Reworking the Mez System.
Where to now?
Check out all my guides and fiction pieces on my blog.
The MFing Warshade | The Last Rule of Tanking | The Got Dam Mastermind
Everything Dark Armor | The Softcap
don'T attempt to read tHis mEssaGe, And believe Me, it is not a codE.
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.
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 =)
-STEELE =)

Allied to all sides so that no matter what, I'll come out on top!
Oh, and Crimson demands you play this arc-> Twisted Knives (MA Arc #397769)
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! |
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.
The way you play the game is pretty abnormal, too.

Where to now?
Check out all my guides and fiction pieces on my blog.
The MFing Warshade | The Last Rule of Tanking | The Got Dam Mastermind
Everything Dark Armor | The Softcap
don'T attempt to read tHis mEssaGe, And believe Me, it is not a codE.
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.
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)
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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Miss Arc #147491: Rise of Bedlam
AKA Iron Smoke @Champion Server