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Arbegla

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Everything posted by Arbegla

  1. Softcapped defense means you have a 5% chance to get hit against an even level mob, and when you do get hit, ALL effects lands, mez included. Mez Protection means that if you do get hit, you are immune to the mez status effect. 100% immunity until it surpasses your Magnitude of protection. Completely different animals.
  2. Mez isn't that constant, especially if you have high defense values. Also what difficulty are you running at? What is the game balanced around? Because if you're trying to complete missions at a higher difficulty then the game is balanced around, then that is on you, not RoP.
  3. This is kinda a strawman argument. The power levels are fundamentally different. High recharge and high defense is not the same as active Mez Protection, which is what RoP grants you. In addition to 30% resistance base. IOs can't give you that, it simply can not. There is no 'Mez Protection' IO, and no single bonus is going to give you 30% resistance to all damage types (the closest I can think of, is the Scaling Resistance IO, but that only goes to 10% resistance to all, and you have to near death for it to kick in that much). IOs also only provide Mez Resistance, not protection. RoP fills a hole that NOTHING else available to ALL ATs fills. And it did it really really well. In the Devs eyes, it did it too well, so it got nerfed.
  4. While I can't talk about the workflow of programming for the Dev's here, I can talk about commercial grade programming workflow, and even with the best code base in the world, you don't want to change too many things at all. Incremental changes are always best, as you can break something in new and creative ways. They were already touching the travel powers (which covers Mystic Flight) and the change to RoP is simply reducing a duration value. If there is proper coding standards, that is a pretty simple change. Now, rebalancing the other powers, (keep in mind, two of the powers within the Sorcery Pool affect Enemies and Allys, but in different ways) is a lot more work, and was definitely not planned as part of this change. We're going to get a free-spec when this hits live, and we'll get another one when/if the Sorcery Pool gets looked at again. Temporarily making a Origin Pool (that on average only 5% of players take) less popular isn't a big deal.
  5. Except its not. Mez has been around since the beginning of the game, Squishies have been around since the beginning of the game. RoP wasn't even implemented in the live game (it was only released to the BETA server, not even the full Test server) and squishes have been doing just fine. A mez is not a death sentence. And even if it was a death sentence, Death in City of heroes is insanely lenient, and self rez powers are abundant.
  6. Oh I understand the having enough mitigation that more doesn't feel like it'll benefit you, but the benefit is still there none-the-less. For example, your Dark/Dark tanker has no DDR, so you can cascade, especially fighting things like Malta, which do have -defense, -rech. But that is a mid to high end IO build. If the game isn't balanced around mid-high end IO builds, using them as an example of what you can do is pointless, because simply put, you're already unbalanced. what RoP does let you do, on live, is at Single Origin levels of power, ignore Mez protection (and take at least 1/3 less damage with the 30% resistance it offers) roughly 40% of the time. With JUST SOs. That is why it is important to know where the Devs draw the line. If the line is at Single Origins, then RoP is insanely overpowered, especially with no real crash on it. If the line is at 'low-mid' level IOs builds, RoP is still pretty powerful, because it lets you ignore Mez, and take FAR less damage. on a mid-high level IO build, its probably fine, because the bulk of your mitigation is via set bonuses, and therefore RoP is just covering a small hole you can't get from IOs.
  7. And that is where we need to figure out what balance means. A High end Tanker build still has room to benefit from buffs, like +damage, +rech, and +regen/Absorb. The caps on those aren't possible to hit solo. You can get 'good enough' with Perma hasten, and softcapped defense, but you're not hard capped by any means. I think the only attribute that is possible to actually self cap, is Hitpoints. Everything else has limits far exceeding what you can do with the IO system. Yes, you can get good enough, and yes, layered mitigation is better than just maxing out one or two stats, but a high end IO build isn't invalidating other buffs sets. They still benefit from the buffs. Mez protection is one of the few things that the IO system doesn't address AT ALL. (aside from the Blaster ATO, but that's a proc, and not really guaranteed) It only grants Mez Resistance, which lowers the duration you are mezzed, but the IO system intentionally has a Mez Protection hole within in. I Understand where you are coming from, but if the game is balanced around 0/1x on SOs (which used to be the metric..) then what you can do with IOs doesn't matter at all. Its a moot point because that isn't where things are balanced.
  8. This really depends on what difficulty you play at. I don't have any issues at all on my squishies, even without mez protection. Mez has been around much longer than ways to get around it. Blasters didn't always have Defiance that allowed them to still attack while Mezzed, Controllers didn't always have and Epic power pool that can grant Mez protection, there are more powersets that can grant Mez protections than before. And RoP was literally one of the LAST things to be added to CoH before the shutdown. It didn't really get a chance to be play tested or balanced around.
  9. The big thing, is with the Melee Judgement, (or Clarion) you can basically chain those together, and have permanent Mez Protection on a squishy. What made RoP so powerful was mostly the fact that it chained with other things to completely make you immune to Mez, something Squishies shouldn't be able to do solo.
  10. I fully support the RoP changes, and I really don't understand the argument against it. Death in City of Heroes is one of the most forgivable things in any MMO I've ever played. We don't have to corpse run, we don't lose levels, heck, they even added Hospitals to Hazard zones now, so the walk back to the mission isn't even that bad. Debt slows down leveling, but leveling up is to easy anyways that isn't barely a bump in the road. And there was not just self rez temp powers, but vet powers as well (not counting Wakies) And, a Mez isn't instant death either. Holds and Stuns suck, but Sleeps are broken if you get hit (or healed), and immobilizes you can still use ranged attacks. Unless you're running +4/8x, chances are really high that if you do get Mezzed, you'll be fine. I really think knowing what the Homecoming Devs consider 'Balanced' will help. What difficulty are powers judged at? 0/x1? +2/3 (the old max difficulty before the Notoriety changes...) or +4/8x, which is the highest you can ever play at? Once we know what the Devs are considering to be the balanced difficulty, we can have a better idea of what is considered overpowered. Without that knowledge, we just don't know, as some people can handle +4/8x and solo AVs/GMs, and others can't. There is a HUGE gap between power levels, and until we know where the balance is located, we can't really say something is or isn't balanced.
  11. Not to point out the obvious, but doesn't Dwarf have mez protection? And can't you shapeshift while mezzed now?
  12. That's fair. Maybe increase the recharge (or reduce the duration) so it's not permanent.
  13. Ice/Storm with gale slotted for max KB...
  14. I can sorta kinda understand the "dead body nukes" being a bad idea, but those powers are already balanced around long recharge times, and are typically skipped anyways (cuz who really dies these days now?) An easy fix could be to limit it so only the MM can affect their pets after death (so only the MM can rez/vengy/body nuke). And it'll make it slightly less abusive. Vengeance is nice and all, but it doesn't stack easily, and again, build diversity is fun.
  15. I mean, they added powers and whole new mob types (Death Dolls, Girlfriend from Hell) to the hellions and skulls without making whole new groups, or really addressing it via a backstory. Tsoo also got access to kinetic melee in the "Chi Master" and freakshow got access to Electric Control in the super stunners. Give council war wolves actual taunt, they already do the animation for it, and it makes sense without having to adjust anything. Give the Vampyre confuse powers. Again, thematically it makes sense, and doesn't really need a backstory. The level 50 Tsoo are a very mixed bag of things that get thrown at you, and it still fits in the theme of Tsoo without being a whole new group. "Improved AI" doesn't always mean fancy scripts, it could just mean giving the existing AI access to new toys.
  16. Things like the Black Knights in Night ward, that taunt you, preventing you from taking out prime targets or the Ghouls that make enemies literally swarm you (and then heal others when they die) Giving mobs access to more player-like powers, like confuse/taunt/placate/teleport foe can increase difficulty without just pumping up the numbers. Yes, some "floor is lava" mechanics can be used, like the lava hollows map in the first SSA and mobs with knockback or repel. Environmental effects added to maps so say, if you're in a warehouse with energy or fire damage, the warehouse is now on fire (and you have to avoid it or take damage) Things like the Warwalkers blasts or even the Shivan boss in the Galaxy tutorial. Heck, just giving Hellions access to moltov cocktails made them harder, the Skulls revamp made them a little bit more challenging, and all that was was giving them access to more powers and status effects. Using more cold/water based based powers for the slows and -rech. Giving more mob groups access to heals/rez/summon powers. There are plenty of ways to increase difficulty besides just "turn everything to 11 and smash into the purple patch!"
  17. I'd rather you be able to rez/vengeance/fallout/walkie and any other powers that use dead bodies on your pets. Lots of sets have a rez, and being able to use it on your pets would be amazing.
  18. I remember the days before super sidekicking where you could actually get +8 mobs in missions and power level lowbies for a bit. It was called bridging, and made leveling insane if you got it to work right. But that character, was useless against +8s. There was no real way to go against the purple patch, and it really really causes issues. Mechanics and smarter AI would be a much better way to address the difficulty issues. Just cranking the mobs levels higher would mean you would need to adjust the purple patch accordingly.
  19. Sadly I think you're right. It was originally meant as a little bit of a joke, as the Master/Mistress from Doctor Who really toys with the "I am what I am" idea.
  20. Pretty sure this about covers it. @Piecemeal
  21. It was not. Its been mentioned on the Beta forums a few times, and its on the list of things to be replaced. But as only the Battle Drones have that power, it doesn't have as much bang for the buck as Full Auto does (which Mercs, AND multiple ATs get access to)
  22. Still only available at level 32 😞
  23. Interestingly enough, How do you feel about Sentinels? Also, Dominators get Domination, that provides pretty high levels of Mez Protection, and can be Perma.
  24. I'd lean on something with Resistance personally. You can fluff defense with Manuevers, and the auras, and even something like 15% defense is reducing the ninja's getting hit by 1/3. Resistance lets those hits that do get through do much less damage, and again, with the auras giving +20%, you can almost cap them with Thermal or Sonic I think.
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