Again in the 1-50 content; my defenders, controllers, dominators (I don't get perma-dom until lvl 50 usually), etc...all get held/mez'ed and they can't do their job.
I'd love it if my kinetics toons could heal while being held, or if my controllers could apply a hold of my own to the mob while mez'ed, etc...
I guess my question is:
So...what would you propose to have Blasters "keep blasting" without giving them a mez. protection power (in their primary/secondary)? At least Blasters can still attack while mez'd.
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What I don't understand is the 2nd paragraph. Being "perma mez'd" by a Rikti Chief Mentalist is no fun...I've been there with plenty of toons.
But this isn't something that happens only to Blasters, it happens to every "squishy" that doesn't have a mez protection power in their primary or secondary. Again in the 1-50 content; my defenders, controllers, dominators (I don't get perma-dom until lvl 50 usually), etc...all get held/mez'ed and they can't do their job. |
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In one little corner of the universe, there's nothing more irritating than a misfile...
(Please support the best webcomic about a cosmic universal realignment by impaired angelic interference resulting in identity crisis angst. Or I release the pigmy water thieves.)
What I don't understand is the 2nd paragraph. Being "perma mez'd" by a Rikti Chief Mentalist is no fun...I've been there with plenty of toons.
But this isn't something that happens only to Blasters, it happens to every "squishy" that doesn't have a mez protection power in their primary or secondary. Again in the 1-50 content; my defenders, controllers, dominators (I don't get perma-dom until lvl 50 usually), etc...all get held/mez'ed and they can't do their job. I'd love it if my kinetics toons could heal while being held, or if my controllers could apply a hold of my own to the mob while mez'ed, etc... I guess my question is: So...what would you propose to have Blasters "keep blasting" without giving them a mez. protection power (in their primary/secondary)? At least Blasters can still attack while mez'd. |
- Tanks, Scrappers, Brutes, Stalkers all have mez protection. Some of them also have defense which reduces the number of mezzes that land.
- Veats, Heats both have mez protection. Veats also have defenses available that further reduce the number of mezzes that land.
- Defenders and Corruptors (with the notable exception of TA) either have mez protection as part of their power set, have powerful debuffs/and/or defenses that reduce the number of mezzes that land to a mere 5%, or in the case of Empathy/Pain Dom, need not enter combat at all.
- Controllers and Doms can lock an entire spawn down by themselves eliminating incoming mez. Controllers get a weaker version of of the above defenses and debuffs but can stack that on top of their control. Dominators get mez protection when Domination is up which is easily more than half the time on SOs alone.
- Masterminds get Debuffs, power sets with mez protection, and henchmen that take most of the mezzes for them and those henchmen can still fight even if the MM is mezzed.
Blasters get..... defiance. They can use all the powers they have at level 2 provided they are not KB'd. There are several magnitudes of underpowered/under performing in that comparison.
A total of 2 blaster epics provide defense. This defense is Smash/Lethal. There are very few mezzes that are stopped by this defense type. Against even level foes blasters ARE going to get hit by 45% of all mezzes launched their direction. Because of the amount of damage a blaster deals a good chunk of agro is going to be directed at them even on teams.
A perfect example is what my wife and I are doing right now. We are playing a themed team. I am playing a Fire/MM blaster named Adam Bombed. She is playing a Dark/Time Corruptor named Eve Entually. We have duo'd (or had additional team members but we are always together) since creation.
I started playing CoX a year before she did and I average more play hours per week so have more experience playing. We are level 18 now and Lost, Circle, Tsoo, and Arachnos are common mobs that we fight. We are playing on +0/x4 and have been since level 12 (access to DOs).
On a typical CoT map I can easily go through an entire tray of breakfrees and be completely out when we reach the final mission boss. She will need to use 1 or 2. I have (and use) Return to Battle and Inner Inspiration. My wife still lacks these. I eat insps like candy. My wife rarely needs to use any.
She has and uses her AoE attacks. They do less damage but have a built in debuff. I have and use AoEs. They do much more damage but lack debuffs. Even with her standing in front of me (nearer to the mobs) I draw significantly more agro.
At this point in time I have used 1 experienced charge (she has used none). I have logged out in the police station to gain additional XP from the day job (she has not). I am 1.5 bubs of XP behind her with all the above things considered.
Blasters with out mez protection are broken conceptually and mathematically in comparison to every other AT in the game.
-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
If this was also true back in I10, then either you play Blasters far better than the average player, or you play defenders, controllers, and dominators far worse than the average player, because the impact of mez on Blasters was measured to be significantly worse.
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I would give them tanker level mez protection.
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Where is the mez protection in Kinetics, Dark Miasma, Cold Domination, Thermal Radiation, etc... (for the caster)?
Maybe you're talking/thinking of teaming situations? If so, then to me the whole argument is not worth talking about since Blasters can team up with someone that can give them mez protection.
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... At this point in time I have used 1 experienced charge (she has used none). I have logged out in the police station to gain additional XP from the day job (she has not). I am 1.5 bubs of XP behind her with all the above things considered. |
Blasters with out mez protection are broken conceptually and mathematically in comparison to every other AT in the game. |
Edit:
I've said it before though, I think that there should be some sort of "scaling" mez. protection for everyone so that by lvl 50 (or the max lvl in whatever game you may play) you can at least withstand 1 application of a mez attack (be it sleep, hold, disorient, etc...).
After that the "tankers, scrappers, etc..." should still be ahead in mez protection.
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I would give them tanker level mez protection.
Blasters get..... defiance. They can use all the powers they have at level 2 provided they are not KB'd. There are several magnitudes of underpowered/under performing in that comparison. A total of 2 blaster epics provide defense. This defense is Smash/Lethal. There are very few mezzes that are stopped by this defense type. Against even level foes blasters ARE going to get hit by 45% of all mezzes launched their direction. Because of the amount of damage a blaster deals a good chunk of agro is going to be directed at them even on teams. A perfect example is what my wife and I are doing right now. We are playing a themed team. I am playing a Fire/MM blaster named Adam Bombed. She is playing a Dark/Time Corruptor named Eve Entually. We have duo'd (or had additional team members but we are always together) since creation. I started playing CoX a year before she did and I average more play hours per week so have more experience playing. We are level 18 now and Lost, Circle, Tsoo, and Arachnos are common mobs that we fight. We are playing on +0/x4 and have been since level 12 (access to DOs). On a typical CoT map I can easily go through an entire tray of breakfrees and be completely out when we reach the final mission boss. She will need to use 1 or 2. I have (and use) Return to Battle and Inner Inspiration. My wife still lacks these. I eat insps like candy. My wife rarely needs to use any. She has and uses her AoE attacks. They do less damage but have a built in debuff. I have and use AoEs. They do much more damage but lack debuffs. Even with her standing in front of me (nearer to the mobs) I draw significantly more agro. At this point in time I have used 1 experienced charge (she has used none). I have logged out in the police station to gain additional XP from the day job (she has not). I am 1.5 bubs of XP behind her with all the above things considered. Blasters with out mez protection are broken conceptually and mathematically in comparison to every other AT in the game. |
Ideally, the tank will die precisely as everyone else starts fighting, allowing aggro to be spread evenly among the blaster. -seebs, "How to Suck at CoH/CoV" Guide
Trollers and Doms both have pets that can help if they're mezzed.
I've said it before though, I think that there should be some sort of "scaling" mez. protection for everyone so that by lvl 50 (or the max lvl in whatever game you may play) you can at least withstand 1 application of a mez attack (be it sleep, hold, disorient, etc...).
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To be a tankmage in City of Heroes, you have to be a Blaster with high defense. As the other archetypes either lack high defense or lack being a blaster, there are no other tankmages in City of Heroes.
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Conversely, the ability of Blasters to build for defense is much lesser than any of the above ATs, even among ranged squishies alone: Blasters get the worst modifiers for both tough/weave/APP toggle and leadership, and do not have PBAoE ally buffs that give mitigation or heals. It's not exactly clear what Blasters have got in exchange for these disadvantages.
If we're going to talk about changing mez balance in general, what I've been thinking is that mezzes should use the mez suppression mechanic from pvp. You can't be affected by mezzes or knockback until a certain amount of time after recovering from one, and there's a limit to how long you can be mezzed.
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I think that it would lead to a more balanced and more interesting game if enemies had mez suppression as well, but only in the long term. In the short term, you're looking at the standard problems that come with such a big design change. That is, a lot of players being unhappy because their cheese has been moved, a lot of players being unhappy because they've been nerfed, and a lot of balance changes for mez powers (as you mentioned, area mezzes wouldn't need such a big penalty at that point) and the mez system in general to accommodate this new design paradigm.
For example, how do you make it so that a controller can't be screwed up by an energy melee tank using whirling hands before the controller fires off their area hold? There are some potential solutions to it (such as making a system where mezzes are 'ranked' so that harder mezzes such as hold replace softer ones such as fear) but it would take some time to decide on the method and balance it correctly.
My stance on it is that if we were dealing with a game that hadn't been released yet, I would definitely support a system like this, but since we're dealing with player expectations the amount of boat rocking is greater than the long term benefit in my opinion.
No matter how nice it looks if I can't squeeze it in, then its not going in.
It's suppose to have 5 powers in it so my guess is it's like the travel pool powers we have and one of those powers is a type of travel that's suppose to combine flight and teleportation in some way. I'd say, if you're trying to squeeze in one of the powers that grants mez protection, nixing flight or super jump or something for this may help...
But then I've never been under the assumption that I *need* mez protection...even on melees, I tend to not really care (depending what foes I face). All in all, I've got high hopes for these new pools...they sound better than the old pools. If I don't outright remake characters with these powers in mind, I'd definitely think about skipping Tough/Weave, Leadership, Medicine or Concealment....depending on the numbers, I might even think about dropping Epics to make room.
Now I'm curious if those 'pool power' builds would actually be good