Reworking the Mez System.


 

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Originally Posted by Redlynne View Post
Imagine how different the game would be if hold/sleep/stun simply added interrupt time to all of your powers as the "impairment" if you aren't completely mezzed by these powers.
ya, was thinking about the ramifications and modded my post. I like my idea in theory - you are fighting through something that is holding if you not completely held outright, but I dont know if the current engine could slow/speed cast times. If it cant then it would be would be back to just a plain -reharge, and thats bad. Thanks for some feedback


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Originally Posted by Dechs Kaison View Post
It wouldn't be worse because those toggles already suppress when mezzed.

Are you sure? I've never noticed my resistance totals change in my combat attributes when i got mezzed. Maybe I'm just not attentive enough though.


 

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Originally Posted by TwoHeadedBoy View Post
Are you sure? I've never noticed my resistance totals change in my combat attributes when i got mezzed. Maybe I'm just not attentive enough though.
Pay attention to it sometime. Suppressing toggles is the reason GW's hold is so fatal. Even my Dark tank sees full ticks of damage. If toggles didn't suppress, she would only tickle.


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Posted

If we're talking about how mezzes work against us how about also discussing a change in how mezzes would affect AV's in incarnate trials. I find mezzes are virtually useless against incarnate level AV's.


 

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Originally Posted by TwoHeadedBoy View Post
How often do you solo 54x8 Malta on your Blasters?
I don't solo +4x8 ANYthing because I'm not a mastochist!

I'll do +4/X1 or 2. I'll do +2/x6 to 8. But if you're playing a Squishy character against +4s with spawn sizes meant for groups, and you're cheesed off that you're getting beat, it occurs to me that one should decrease the difficulty!

Look, I'd be more sympathetic if playing -1/x1 still have you getting killed because mez was just THAT bad. But cranking the difficulty all the way up beyond what any one character is supposed to be able to handle and then complaining that it's too hard... well, let's just say it's very difficult to take you seriously =)


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Originally Posted by EmperorSteele View Post
I don't solo +4x8 ANYthing because I'm not a mastochist!

I'll do +4/X1 or 2. I'll do +2/x6 to 8. But if you're playing a Squishy character against +4s with spawn sizes meant for groups, and you're cheesed off that you're getting beat, it occurs to me that one should decrease the difficulty!
See, my Blaster is a beast. He can and does solo entire groups, in fact multiple groups on 54x8, but it only becomes a problem when he gets perma mezzed through his defense and clarion and runs out of break frees.

Less able and less awesome Blasters are bound to run into the same problem even on lower settings. That's just the only point for me at which anything becomes a real challenge, so I was speaking from personal experience. Obviously I'm an outlier.


 

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I'd never thought about taking a look at the mez system, I just took it for granted. Part of the reason I love this game is because of IO's and what they represent. They allow you to shore up the majority of any characters' weaknesses with enough investment. Why not allow us to do the same with mez? The I24 changes to set bonuses are giving us the opportunity to amass a lot of mez resistance. If the mez system was reworked to take the resistance component a little more seriously, then we might have a reason to aim for those set bonuses.... you know, not just happen upon them. I'm not proposing that squishies should be allowed the same degree of mez defiance as the melee archetypes. But if any Scrapper, Brute, etc can amass enough defense/recharge/max HP/etc to round out their capabilities, squishies should be able to round out their weakness to mez. Not eliminate it, just reduce it. You know, like mez resistance is supposed to do in the first place.


 

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I actually agree with Johnny (SHOCK AND AWE!) one a few of those points, those being:

- Reduce or eliminate chain mezzes.

- Adjust the magnitude/duration of mezzes (Malta Mezzes are pretty much the one big example)

- Make Breakfrees capable of negating -Fly, -Speed (I'd add that Break Frees should negate -Recharge as well)


 

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Originally Posted by Issen View Post
I'd add that Break Frees should negate -Recharge as well
I don't agree with that. I think there should be a few more options for players to deal with debuffs, -recharge included, but I I don't think it has to be as easy as a Break Free. I'd rather see a global unique IO or a new/reworked pool power or some such that grants a small measure of debuff resistance.

My rationale behind having Break Frees remedy movement debuffs is because as far as I'm concerned, how is a ton of stacked -runspeed any different than being immobilized? Functionally, they're the nearly same...except that you can't pop a Break Free to dispel it. And if you're going to have the inspiration give one travel power a free pass, you may as well have it do the same for the others.



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Originally Posted by EmperorSteele View Post
Look, I'd be more sympathetic if playing -1/x1 still have you getting killed because mez was just THAT bad.
My emp/elec actually had this problem until I quit playing him. I know that isn't exactly a powerful combo, but being unable to solo a mission at -1x1 is just ridiculous.