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Posts
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Quote:The sad problem is that the game inter-dependency between ATs is quite broken, you are very happy with melee's essentially absolute independence, but being rather hypocritical on the other AT's forced dependency.So, force the melee ATs to be absolutely dependent on support to stay alive to force them into being better team players, while you skip your ally buffs because they don't do YOU any good. That makes no sense at all.
Bad players are bad players. Making yourself into a bad player because other players are is just idiotic. And if you skip your ally buffs on a team-oriented character, that's exactly what you are doing.
And I don't see what purple sets have to do with anything at all. They don't really contribute much to survivability at all, if they existed for empathy powers they would give you more accuracy and recharge, just like the rest of them.
As another poster once noted how over done melee are in some respecs, lets agree that Defenders are supposed to be the nurses in the game, they have to heal rez the dead, etc. How come the melee gets the self rez and not the Defender? If the Defender is supposed to keep the melee extra, extra ubber which lately it is not needed at all, how come they get no rudimetnary passive mez protection (unconditional) so they can do their job?
The truth if any AT is made to be dependent on another, then "all" ATs should be made dependent as well, and at the same magnitude of dependence; that is true balance.
Now to side somewhat with you, I do believe the melee Ats as a whole, is what ATs need to be like. Americans are rugged independent people, so should their ATs be as well. I find Melee ATs well crafted, very well balanced to tackle anything placed in front them. I would like to see that remain, not be nurfed because other ATs are excessively abuzed and made to have a glass jaw, head, arm and leg.
What I would like to see, is the other ATs getting redefined and revamp so they can also be better balanced and capable to be heroic, super as well.
Think of this, we describe Tanks, Scrappers, Brutes and Stalkers as melee, right, what do we normally call Blasters, Controllers, Defenders, Corruptors, Dominators and Master Minds? Support, correct? Now think a bit more, if you may, think of the word support, does it not imply less than? You have an actor, and then support actors; that means you have a Star (Melee) and Support; you have a Hero and a wanna be hero.
Truthfully what happened with all could do stuff just as well, but differently based on their inherent abilities, why should a group of ATs be so under-powered as whole. I also seem to perceive that the so called challenge in the game is mainly focused at the developer forced AT deficiency (no unconditional mez protection) as opposed to real challenges for all. While melee has challenges they are few and rare when compared on how the support ATs gets it.
Stormy -
Quote:Gee thanks for the support, and understanding...I'm not strictly against your suggestion because I tend to favor the idea of giving players more control over things like this. But to be perfectly fair one could ask why you left so many arcs unfinished in the first place. I agree it's too bad the game has a hard limit on the number of arcs you can have open at any one time. But I suspect the reason that limit doesn't affect most people like it did you is that most people regularly work through their arcs and clear them out before they start new ones.
Maybe this situation is really more a "lesson learned" for you than it is a need for the Devs to give us a feature relatively few people would ever need to use.
To begin with...
It was documented that the real limit was on open missions "only", and that was 3. I do not know when some genius decided to also count unfinished story arcs, I see no intelligent reason for that to begin with and also the source of this particular problem.
Why do some folks do not finish story arcs you ask? I assure it is not because they are stupid and need to be taught a lesson.
Have it occurred to you, that some story arcs are just stupid and boring? And once you commence one, you realize they suxors! Why should you be "forced" to finish the annoying arc?
Have it also occurred to you that story arcs are leveled bracketed, and if you out level the arc (because you might have done a TF) you are ow damned to go thru the boring mission after mission with out exp?
Now with regards to our "innocent" devs... If you change the rules midways, you can expect to have negative consequences. It is dumb to blame the player over this consequences, when it was precipitated by the Developers actions.
Stormy -
Hi:
This is mainly a convenience or Quality of Life suggestion, it is not a fix for something that can not be worked around.
I had a large number of level 50 alts that begun their careers red side, I could then with out issue get new missions, start SFs and what not. Life was peachy!
Then with GR I had the opportunity to change alignments, since I had 18 level 50 villains, I had my hands full. So my Villains, went Rogue, and then Hero! All 36 of my level 50 alts could now use my one base! Yay! I still could with any of my 36 alts do any new missions, and start TFs.
Then it occurred to me, that many of my alts were not really hero material, they were good people, but could be vindictive at times, so they really were more Vigilante in spirit. So thus commenced the great exodus from Hero to Vigilante, I decided to re-align 30 of my 36 alts to Vigilante!
I had just finished getting all of my vigilantes set and ensuring all the critical power giving accolades acquired when I19 struck! Sweet timing!
So now, I had to unlock the Alpha Slot for 36 alts, oh my, I had my work cut out for me!
I first did my Heroes, piece of cake, they are mostly melee, so I zoomed thru the missions with out a hitch or challenge to speak off.
Then I went on to my vigilantes, at first I did the original heroes gone vigilante and had no problems at all, it was great, by then I have mastered the alpha slot unlocking that even my Emp Defender soloed it! Yeah, she did, did not die once either!
Then I went from my originally villain to rogue to hero to vigilante alts, and then the Titanic struck the iceberg. Suddenly I discovered none of them could take on new missions, TFs or tasks. I had worked so hard to get my first one into a group, and I could not get the mission, it was so embarrasing, after all that work!
One of my friends helped me determine what was the problem, it turned out I had too many open arcs! Here I am, a Vigilante with 9 red side arcs and 1 blue side arc! Thank God I had 1 blue side arc, or I would have been terninally messed-up. So I sent a bug request, I thought all red side material went into stasis when you switched blue side, well the count on unfinished arcs did not, so surely it must be a bug...
As a Vigilante, while I could go red side, I could not talk to the contacts to complete the unfinished arc; unless I went the painful tip route to go villain, clear the grey con arcs, then tip again to go rogue, then again to go hero and then tip again to go Vigilante. Obviously while feasable, not pleasant to do.
I was lucky that I had one blue unfinished arc, I was unlucky it was Levantera, but after suffering thru the moronic Leventara's vanguard part-2 missions, I cleared the arc and was able to get a mission from the good Mender.
After this horrid experience, and lack of help from the GMs via stuck and dozens of emails, the best they could do was tell me do Levantera and good day to you, thank you for playing CoH, ha ha ha....
It occurred to me, when I have a mission that is too annoying or perhaps the nature of the mobs in it are such that I can not complete, I can go to the Contact and either auto-complete or abandon the mission. In the same vein, when an arc is grey to me, very old and well below my level, where I can not gain exp, why not be able to auto-complete or abandon?
I thought for a bit more, and concluded auto-complete would be a bad idea, for it would lend itself to abuse and exploitation, next thing we know all would start 9 arcs, get 10 levels and then auto-complete the arcs getting badges, merits,and what not; this would simply be wrong!
Then I concluded the right answer is abandon the thread! You get nothing for abandoning it in the form of merits and what not, and you get it off your books and freeing up mission slots, and you are not forced to do exp pointless missions while trying to complete and be rid off the arc!
In my case, since 9 of my incomplete arcs are in an alignment I can't perform, the abandon choice would be a great QoL improvement for me, for it would save me the tedium of switching alignments back and forth.
The way I see this working, is you: Left click on your contact and it gives you the choice to abandon the arc. You click abandon and the book by their icon goes away.
Hugs
Stormy -
Mmm...
After my first encounter's shock, I went: "OMG This place is infested with AVs; I am so toast" I remember immediately exiting the mission and complaining in channel over it. Then I was told, for that particular mission, I "was" already an incarnate, and the AVs would not be so bad. So with great trepidation I returned, and found out, what I had been told was the truth. I found the whole thing to be actually quite amuzing and enterteining, it was nice to feel "super" with any AT.
But to an extent, the poster does have an interesting point, it would be nice if the mission complexity or threat by mob would be different based on AT performing it. For instance, taking on Hero-1 with a non-melee being spammed with mez attacks by Hero-1 and the ambushes that spawn subsequently is a bit on the harsh side, since support ATs are denied the ability to have passive mez protection.
It may be simply polite to support ATs if set to -1/x1/N/N for the missions to be non mez equipped, after all with exception of the pre-packaged EBs, the highest mob you gonna face is a LT, and typically Rikti Mentalists are bosses; it kinda annoys me when the mission "happens" to give me a Rikti Mentalist as a LT, so rude...
Of course as a melee essentially imprevious to mez effects, the missions are just right, the ambushes are great, pour them on! I need the bodies around me; so they can buff my damage gained from my PBAE aura. As I fight the EBs/AVs I tend to kill their supporting mobs and loose some of the dmg buffs from my aura, so it is nice that the missions have several waves of ambushers to replenish my buffing needs.
Amazing how different what appear to be serious challenge for 1 AT, it is actually an assistance to another AT...
Frankly I am not sure how you could level challenge by AT: Melee are so well made and so self-sufficient; while support are intentionally made so brittle, I can't see how to add challenge to melee with out really socking-it to the support ATs. At best relief in the abusive use of spammed mez would ease off the burden on support ATs, while having no impact what so ever on melee.
Stormy -
Since I19 has just been released...
Stormy Wednesday has been cancelled for tomorrow!
We will do Buck next week
Hugs Stormy -
Oh Bill, I saw what you wrote, it seems you used such wide paintbrush strokes...
As a note, I use a one round as reference, and some of you may be wondering why?
If you assume, that the player always goes first, the first round is for the support AT to do a pre-emptive attack, This is the round the battle is made or lost for a support AT. Whatever mobs shakes the first round pre-emptive attack, will get their turn right after! (the new code since I16 gives mobs initiative as a standard), since I13 all mobs were given ranged attacks with status effects with near sniper range, and believe me, they will spam those attacks on the support immediately after being attacked. (Next time you fight a mob, notice the order of their attacks, they always begin with an attack with mez secondary effects or a mez right out, and then switch to a melee or ranged attack based on the mob type, then they weill go back to the mez supported attack, and rinse wash and repeat), fortunately for those support Ats with high Defense, your defense score remains intact despite being under the effects of a mez! But I can't emphasize how important is that first round pre-emptive attack!
Generic Defenders affecting themselves as a whole? and how the few buffs that they can give to themselves themselves makes a telling difference in one round, how? I know there are a few defenders that have a few of their powers that may affect them too, but these are not their premium buffs either, would love for empaths to give themselves clear mind! A Kin may use syphon or some other power, but their powers are very short ranged, and if they use their pre-emptive attack to a fulcrum shift, how is that helping them prevent the mez tzunami that follows?
Please explain, how in one round, a Generic Defender is going to neutralize the standard generic mob size of 6 (1 Boss, 2 LTs, 4 Minions) before they mez her out of action in one round?
I can almost side with you with the Blasters, they have their light (ha ha ha) damage attack and one moderate attack being a defense against the standard mob size of 6, after being mezzed. But no cigar in this one, its a best a baby pacifier when we do the math, its not so hot a protection...
Controllers can mez, given, if not ambushed, they go first. But have less than a 25% to mez the entire standard group of 6 in one round, less if mobs are higher leveled, please explain how the generic controller can use that first round to nearly achieve unconditional protection performance?
Same goes for the situation for Doms and Corruptors...
MMs are a unique beast, Mez the MM and the pets are there for her! Mez a pet, so there are 6 more, who cares! I see MMs as a kinda hybrid support and melee on this aspect.
I still do not agree that the use of inspirations to deal with standard groups is an acceptable answer to mez protection, I will agree with the use of inspirations if a Support AT takes on anything stronger than a generic mob group of her level, but that should be also true for melee...
Stormy -
Quote:You don't get it do you? Melee gets higher protection due to being in MELEE range. Squishies can avoid melee range and most of the mezzes by dealing with the mezzers first. On normal difficulty this is not a problem. even at +2 or +3 this should not be a problem. If you are ******** that at +8 you can't ovetr come mezz then to bad so sad. That is not what the game is balanced around. Deal with it and move on.
Edit: Forgot to mention, it took me all of 3 seconds to find this on paragon wiki: This enhancement provides a 3.0% bonus to Psionic Resistance and a 20.0% bonus to Status Resistance (Hold, Immobilize, Stun, Sleep, Confuse, and Terrorize). These function as set bonuses and are always on, even if in a toggle that is turned off.
You should really do research and ask questions first before you ***** about slotting that 5 mil infl io.
Sharky, you made the OP's point, I am afraid to say...
The advertised performance is only for Melee ATs, not for support at all! Support does get the "Bait and Switch" they do not give resistance to them, they get a "reduce the duration" the support AT is under effect of the Mez, by 3% (ha ha ha, so sutpid).
Frankly, I don't see the reason for all the consternation, a 3% true resistance, which would be the total for a support caste AT is insignificant, I would not waste my influence for just a 3% that could not stack with anything else, cause "there is nothing else" to stack with.
I still have an issue over any AT having to depend on any inspirations to handle ash and trash mobs, that is simply wrong.
You also make a point of melee should be ubber protected, cause they are simply melee. I do contend they are way over protected for their jobs, way over. They should be sized to handle a mob of no more than 1 boss, 2 LTs and 4 Minions, and of their level; no more than that, simply put: A single, normal sized group. If they are going to square with anything bigger than that, they should be in a group and being supported; that would be balance. To imply that their job is to handle 20+ mobs, is frankly self-serving.
You also make a claim, that support can use their range attacks to pre-empt the mobs, easy to say, much more unlikely to see it done with any consistency. I described over and over the statistics of handling an equal con group of 1 boss, 2 Lts, and 4 minions and your chances to neutralizing them, so they can not nuke you next round, as basically well below 25%. So while a player, unless amushed, may have the first chance at using an area mez (not true for the average Defenders or Blasters), the odds that area mez is going to stop "all" of the mobs are very poor, today's mobs have nearly snipe ranged status effect capable ranged attacks, so really besides you getting the first shot; you really don't have much else for protection, range is not going to help you one bit once the bullets start flying!
A poster correctly stated, that support caste ATs can spruce up their range/aoe/melee defenses. That does work well, incidentally, but the new mobs being released after I18 have accuracies boosted beyond the 45% limit (they use to-hit bonuses, so technically the devs are not breaking the rules; technically), so defense is becoming much more less reliable (also note the SR Scrapper complaints starting to sprout over this), also as unfair as it truly is, there are mob Mez attacks that auto hits, such as the overlords in FBZ.
Frankly, Sharky, the game is not as binary as you make it to be; it used to be to some extent, I give you that, but after I3 that commenced to change, and afer I13 it really changed!
I only wonder, if melee had to pop a luck before fighting a group of 6 generic Mobs of their level to survive the fight, how would you feel?
Stormy -
Mmm..
Nice concept but pragmatically pointless.
If playing a support AT, it is your job to die a lot so all can see how ubber the mob the Melee is gonna defeat is; think of it as the "Red Shirt" syndrome in the old Star Trek. A bit of dark humor there...
The reason I say its pointless, is that seldom an attack on a support AT is solely a single attack, instead you are usually mobbed! So the anti-one-shot-kill code is pointless, you gonna get hit at least 3 times in the same round, and being a support AT all 3 of those attacks are gonna take a big bite out of your hit-points, the simple truth is that you are going to die no matter what.
The developer's challenge mind set against Support ATs does not need the critical to take the Support AT down, they are weak enough as they are, and thus it is not really needed (they also spam the use of mez to ensure you stay nice and still for the second and third hit); The critical hit's big pow! is more in place to "wake-up" the melee; I never experienced any of my Melees ever being defeated by a critical hit, even by an AV, but the critical does hit hard enough to get my attention!
So while your suggestion is well intentioned, it would not accomplish any benefit in behalf of the Support ATs.
Stormy -
Hi:
When we activate our Oro portal and click on it, we are transported to that mystical place and appear right next to the portal, one would use to leave the floating island.
Could it be possible, that instead of appearing next to the portal at Oro we appear somewhere away from it?
The reason I ask for this, there are times players port to Oro and go AFK, at times the entire area about the portal is heavely congested by AFK players and their pets; thus making it very difficult at times to click on the portal to go on. By having the players appear, say on the left side near the temple, they would be away from anything significant and not be on the way of other players.
Hugs
Stormy -
Mmm...
I am on Champion, and use Atlas WW as my ALTs' base of operations, essentially where I log them off. I do a lot of IO crafting and have been known to play the WW market game from time to time. But to be honest, I seldom see a request in broadcast channel for folks looking for more members for an AE team. In fact, the few times I go to AE, is to trade tickets for salvage, and the place is usually abandoned.
While during my gam play, I have encountered AE babies, they are extremely rare now days, and as a TF leader I have booted them off the team from time to time, perhaps is that week a month I endure thingy, and my patience runs thin :<)
I used to have AE missions, I wrote, but by now I have deleted them all, and not even have a mission for anyone to use.
The only use I have for AE is to kill stuff to get tickets, so I can redeem them for salvage that is stupidly priced at WW. From that end, I wish common salvage could be acquired through AE tickets as well.
If I am going to help an SG mate or friend level up some, AE is a poor choice to make. At level 50, my friend would be sidekicked to me at level 49. As such he would be entitled to get level 50 drops to include the much coveted purple drops; something AE can not come even close to match; I also find the random recipe roll at AE is frankly a random roll for "junk recipes" as a rule...
Now days, taking a low level to Peregrine Island is no big deal, they are sidekicked, they are 49, nothing is gonna really bug them on their way to the door mission. And with I19 transportation improvements and fitness pool becoming inherent moving lowbies around will become even safer; thus making AE even less appealing.
Stormy -
Quote:I think you hit that one just right!I've never really understood why "it's fluff" seems to be a good enough reason to not do something in a game; specifically in an MMORPG. I won't be upset if weather never makes it in-game, but it'd be cool to see. I can imagine my character perched on a ledge on a dark, stormy night with his cape blowing forward against his legs, and watching the hustle-n-bustle of the city; a la Batman.
Should it be the base for the next Issue? No probably not, but I don't see any reason to not add it. Afterall, as others have said, what was the gameplay-impacting reason behind Ultra Mode (aside from making a few computers lag a bit)? That really is also "just fluff", but I don't recall anyone complaining about that.
I look at the last few booster packs, they are exclusively fluff and not much of it as well...
Stormy -
Hugs...
For Wed Dec 1 we are going to do the "Buck Salinger" thread, which unlocks the Katie Hannon TF.
Buck Salinger range is 30-34. but because we are going to do the thread thru Oro, the minumum level will be 35.
See ya Wednesday!
Stormy -
Mmmm...
I do believe there are too few actual Heroes in the game, by proper standards, most of those iconic figures are actually Vigilantes.
I believe GR and the new alignment system, is going to do much to help flush out the icon chracters and our own as well.
For example, take my alt "Lady Reaver" whose stories can be found under stories in this forum. She is a fire/axe Tanker, who received her powers from the Norse God of Justice Forsetti. She strictly follows Forsetti's laws first, which often do not line-up with Paragon's laws. Forsetti has given her the ability or curse to be able to hear the voices of the dead, who then leads her to their murderer and compels her to avenge them and will continue to do so until she does. In actuallity she does go after the murderer, punishes them in a mortal way and sends them body and soul to Forsetti for final judgment (they don't go to the hospital)...mmm let see who wins teleporter or God...mmm:<)
If you look at the axe power set, and read the power names: Behead, Enviscerate, etc. It would seem those using axe as an attack, could hardly be considered heroes. Same could be said for other power sets.
I can see her doing a Citadel, and goes to "question" 20 Council, I would think they much rather go thru waterboarding than evisceration!
In the case of Manticore, he is a clear Vigilante example.
Hugs
Stormy -
Mmm...
Interesting criss-crossing of opinions here, some ranging from devs are too lazy, there is no pragmatic value for weather to it would make the game appear less artificial.
For myself, I like weather as ameans to add ambiance to the game.
I believe before we restrict the game to hard core utility, we should look at teh soft side of things...
I play the game for recreation first, meet people and socialize is next to my agenda, and then the feeling of being super and not the average citizen. For myself, I am experiencing severe medical conditions which is deeply affecting my day to day life, so I look at this game as my escape from my dark and depressing reality.
I believe much on the "feel" of the game, I often comment as I travel from zone to zone, how much I enjoy the night scene as I fly across the entire zone to the mission entrance. As I see the stars, my mind just wanders with pleasure. Then there are the incredible sunsets at Talos, that makes my skin grow goosebumps.
I do get some weather enjoyment, with the winter events, the slippery sidewalks and what not.
I believe weather could be used as an instrument to create "feelings" such as that eerie fog at Dark Asturia... Would love to see the ghost ship at Talos and IP be preceeded with a similar fog, perhaps that same fog could appear during a zombie raid!
I understand its a lot of work, especially if weather is going to interact with us, such as fog, wind, rain, etc could have a negative impact on both player's and mob's accuracies for instance, slippery floors making us slip and fall (knockdown like effect), Giggles, wind could make our flight go faster or slower based on which way the wind is blowing! But I believe it would add so much to our game! So perhaps this suggestion could be part of a new big time release such as CoV and GR, so the time and effort could be devoted to such a grand undertasking.
A good game takes care of sheer mechanics, a great game also attends to ambiance!
Hugs
Stormy -
Quote:Mmm, what I would give up for mez protection...If the devs truly feel the game is balanced acceptably as it currently stands, like I suspect, we either will A) see no change, or B) we will be given mez protection for support ATs at the cost of reduced effectiveness in some other aspect of their play. So, if B is what happens, what are you willing to give up in return for mez protection?
Lets see, less hit points would be a good begining; oh yeah much less damage resistance that would be a second thing I would be all too happy to give up, no debuff resistance, yeah I think I could live with out it...
You still are missing my point, minions should "not" have I win buttons, nor should LTs, and questionably Bosses against "any" AT.
Once again, how would you feel if all mobs had "I Win buttons" against your tanker?
Stormy -
[QUOTE=ClawsandEffect;3334320]
There is an even BETTER reason to not give support ATs passive mez protection, and it seems to have been completely ignored by just about everyone: The devs' wishes, and their track record of how they respond to players doing things they do not want them to do.
The devs don't want support ATs to have passive mez protection. They haven't given it to them after 6 years, and are givig no indication of EVER giving it to them. They have also gone on record in the past explicitely stating that they don't want them to have it. That covers their wishes.
Now for their track record of response to things.
What do you think is going to happen if thedevs relent and give all support ATs passive mez protection? Based on their track record thus far, it will almost definitely be accompanied by an increase of mez frequency AND magnitude across the board. It will essentially work out that the devs will give the support ATs mez protection to stop the complaints, and then arrange it to where that mez protection is almost completely pointless. If support ATs are given mag 3 protection, you will most likely see a number of new enemy types throwing mag 4 mezzes, and you will most likely see an overall increase of the enemy types that have mezzes to begin with. That will suck for everyone, not just the suport ATs, because it won't come with an increase to melee ATs' mez protection, making it less effective as well.
I'm not against mez protection for support ATs per se. I AM against an overall increase in the amount of mez we have to deal with, because they will probably not give us something they don't want us to have without some kind of catch. And knowing how the devs tend to operate, I would expect that to be exactly what happens. And anyone else who has paid attention to the devs' track record should know that I am probably correct in this.
QUOTE]
We have seen all too often, the all excuse..The devs said, the devs think...
By now, we have lots of proof, the devs "do change their ways or minds"
I remember lots of flames and negative posts with the dev said argument such as:
No way we gonna be able to email ourselves, no way we gonna have market mergers, no way we gonna have a mid log in screen to just switch alts with out going to log-in screen, and we can go on and on...
Giving Support "SOME" mez resistance, does not "HAVE" to result in increases of the use of mez, frankly I am hard pressed in seeing how could it be abused even more.
The whole intent of many of my postings is to provide devs with rationale for change, not a whine, please note that I take time and effort to provide number analysis and then comment to the results of my analysis. I give you ample opportunity to review my numbers and then reflect on them, I am yet to see any dis-agreeing posts indicating how my analysis itself is flawed, and thus my conclusions would naturally be in error.
If the devs do privide support with "SOME" mez relief, I would hope it is thru "understanding" and thus balancing the thread value of a particualr mob type to an AT. You advocate much for melee and tanks in particular, I applaud your commitment, but how would you like a minion to have an attack that you simply can't resist and as a result it will result with you being defeated? How would you feel, if all the mobs had such an an ability and it was used all the time?
I sense you tend to think in extremes, and not dwell much in the "in betweens", but tell me, why should a minion be able to have such a threat intensity over a support AT? and given that you think (I mean you, not what you say the devs say) that is appropriate why should there not every minion and above that possesses such an equivalent threat to a tank as well?
Lets say all mobs from here on, have the built-in ability to ignore protections say 50% of the time, how would you like them apples? Paraphrasing Sharker's wisdom: "Eat inspirations!"
Please understand this, I really wish forums could be used in a manner one could disagree with developers and be able to provide a rationale of why. Having posters just disagreeing by throwing insults, using extreme samples, saying a dev once said, having smart allec remarks, giving patch/work arounds, are hardly beneficial for positive change. The devs have demnstrated time and time again, that they can change their minds if provided sufficient reason and volume of requests for change; the past few releases a chuck full of changes.
Stormy
Ps: It is very fine to disagree with me, but all I ask is to please document your rationale. I give you this much, you had documented your concerns to an extent; and because of it, I can reply to your particular objection; that in itself is beneficial. -
[QUOTE=ClawsandEffect;3334320]
There is an even BETTER reason to not give support ATs passive mez protection, and it seems to have been completely ignored by just about everyone: The devs' wishes, and their track record of how they respond to players doing things they do not want them to do.
The devs don't want support ATs to have passive mez protection. They haven't given it to them after 6 years, and are givig no indication of EVER giving it to them. They have also gone on record in the past explicitely stating that they don't want them to have it. That covers their wishes.
Now for their track record of response to things.
What do you think is going to happen if thedevs relent and give all support ATs passive mez protection? Based on their track record thus far, it will almost definitely be accompanied by an increase of mez frequency AND magnitude across the board. It will essentially work out that the devs will give the support ATs mez protection to stop the complaints, and then arrange it to where that mez protection is almost completely pointless. If support ATs are given mag 3 protection, you will most likely see a number of new enemy types throwing mag 4 mezzes, and you will most likely see an overall increase of the enemy types that have mezzes to begin with. That will suck for everyone, not just the suport ATs, because it won't come with an increase to melee ATs' mez protection, making it less effective as well.
I'm not against mez protection for support ATs per se. I AM against an overall increase in the amount of mez we have to deal with, because they will probably not give us something they don't want us to have without some kind of catch. And knowing how the devs tend to operate, I would expect that to be exactly what happens. And anyone else who has paid attention to the devs' track record should know that I am probably correct in this.
QUOTE]
We have seen all too often, the all excuse..The devs said, the devs think...
By now, we have lots of proof, the devs "do change their ways or minds"
I remember lots of flames and negative posts with the dev said argument such as:
No way we gonna be able to email ourselves, no way we gonna have market mergers, no way we gonna have a mid log in screen to just switch alts with out going to log-in screen, and we can go on and on...
Giving Support "SOME" mez resistance, does not "HAVE" to result in increases of the use of mez, frankly I am hard pressed in seeing how could it be abused even more.
The whole intent of many of my postings is to provide devs with rationale for change, not a whine, please note that I take time and effort to provide number analysis and then comment to the results of my analysis. I give you ample opportunity to review my numbers and then reflect on them, I am yet to see any dis-agreeing posts indicating how my analysis itself is flawed, and thus my conclusions would naturally be in error.
If the devs do privide support with "SOME" mez relief, I would hope it is thru "understanding" and thus balancing the thread value of a particualr mob type to an AT. You advocate much for melee and tanks in particular, I applaud your commitment, but how would you like a minion to have an attack that you simply can't resist and as a result it will result with you being defeated? How would you feel, if all the mobs had such an an ability and it was used all the time?
I sense you tend to think in extremes, and not dwell much in the "in betweens", but tell me, why should a minion be able to have such a threat intensity over a support AT? and given that you think (I mean you, not what you say the devs say) that is appropriate why should there not every minion and above that possesses such an equivalent threat to a tank as well?
Lets say all mobs from here on, have the built-in ability to ignore protections say 50% of the time, how would you like them apples? Paraphrasing Sharker's wisdom: "Eat inspirations!"
Please understand this, I really wish forums could be used in a manner one could disagree with developers and be able to provide a rationale of why. Having posters just disagreeing by throwing insults, using extreme samples, saying a dev once said, having smart allec remarks, giving patch/work arounds, are hardly beneficial for positive change. The devs have demnstrated time and time again, that they can change their minds if provided sufficient reason and volume of requests for change; the past few releases a chuck full of changes.
Stormy
Ps: It is very fine to disagree with me, but all I ask is to please document your rationale. I give you this much, you had documented your concerns to an extent; and because of it, I can reply to your particular objection; that in itself is beneficial. -
Quote:Please note your own comment, you readily admit that support ATs have multiple ways of preventing mez from minions and LTs, is that the only mob types in the game?Most support ATs have multiple means of preventing a mez from ever occurring if it originates from a LT or lower.
I see people complaining about it on a somewhat regular basis, and the conversation goes like this a lot of the time:
"These mezzing minions keep killing me, and there's nothing I can do about it!"
"Well, can't you use the stun in your secondary to stop them from doing that?"
"Oh, I skipped that power. It doesn't deal any damage, so it's useless."
Most of the time, problems with mez would be solved by paying attention to what is in the spawn, and using your powers a little more intelligently.
What you so conveniently choose to not recognize or say is, those ways are not 100% fail-proof!
You conveniently claim as player whining about their alt defeat by minions, as to bad play, not use of powers, not knowing what they do. When the truth is the sheer saturation of mez attacks from just about anything ranging from minions to AVs and your having absolutely no passive protections, and your active protections are capricious at best if you even get a chance to use them.
You conveniently choose to ignore the impact of ambushes that insta spawn all around you, and how arbitraty their attacks are, and how pretty much there is "nothing" you can do!
I also sincerely doubt that the folks skipping a key power is endemic, I am sure there may be the one or two newbs, but I sincerely do not believe that is a traditional practice by Support to skip critical survival powers.
Stormy
Ps: Since active protections are not 100% failure proof, maybe melee resistances and defenses should be given a "failure" chance, to simulate the lack of consistency active protections do experience, why not give the melee say a 25% failure chance (it should be 75% which is the support's reality, but the 25% of the time it does work it can be very spectacular, so we give melee a break), it should be ok, as Sharker so often says, they can use inspirations! -
Mmm...
I read your need for differentiation, thus it appears to me your position is the very thing I am fighting against: Black and White. I have - You don't have, that is different!
I want shades of grey, You have - I don't have as much, that is different "too".
If we gonna really differentiate, the hard way...
Then Melee should have no status effects as secondaries or primaries, after all isn't that what Controllers do?
Then Melee should have no ranged attacks at all, after all isn't that what Blasters do?
Then Melee should have no self heal or access to self heal, isn't that the job of a Defender?
Then Melee should not have built-in damage boosts, once again, isn't that the Defender's job?
Oh wait, I get it, that is different...
Oh I see another big difference, support ATs have to depend on breakfrees to perform, while melee does not have to depend on inspirations to perform...I see the difference now, and difference must be preserved at any cost!
Stormy -
Amy:
Perhaps one of these days, when you are not hyper-busy, you can teach me how to do the woods inside the base as you did. I would love to have that feature as a standard in my base. Perhaps if we can get together, I can show you my base, and you can see why.
Hugs
Stormy -
Thank you all for coming to last night's Hess TF Unlock event; CG in getting the gold badge!
Now that we unlocked the Hess TF, now we get to do him!
So next Wednesday Nov 24 is Hess TF night!
You all come and be prepared to have a good time!
Stormy -
Hugs to everyone!
Will watch the video tonight!
Giggles
Stormy -
Quote:So your example is a combo that gets 2 telenukes at high levels and a damage buff aura?
That particular combo does good damage, as does Fire/SS. But can a Stone/Ice do the same thing? Doubtful.
You can't use an outlier example to prove that an entire AT is good at something. That would be like saying that because a Fire/Kin controller deals good damage, an Earth/FF would deal the same.
So every single tank in the game can run +4/x8 mission fast enough to be useful for PLing and farming? I don't think so. Your Elec/Shield may be able to, but any random tank that is only using SOs will not get through it fast enough to PL anyone.
You make a good point, but...
I have lots of Tanks, some WP, Fire, Invulnerability, with attacks being Axe, Mace, Fire, Electrical, Kinetic and Super Strength.
I can tell you, that I can with all of them do +4/x8/N/N with out a problem for farm or PLg purposes (not that I PL). You are correct that some offensive forms of Tank are better than others; but I do nearly as well with my Fire, Axe, Super Strength and Mace offensive forms in the damage dealing arena. Incidentally all of my Tanks can deal with out using inspirations as well on +4/X8/Y/N...AVs do give me trouble and the reward versus time to defeat is frankly not worth doing them, but EBs are duck soup.
Now I 100% agree, tanks loaded only with SOs, definetly can't do complex high level missions at +4/X8, but same can be told about how lame the other classes could be considered when compared to an IOd Slotted AT. Also my Electric/Shield with out IO sets, could not do as well either.
Incidentally after "Burn" got fixed, my Fire/Axe Tanker out-performs my Electric/Shield Tanker, quite noticeably.
Stone, you may not move quick, but its a pretty tough damage resistant power set; it has definite advantages. Ice is a pretty good attack powerset as well, and good in the damage dealing department as well, but in all cases, the use of IOs to multiply the base abilities of the power sets is needed to get the "God-Like" effects.
The key point is that any Tank can be made to deliver very nice amounts of damage, they are no push-overs!
Stormy -
Quote:Mmm...Not exactly. Traditional role be damned, I want tanks to keep some kind of role at all.
It's already been proven that a tank is not needed for agro control anymore, and hasn't been for a while now. If every AT were given mez protection, it would not be long before people figured out that inviting a tank actually HURT your team's performance.
Look at it this way: If a tank isn't needed to hold agro, and isn't needed to keep the team from getting mezzed, what purpose does a tank serve on a team? Why would you invite an AT that does low damage, and has no role to play on the team, when you could invite another blaster and kill stuff faster? The powergamers would figure it out very quickly, and it would trickle down to everyone else. And eventually anyone playing a tank would have to beg for pity spots on TFs because they are not only unnecessary, but actually unwelcome on teams. It wouldn't happen quickly, but in the era of the game we are in, the speed at which you can do things directly affects your rewards. If all ATs had mez protection, inviting a tank would just slow you down, because you could have filled that spot with someone who deals more damage.
So, I couldn't care less about tanks keeping their traditional role. I just don't want them to become completely pointless to play.
Sweetie, Tanks do not do low damage, that is a huge and old urban myth. It was true before I3 days, but since then their damage has been slowly been increased.
I contend my Electric/Shield Tank's damage can keep up with the damage a Blaster can do,i n fact, I can do better, much better over time!
Have a hard time accepting that Tankers are not low damage? Why don't you check which AT is doing the ultra high level (+4/x8/N/N) farming and PLg of lowbies? I am pretty sure it is not a Blaster, and while you see some Scrappers good enough to do this, the greater number are Tanks. Fire/Kin Controllers do farming, but never at +4/x8/N/N for their conditional powers would just malfunction too much of the time.
The Tanker as I see it today, its perfectly equipped and balanced to be played in any setting, solo or group. The can hold aggroe, gain aggroe, take a beating, give a beating; they are in short this game's work horse. Despite of makijng other classess less totally vulnerable, the role of Tank and the great benefit of having one in a team will never go away.
You said that all Controllers and Dominator's mez powers is always MAG 3, I believe you are partially in error. All of their "single" target mez powers are MAG 3, their area mez tend to be MAG 2 but some are only MAG 1. The statistics I provided for resistances, incidentally were for equal level mobs as well. Your opportunities for success do erode as the mob's level increases with respect to you, and of course your chances of success increases the lower leveled they are. In a typical TF, many of the mobs you battle, are 1 level higher than you, thus your pre-emptive attack can not be the 60-70% claim you make, or you are one lucky fellow!
Once more, I saw the typical binary mind at work with a poster. If we give support mez protection, why not get rid of mez all together. I have been advocating for some mez protection for support, not immunity! MAG 3 is not even half of what a Scrapper gets, and is a fourth of the Tankers MAG 12.
I see the major challenge in this, is that the devs have found it "all too convenient" to over use mez on the classes they ensured could not protect themselves from mez, as a tool to increase mission challenge. Frankly, this is an exploit, and because a dev uses it; it does not make it right.
I agree with a poster, if all the mobs would have an endurance zap effect as they have mez now, how soon would the melee ATs cry foul? Despite that they have "blue" inspirations they could gulp?
Stormy -
Quote:You got that right!Hmm. Just pointing out an incongruity I noticed. The support player complains about mez mucking with his ability to do his job, and the answer is, "Bring breakfrees and eat them." Yet the melee (tank) player says he needs -10 mez protection to do his job. Couldn't the same logic hold? -3 mez protection, perhaps, and bring breakfrees and eat them?
Incongruity #2.
"Melee types don't get mezes, so support types shouldn't get mez protection."
Except that a lot (maybe even most) melee APP and PPP have mezzes, and I can only think 1 support AT APP or PPP that offer mez protection. I'm not 100% sure, but I think the complaints would be far less if some mez protection were available in most APP/PPPs for the support ATs.
I see Claws response, but a tank must have continuos protection, maybe he can eat a break free in advance too as he suggested for Controllers :<)
Hugs
Stormy