Blasters and mez - Are we going about it wrong?
Blasters aren't the only AT to have to deal with mez however blasters are FAR more affected by mez than any other AT. In my own personal stable of toons comparing hours logged in to time spent mezzed my blasters were affected 2 to 3 times longer than any of my other squishy characters and 10 times longer than any of my mez protected characters. This doesn't even factor in how much of the mez duration was eliminated due to defeat. That is just the amount of time the blaster was alive and mezzed.
The blaster is the squishy that puts out the most damage, therefore the blaster is also the squishy that is going to draw the most agro, and consequently the most mezzing attacks. It isn't possible to play smarter if too many of the opponents you face have mezzing powers (and the amount of mez in this game has reached ridiculous levels). You can't kill them fast enough to prevent being mezzed and then, even though you can still use your tier 1 and 2 primary (provided of course that the mobs don't out range you which many of them do especially in the upper levels) and your tier 1 secondary (with the same caveat though these powers aren't close to standardized AND they typically have even less range than 80 feet) and once you are mezzed you kill them even slower. Not all blaster primary or secondary power sets have a mezzing power and most of the powers blasters do have access to, that provide soft control mitigation, stop working once the blaster is mezzed, double jeopardy here. |
I still like my solution: As the mez Mag and Duration stack, the Blaster should have more of their powers available while under mez. If my Blaster gets hit with a Lt's Stun Mag 2 for 3 seconds I may not even notice. When the two Lts lay on Mag 6 for 20 seconds my Blaster should have up to his T6 to shoot back with. Two Bosses and all their ridiculous mez? Unlock my T9s and stand back.
Now if the Blaster Secondaries weren't so much trash we'd have a solution IMHO...
"Comics, you're not a Mastermind...you're an Overlord!"
I'm curious how much of this discussion compares teamed vs solo play. From my own extensive experience with Blasters, I rarely spend any time mezzed/dead when teamed, and my damage far outpaces any Scrapper or Brute in those situations. Solo is of course different and I spend more time moving around trying to avoid mez, so damage output is somewhat lower.
I know there are a lot of people who love their AT of choice, and feel slighted when it can't solo at the same pace as other ATs, but this should not be how the Devs balance AT strengths and weaknesses. This is still a social game even if many people choose not to play that way, and there is no reason why some ATs shouldn't perform at a higher level when teamed.
Even for solo play, the Devs have already provided Blasters with a significant number of methods to lessen the impact of mez at all levels. If people choose not to make effective use of those, well that is on them. They should not make changes to an already effective AT simply because some people feel they need more. I see a large number of builds that concentrate of high defense to avoid damage and mez, and this is a very good idea from a min/max perspective. However, most of those builds I see choose not to take Acrobatics, one of the single best methods the Devs have given Blasters to lessen the impact of mez. If mez is such a concern, why are so many Blasters choosing not to take that enormously effective power?
I see a large number of builds that concentrate of high defense to avoid damage and mez, and this is a very good idea from a min/max perspective. However, most of those builds I see choose not to take Acrobatics, one of the single best methods the Devs have given Blasters to lessen the impact of mez. If mez is such a concern, why are so many Blasters choosing not to take that enormously effective power?
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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
I'm curious how much of this discussion compares teamed vs solo play. From my own extensive experience with Blasters, I rarely spend any time mezzed/dead when teamed, and my damage far outpaces any Scrapper or Brute in those situations. Solo is of course different and I spend more time moving around trying to avoid mez, so damage output is somewhat lower.
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I also note that there are few team powers in the game that provide mez protection to squishies and, frequently, if I am teamed with a player that has access to them, that they are not applied in any proactive manner. When playing my other non-blaster toons I frequently see blasters (and other squishies) standing in mezzed animation (some obvious like tesla cage) and toons that have the ability to do something about it blithely ignoring it. I'll frequently slip that player a break free or if my non-squishy has stimulant I'll apply it.
Now add in that the longer the game continues the more mez the devs add to it and what was not a problem early in the game is now a significant one.
I know there are a lot of people who love their AT of choice, and feel slighted when it can't solo at the same pace as other ATs, but this should not be how the Devs balance AT strengths and weaknesses. This is still a social game even if many people choose not to play that way, and there is no reason why some ATs shouldn't perform at a higher level when teamed. |
Even for solo play, the Devs have already provided Blasters with a significant number of methods to lessen the impact of mez at all levels. If people choose not to make effective use of those, well that is on them. They should not make changes to an already effective AT simply because some people feel they need more. I see a large number of builds that concentrate of high defense to avoid damage and mez, and this is a very good idea from a min/max perspective. However, most of those builds I see choose not to take Acrobatics, one of the single best methods the Devs have given Blasters to lessen the impact of mez. If mez is such a concern, why are so many Blasters choosing not to take that enormously effective power? |
The blaster is the only AT that by it's design is forced into being exposed to a maximum amount of mez and has the fewest way to avoid them.
As far as acrobatics goes there are 3 things to consider.
1) It's expensive in terms of endurance costs especially for what little mitigation is gained. Blaster's endurance should be used outputting damage.
2) It provides only a small amount of protection against holds and stuns are by far more common.
3) It provides a good amount of KB protection but costs 2 additional power picks
It is far more cost effective to use a single enhancement slot for a -KB IO.
Also keep in mind that with the release of Freedom their are now 3 tiers of players. 1 tier that can not use incarnate powers and a 2nd tier that can not use incarnate powers or inventions.
Blasters are a basic AT available to everyone. Any balance concerns and designs should be based upon the lowest common denominator. In this case SO only use.
-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
To add to what Stealth_Bomber said: It's "enormously effective" vs. knockback. It's "slightly effective" against Holds. (Isn't there a 100% cap on mez resistance, so you're always affected for at least half the duration?) It's "completely ineffective" against Sleep, Disorient aka Stun, Immobilize, and ... I feel like i'm missing a couple forms of common mez. Bueller? Bueller?
As far as not dying on teams? To steal a quote: "If the Blaster screws up on a team, the Blaster dies. If anyone else screws up on a team, the Blaster dies." As I measured recently for another thread around here, a +1 Freak Tank hits for 60% of a Blaster's HP in melee at level 34. And if you're on a team, you WILL be seeing +1 bosses.
Mini-guides: Force Field Defenders, Blasters, Market Self-Defense, Frankenslotting.
So you think you're a hero, huh.
@Boltcutter in game.
I still like my solution: As the mez Mag and Duration stack, the Blaster should have more of their powers available while under mez. If my Blaster gets hit with a Lt's Stun Mag 2 for 3 seconds I may not even notice. When the two Lts lay on Mag 6 for 20 seconds my Blaster should have up to his T6 to shoot back with. Two Bosses and all their ridiculous mez? Unlock my T9s and stand back.
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But that still wouldn't get over the problem that blasters should top the damage charts by as much as they lose in the mitigation charts (IE: Lots).
British by act of union, English by grace of God, Northern by pure good fortune!
A few things:
While it's not a panacea, blasters get Defiance, which means they cannot be mezzed completely. That means you can still output single-target damage no matter what. For some power sets, you can even take defensive actions that in some situations reduce incoming damage (for example, /Energy blasters can use Power Thrust on melee attackers). At least some of the time you're not really missing out on anything because the mez will occur while the powers you can't use while mezzed are still recharging.
I have a level 50 Fire/Energy blaster that probably has more than 500 hours on it (asking an M-named civilian says I have 2100 hours, but since that includes any time spent logged out during, say, an AE "task force" the number is basically meaningless). The character has been mezzed about 90 minutes in five years.
In many cases, you can avoid getting mezzed by knowing what mobs mez you and taking them out first, either by mezzing them first (holds, KBs, stuns, etc.), or avoiding their mez (stay out of melee range of Freakshow PBAoE stuns), preventing yourself from being targeted (using a click-targeted ranged attack like Rain of Fire from around a corner, then shooting the mezzer in the back as they flee), use Aid Self proactively before engaging mobs that stun you, and so on.
Managing inspirations to ensure you have a Break Free at all times isn't that onerous (combining "junk" insps like accuracy really helps). If you're playing a blaster on a team, a lot of the time you won't ever be targeted if you're playing with an aggro magnet like a tanker or brute.
If your goal is to avoid face-planting, you can play blasters in such a way to avoid it. Will you be able to stand in one place and unload one massive AoE after another on helpless mobs? Not until you hit level 50 and get all the defensive tools you need (which may include Clarion, Scorpion Shield, Weave, etc.), and an inspiration tray large enough to make up for the deficiencies blasters have. But also remember that many scrappers don't have very good defenses until level 30 or 35.
Is it easier to play a scrapper that doesn't have to worry about getting mezzed and can take most attacks on the chin? Sure. If you want to play that way, create a scrapper. Or a tanker or a brute that gets a lot of AoEs if that's your thing.
British by act of union, English by grace of God, Northern by pure good fortune!
Because the price of admission (two power picks, three if you count Acro itself) is too high, and the power can be replicated in large part by IOs that don't shut off or cost End. Acro also provides resistance to Hold, not immunity. Being Held less time is not that great to justify the prerequisites. Mez resistance just reduces the time you are under it's effect, it does not prevent the effect from happening, and even less than a second of sleep or hold will shut off some toggles.
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See, this is exactly what I'm talking about though. People don't want to take the mez resistance that is available because they don't think it's worth it, then complain that there isn't enough available.
Acrobatics cuts hold time in half. That's pretty huge. Add in the mez resistance available through IOs and Incarnates and mez should never be an issue. It's simply a matter of using the tools that are available. You might have to make sacrifices to get it, and you might not have a strictly min/max build, but it is there. I see this as the problem. People want the defense capped builds, but they don't want to accept the sacrifices necessary to get it. It's just easier to ask the Devs to fix the problem for them.
I would argue against the view that the Blaster's range is anything like an advantage over melee ATs, and certainly doesn't make up for the lack of defenses. Pretty much every enemy in the game has a ranged attack, from guns, to crossbows, to buzzsaw shuriken, to a thrown rock. I think I can count on one shop-teacher's hand the number of mobs that don't have one, even if it's not as strong as their melee attacks. Also, the range of their attacks in invariably longer than a Blaster's, even the Snipe. The 100% defense vs range is only valid if there are mobs that only have melee attacks and are not capable of getting to you fast enough. Trying to kite is dangerous as it could lead you into another group, and using Hover basically requires all Blasters to use a power slot for something, regardless of concept or build desires. A power set like Energy can use KB to keep them away, and Ice can slow them, but not all sets have movement mitigation available.
The only advantage I see of range is that aggroing a group from a distance might mitigate some of their alpha response, but not that much and only if it's melee-heavy mobs and not ranged ones. Do it to Trolls and it helps against the non-boulder throwers. Do it to Nemesis with their gas grenade rifles and they'll mass gas you to death just as easily as if you were two feet from them. In short, I feel that the difference between ranged and melee is almost negligible in most respects.
See, this is exactly what I'm talking about though. People don't want to take the mez resistance that is available because they don't think it's worth it, then complain that there isn't enough available.
Acrobatics cuts hold time in half. That's pretty huge. Add in the mez resistance available through IOs and Incarnates and mez should never be an issue. It's simply a matter of using the tools that are available. You might have to make sacrifices to get it, and you might not have a strictly min/max build, but it is there. I see this as the problem. People want the defense capped builds, but they don't want to accept the sacrifices necessary to get it. It's just easier to ask the Devs to fix the problem for them. |
From what I've been able to tell if you can do it from melee range that's fine, but if it's from range then all of a sudden ... tankmage.
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I don't exactly want to fight huge groups of +4/x8 with ease, and actually I think that would be pretty dull, but it'd be nice to be more on the level with the other damage ATs as far as everything goes. A good solid balance pass of the secondaries could do a lot to that end, but I don't see it happening any time soon.
MA Arcs: Yarmouth 1509 and 58812
I think complaining about mez protection is a non-issue. Everyone likes to conveniently forget that Blasters do have a mechanic that addresses the mez issue: They're the only AT that can attack while mezzed. That alone has saved my butt on numerous occasions. Break Frees took care of the rest.
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Nearly all ATs can attack while mezzed now. IIRC only warshades don't have access to an epic pet. Controllers, Dominators, some corruptors and defenders, have pets in their primary or secondary power sets. The pets are actually more useful than defiance because they pull aggro off their owner. In the case of the buffing ATs they are considerably more useful than the blaster's pets.
Masterminds are of course the ultimate case of mez ? what mez ? Sorry i wasn't here but I see my guys finished the job.
Clearly, Blasters have fallen behind as every other AT has gradually had their damage buffed around them. They definitely need to have their damage raised a bit though to put them back at the top, especially considering what they sacrifice for DPS. I do like the idea of raising their health and possibly giving them better ranged damage mods as well. It's worth considering. |
So let me get this straight. I need to build my blaster around the Medicine Pool, Leaping Pool, Fighting pool and Clarion Only as my Destiny pick...so let's see that's 8 power picks I lost just to be able to play my Blaster efficiently.
Loosing 8 Levels, only able to Clarion for my Destiny choice, waiting to level 53 before I'm on par with every other AT Damage output wise...sure seems like a lot to sacrifice to properly enjoy the AT.
I would argue against the view that the Blaster's range is anything like an advantage over melee ATs, and certainly doesn't make up for the lack of defenses. Pretty much every enemy in the game has a ranged attack, from guns, to crossbows, to buzzsaw shuriken, to a thrown rock. I think I can count on one shop-teacher's hand the number of mobs that don't have one, even if it's not as strong as their melee attacks. Also, the range of their attacks in invariably longer than a Blaster's, even the Snipe.
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I think this is the biggest problem. Blaster survivability would increase dramatically if range truly was a better defense. Rather than giving Blasters something they arguably don't really need (more mez protection) or something that might unbalance existing content (more damage), I would rather see the Devs shorten NPC range and lower ranged damage to be more on par with what players can do, thereby creating a less hostile environment for ranged ATs.
So let me get this straight. I need to build my blaster around the Medicine Pool, Leaping Pool, Fighting pool and Clarion Only as my Destiny pick...so let's see that's 8 power picks I lost just to be able to play my Blaster efficiently.
Loosing 8 Levels, only able to Clarion for my Destiny choice, waiting to level 53 before I'm on par with every other AT Damage output wise...sure seems like a lot to sacrifice to properly enjoy the AT. |
As opposed to the Speed, Flight, Fighting and Leaping pools that practically every Blaster thinks they must take now in order to feel effective?
I'm not sure why this is a hard thing for people to accept. You can have high defense and very little mez resistance or you can have low defense and not worry about mez. The Devs have made it pretty clear they think having both would be unbalancing for the Blaster AT. The best way to get their attention and convince them that a change is necessary would be to demonstrate that having both would not unbalancing existing content.
I'm not sure why this is a hard thing for people to accept. You can have high defense and very little mez resistance or you can have low defense and not worry about mez. The Devs have made it pretty clear they think having both would be unbalancing for the Blaster AT. The best way to get their attention and convince them that a change is necessary would be to demonstrate that having both would not unbalancing existing content.
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Why Blasters? Empathy Sucks.
So, you want to be Mental?
What the hell? Let's buff defenders.
Tactics are for those who do not have a big enough hammer. Wisdom is knowing how big your hammer is.
I think he's referring to Clarion ? Either way you don't get that perma until lvl 50+.
Oh and it's hard to hit the defense softcap until lvl 36? Once you're able to slot Scorpion shield.
I'm not a supporter of blasters getting direct mez protection, but I also do not know in what way mez protection would "throw off balance" specifically.
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Also, the reason it would unbalance the scales is because of the mechanics that run in the background for all games similar to CoH. You just simply cannot give Blasters mez protection and/or greater survival without making them overpowered to the point that they infringe upon other classes far too much.
The mechanics of games like this tend to make the higher DPS and more powerful characters have a lower level of survivability. This is something that harkens all the way back to good old Dungeons and Dragons. If you've never played that game, I suggest you take a serious look at it and the mechanics behind it. You will notice that in D&D and all other games like it that the Wizards and Sorcerers of D&D may have lower health... but, those spell-casters wield some serious power.
So, if you want to make Blasters better, giving them mez protection is the wrong way to go. The solution is to give them more firepower so that the opening salvo makes any sane opponent pray they aren't the target. And then, give them secondary powers that allows a Blaster to take full advantage of all that ranged damage. Don't just give us secondary powers that are melee attacks that we shouldn't even be using.
I don't know if I am explaining this very well. But, there are mechanics here that we should not be messing with lightly.
Plus we have lvl 50 blasters running around with Clarion perma and I have yet to see the servers catch fire and then explode :P.
The problem with this attitude is the failure to understand why the Incarnates are a totally different game than everything else. The developers intend for the 50+ game to be a point at which you need to be allowed to have more defenses in order to have a chance. But, Clarion doesn't entirely fix the squishiness of Blasters by itself. You may be mez-free but the mobs can still hit you like a truck.
Anyways... I hope I am making sense. I understand why people want mez protection but I don't think you understand what it would do to the pre-50 game.
@ Dr Gemini
�If we would come together and be great role models, it would be amazing to see how the next generation turns out.� |
The mechanics of games like this tend to make the higher DPS and more powerful characters have a lower level of survivability. This is something that harkens all the way back to good old Dungeons and Dragons. If you've never played that game, I suggest you take a serious look at it and the mechanics behind it. You will notice that in D&D and all other games like it that the Wizards and Sorcerers of D&D may have lower health... but, those spell-casters wield some serious power.
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The problem with this attitude is the failure to understand why the Incarnates are a totally different game than everything else. The developers intend for the 50+ game to be a point at which you need to be allowed to have more defenses in order to have a chance. But, Clarion doesn't entirely fix the squishiness of Blasters by itself. You may be mez-free but the mobs can still hit you like a truck.
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Look, I often say that I would not change blasters lightly because I think the game has room for a fragile AT. But the choice to keep them fragile and mezzable is not a balance one.
The mechanics of games like this tend to make the higher DPS and more powerful characters have a lower level of survivability. This is something that harkens all the way back to good old Dungeons and Dragons. If you've never played that game, I suggest you take a serious look at it and the mechanics behind it. You will notice that in D&D and all other games like it that the Wizards and Sorcerers of D&D may have lower health... but, those spell-casters wield some serious power.
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Why Blasters? Empathy Sucks.
So, you want to be Mental?
What the hell? Let's buff defenders.
Tactics are for those who do not have a big enough hammer. Wisdom is knowing how big your hammer is.
Ah yes, good old dungeons and dragons. I remember it well, DrGemini.
How were fighters and paladins balanced in second edition?
Or, give an actual specific explanation of the mechanism by which Blasters are balanced against, say, Crab Spiders with three ranged AOEs, mez protection, Defense and Resistance built right into the class.
Because I can't disprove any of the following assertions:
there are mechanics here that we should not be messing with lightly |
You just simply cannot give Blasters mez protection and/or greater survival without making them overpowered to the point that they infringe upon other classes far too much. |
The reason it would throw off the balance is because of the way the developers designed Blasters to begin with. |
every time he makes a measurement, the Flying Spaghetti Monster is there changing the results with His Noodly Appendage. |
Mini-guides: Force Field Defenders, Blasters, Market Self-Defense, Frankenslotting.
So you think you're a hero, huh.
@Boltcutter in game.
I think the important question here is what purpose mez serves in game balance. Giving straight mez protection to Blasters most likely wouldn't in itself unbalance the game, but then the question has to be asked, why not give it to the other 5 ATs that don't have it. Why even have mez at all? And if mez does serve an important function, why should Blasters be the only squishy AT that doesn't have to worry about it?
I think a lot of this really is the Devs fault for blurring the lines that each AT is supposed to be designed for. Blasters are supposed to be the glass canons, capable of tremendous amounts of damage while staying at range, and early on that was true. But then they gave NPCs just as much damage capability at even greater range, and suddenly Blasters became even more fragile than before. Over time other ATs have been given more damage capability to rival or even exceed Blaster damage without the glass part to hold them back. It seems as if there has been a tremendous amount of powercreep over the years. It might be time to redefine what role Blasters are supposed to serve in this game and find the best way for them to do it.
I think that mez is way overused in the game. Reduce the number of mobs who have and use it would do a lot to fix the Blaster issue without having to add mez protection to the AT.
No minion should have mez powers. The biggest example of this is the Sapper. Not only is it a minion with mez ability that also drains end, so Defiance is useless, but at some point they, along with the Rikti Comm Officers, got a surreptitious boost to their health that made them able to survive a Built Up Snipe (before IO set bonuses, Musculature, et al). They became a Minion/LT, because the devs couldn't handle the idea of them not surviving long enough to use their special power. These kinds of boosts against type are the sign of a GM that has begun an adversarial relationship with their players, which isn't healthy, especially when the players are paying to play the game. Mooks should be mooks, doing nothing but damage in support of the more powerful mobs. Some other powers or effects are acceptable, but not absolute " turn the player off" powers, like mezzes.
Lts who "simply must" have a mez should have a mez that needs to stack at least twice to affect any player. I don't know if this is possible with the game mechanics, but it should reflect that Lts might have more powers than just damage, but still leave them below players.
Bosses can still have mezzes, but I would implore the devs to look at the ones that do and ask themselves if the boss in question really needs it as part of the concept or if it was given the mez just to fill out its powerset.
I think the presence of VEATs in the game has pretty much thrown the whole 'tankmage' thing out the window personally. A good one can be softcapped, have Resistance, melee AND ranged attacks.
As far as I'm concerned Tankmages are a myth.
"Comics, you're not a Mastermind...you're an Overlord!"