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Maybe you can all wait for replies before assuming?
Strategy was pretty much the same as solo: Open with Fearsome Gaze to lock down as many as possible. Darkest Night on a Nullifier if it's not terrified, Tar Patch, Fireball/Fire Breath/Rain of Fire. But the Nullifier usually opens with its stun, and if it hits (and looking at my combat log, I'm pretty sure Longbow has an inherent +tohit, which makes Dark less effective than you hero players would assume) that drops Darkest Night and brings the whole chain to a screeching halt. Team wipes typically ensue.
This Corruptor regularly runs x4 solo, and Longbow (with its multiple and long-lasting mezzes) is the only group she ever has problems with. It's the mezzes, not the strategy. -
Quote:I was the Corruptor, not the MM. But the issue is moot; what if the MM had been another /Dark? Or a /TA? None of those have mez protection. We'd have had the same problems.You're a squishy. You have the power to give mez protection to the entire team, or to not. That's the difference.
On a team of three, there were usually three nullifiers per spawn. Even assuming Fearsome Gaze hit everyone it was aimed at, that nearly always left one Nullifier free, simply due to the spread of the group and the cone of the Gaze. One is all it takes to drop Darkest Night, and of course as soon as the firing starts, the other "mezzed" nullifiers get to kick in too, because Terrify isn't a real mez. With Thugs and Fire as primaries, that means AoE damage, which means those nullifiers are getting hit, and thus fighting back - which is why the Corruptor has problems with Longbow even solo.
But it comes back to this: with mez protection, people work well. Without it, they work poorly. Several of the melee builds complained about KB messing up their game with several sets having KB holes, so -KB IOs were added to allow them a chance to plug that hole. Why shouldn't non-melees have the same chance to plug their status holes? -
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Quote:MM didn't have Enforced Morale in his build, and at +2, Fearsome Gaze misses on enough foes to make the difference - obviously Darkest Night fails as soon as the Corruptor gets mezzed. The Widow died not from mezzes, but from trying to take on all the foes without the Corruptor and MM. The lack of one power should not make that much of a difference. And it's rather vital to this conversation to note that the power in question was mez protection.It could have been a problem beyond just the mezzing. A dark should be able to keep the group in fear most if not all the time, keep their acc mostly floored, as long as the widow takes the alpha...or the MM...and why the heck were you having mez problems with a pain MM on the team?
Quote:In all seriousness though, I can't think of too many enemies that particular team set up should have problems with even if everyone is just using an SO build or a generic IO build. Maybe it's that Longbow can be really tough, but I would like to reiterate that Longbow can be really tough for melee AT's with mez protection.
And, of course, the /Traps MM has no problems. This is an issue of mezzes, not a particular enemy group or the tricks it happens to have.
Because in the scenario I propose, where the solution is a few more unique IOs, people would have the choice of slotting IOs that grant mag 4 mez protection, just like the Steadfast Protection or Blessing of the Zephyr KB protections. FFG isn't much more than that. -
Quote:Fire/Dark Corr, Thugs/Pain MM, and a Widow. We team wiped about six times before we changed difficulty from +2 to +0.What AT's were you using? Doms should be lockign down spawns like trollers do, Corrupters should be disabling spawns like defenders do....I can think of several heavy mezzing situations that a team of defenders would absolutely destroy.
+2 is not an "extreme" challenge; it was available before the new difficulty settings were instituted, after all. It's a fairly standard way to play at higher levels. And like I said, no problems until it was Longbow. -
Let me add that this is not an issue only in the solo game; on a villain team last night, we had to dial down the difficulty settings that had been just fine because we hit a mission with Longbow in it, because Longbow has a bunch of mezzes that kept disabling and consequentially defeating us. The broken way mezzes disable entire ATs is an issue both in solo play and in team play.
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Quote:A lot of people overestimate how much damage pets do. They also underestimate how much MM performance degrades when the MM is no longer providing support.Luckily, you have pets to kill those pesky mezzers while you ZZZZ. Gee, I wonder if that's WAI.
I can handle it, and usually get through. But it's annoying, and not fun. Especially when the mez lingers five, ten seconds.
Quote:What primaries have you taken? And what difficulty settings? Because if you really struggle that bad against bows, your doing something wrong.
Quote:<--- this guy is perfectly capable of taking bows to the cleaners and back (Bots/Traps) and this was before 50. Nowadays he just steamrollers absoblutley loomin everything. Wether it wants to be or not
And this is just MMs. I didn't mention my Corruptor, who can take huge spawns of anything but Longbow. Longbow, because of their many mezzes, drastically changes the feel of the character. There's something wrong with individual enemy groups doing this. And my /Traps MM shows what the solution is: having at least the option to get a little bit of mez protection. -
A very hero-centric discussion this has been.
Some stun, sleep, or hold-protection IOs to go with the KB IOs would be very nice, especially villainside where probably 25% or more of the story-arc content involves running against Longbow, who, starting around level 30, commonly have two or more mezzers per spawn, even on low difficulty (Nullifiers and Spec Ops).
My character with a small amount mez-protection (/Traps MM) treats Longbow no different from any other group; they're no more or less annoying than anything else. My character with no mez-protection (/Dark MM) treats Longbow as a huge annoyance I have to muddle through to get content done (Patron Arcs being a huge example here), and even though she carries around multiple break-frees all the time, sometimes they're not enough, and sometimes I don't have enough of them to last through a mission.
There's something wrong with mez when specific enemy groups - including one that features in a huge portion of redside content - drastically change the perceived powerlevel of a character. I'm comparing apples to apples here; against groups without a lot of mez, both my MMs feel about the same in power. Against groups with a healthy supply of mez, suddenly the /Traps MM feels a heck of a lot more powerful than the /Dark. A difference of powersets should not make that big of a difference. There is something wrong with this system. -
Quote:Funny, my namesake Mastermind makes a hobby out of invading Dr. Aeon's labs and stealing his stuff. Usually ends up with her making him run away to the hospital again. I think the score is currently along the lines of 10-1 in her favour.Dr. Aeon once hit my Brute so hard he knocked her though the map! I ended up below the floor in one of the Arachnos labs. I've always had a healthy respect for Dr. Aeon since then.
So you've got some catching up to do, Dr. Aeon! -
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I really like the "I deleted my 50 and all I got was this lousy badge" idea. That would crack me up.
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Quote:Considering no one has said "Nah, Mercs is fine, it doesn't need anything" in this thread, this post seems a bit out of place.Yep, I say we leave Mercs the way they are and nerf the other sets down our level.
Make it happen Devs!
Most people in the MM community (and several outside it) fully admit that Mercs is lacking and needs some work. One of the nice things about this game is that the devs don't resort to the nerf-stick every time a problem is found. They're more likely to buff than nerf, in fact. -
I, too, like the lack of gear.
The reason why IOs aren't "gear", to answer the question being asked, is because the developers have taken a definite stance in making sure the game is balanced against "non-geared" players, those without IOs. IOs are bonuses, and not necessities for a higher tier of play.
My biggest fear is the Going Rogue, with its hints at "higher challenges" and "end game play", is going to change this. -
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I don't get to take any time off because my stupid coworker booked the 8th and 9th off like two months ago.
I hate that guy. -
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Because I've thought about it a lot. Basically every time I see her name in my character selection screen.
If nothing else, her power sets are entirely wrong. If she was "Blue Bunny", she'd need to be /Ice, not /SS. -
Quote:See Reg date. I left before Veteran's Rewards were announced. Came back a couple years later because I wanted to fly around the city again, found out the game was actually awesome now, and here I am.Of course, there's the flip side, too, of people that "put up with jack," then LEFT and came back afterward... who don't have 60 month rewards, because they weren't here for 60 months. Yet, they STILL had to "put up with Jack" while they were around.
So, yeah. -
Maybe we can have this conversation in 2013 when there actually will be people with 60-month rewards that never played Jack's CoX.