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Mezmera

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Everything posted by Mezmera

  1. My question is with Hover and whatever combination of EM and the like will my homage Super Wonder Woman tank now move in the air like that cheating Superman at ease in any direction mid-fight or will it still be more like normal flyers where the ground fighter is the more skilled and maneuverable? Just seeing if I should drop some powers for Hover and EM. Likely not, it'd be a tight squeeze but if it's too fun then I may. Thanks for the free Afterburner though and all the Travel revamps for that matter.
  2. I'm glad they added that QoL feature where you didn't have to retoggle your self affecting toggles, job well done. The values of toggles should suppress as they do and if this team feels the need to devote manhours to making it so offensive toggles don't detoggle but just suppress from working while mezzed I have no issue. There must have been a valid reason for leaving offensive ones to turn off and being that most characters have maybe only one offensive toggle they need to retoggle big whoop. As for dominators yes I do have the status protection but I play blasters and corruptors frequently too so the experience I take from my doms translates well over to my other squishies.
  3. Break Frees, Rune of Protection, take your mez shields, Clarion, Melee Hybrid, team with buffers that give mez protection, cap your defenses. That's just from the top of my head, shall I go on? It's not dismissive, if someone's having issues with mez they've identified their weakness, there's toooooonnnnns of helpful people on the forums to walk someone through how best to avoid being controlled. Being mezzed in this game is a quaint gimmick that keeps you on your toes and should push you to adapt. Yes it'd be funny to watch tanks get mezzed every once in a while but meh.
  4. Back in my day if you got mezzed you had to retoggle everything you had running, even sprint... The change to how detoggling when mezzed works was a great QoL update. I understand the explanation they gave for why the offensive ones just couldn't operate the same way and trust there really was an issue that offensive ones just needed to detoggle. If I get caught by the game and get mezzed and die, I die, so what. Being a Dominator main I see what I do to the npc's and don't wish that onto myself so I know to build to avoid such a happening. Yeah your outward defenses get shut down even though they don't detoggle but I know to build internal defenses up as best I can because that doesn't get shut down. Then there's all kind of things that'll break you out of mezzes. I mean how easy do we need to make the game? Log on, take a gondola ride, pet some geese, punch some monkeys, participate in a CC and log off?
  5. Yeah I've been to RV a tad. I forsee problems tinkering with mez in pve but have at it. Wasted resources though I'd say, mez currently is not the boogey-man some are making it out to be.
  6. Any time there's any suggestion of bringing ANYTHING over from the pvp areas it's met with "Don't bring your pvp trash over to my safe space!" I'd assume if they did something like that it would not only affect controls to player operated characters but also how ones controls would affect non players in the same way. The mez system in any form coming from pvp would need to see controller archetypes and maybe some defenders solely be the only ones with access to actual controls. This'll be a bigger can of worms than just implementing one aspect I would think.
  7. Since burnout from the speed pool affects primary and secondary powers you're able to double the duration of these powers. If meleers were so inclined they could lean onto those t9's heavier. Which you rightly cannot do by insta charging pool powers with burnout.
  8. I have two characters with Rune, a SR stalker and a dom that benefit greatly and solely from the added resistance. This is getting thick, all attributes in Rune are attractive each in their own right. Resistance is a BIG draw for me to the power especially on something where I have my defenses already settled.
  9. So does Melee Hybrid, Clarion, Barrier in a way, temp powers, Break frees and still RoP. There's lots of things to mitigate your time mezzed. Mez being what it is isn't really insurmountable in the game. Building for defense is smart to do also since it lets you avoid all damage instead of just resisting some of it but likely getting hit by all of it if you go the RoP route. RoP is just an alternative to the normal already overpowered builds which @Bionic_Flea is alluding to.
  10. I did say quasi but that's why you see so many people build up defense first. If 5 attacks do get through which most of it's random rolls so say regular attacks got through that means 95 attacks didn't which assuredly a bunch of that was mez attacks you avoided. Yes on higher difficulties and fighting things like GMs and AVs defense is more towards the 10% of the time, it's still significant.
  11. Um capped defenses means just about all mez attacks do not get through. So your capped defenses are in essence acting as a quasi mez shield. Just like regular attacks sometimes something gets through 5-10% of the time that mezzes you but that's a rare occasion you can mitigate.
  12. And people are wondering why there's even an argument over a power being nerfed that it's so good it is being selected at a 5% clip. Thank you @Faultline for interjecting some more info! Most of those sticking up for RoP are doing so from an objective standard standpoint, not from where we take it on every single character we make.
  13. It's exactly relevant. There's a cost/benefit analysis to taking Rune which is tied to having 2 more powers in that pool. There's a cost/benefit analysis to every power you take and every IO you slot so by sheer mechanics of the game you should be weighing your options.
  14. That's pretty terrible to sacrifice 3 powers to get one power which leaves you wanting 70% of the time. I'll pass on Sorcery and get the tried and true powers that'll cap my defenses thus avoiding mez 90% of the time thank you though.
  15. With just SO's you're not running RoP at 40% of the time. Lets say you factor in being able to get to 95% recharge internally on this then you have hasten it'll likely be recharging around the 4 minute mark probably more. That's 25% of the time at best you get use out of this power with the proposed change and 35% currently. Hardly OP I'd say.
  16. Er oh yeah well it's just right where it's at. Haven't really paid attention to the base recharge to those in quite a while. 50% max uptime shouldn't be any deal breaker with those Origin powers. More than that maybe sure but Sorcery as a whole has little to offer outside of RoP so it was fine with being top heavy. Nerfing RoP without any desirable first 2 power selections in the pool is a complete turnoff.
  17. No I'm with you on all fronts I was more agreeing with you and suggesting that it feels like people with little insight on these Origin pools arguing the point about mez and ignoring the resistance attributes seem like the type where they wouldn't take them to begin with i.e. tanks/scrappers
  18. I have Unleash Potential on my main dom with all her bells and whistles I've got it down to a 154s recharge while I can still maintain a good multi-layered build for other attributes. It is a strong power and increasing the duration would push it to OP but as it is currently at 60s duration 10 minute recharge seems about right for me to consider Force of Will a valid option. The caveat though is that Force of Will also has in it the best all around travel in leaping and a great ST debuff for AV fights. That pool as a whole has 3 powers I use regularly so I have no problem sacrificing Combat Jump. I think some players need to get off their tanks and experience the game in different ways and experiment with power selections so they get to experience the difference and cost effectiveness of the different powers available.
  19. My doms are perma always and typically have some type of capped defenses so mezzing off my offensive toggle is a hard task which only RoP's resistance attribute would benefit them. My blasters typically have capped defenses as well to avoid those pesky mezzers but it does happen every so often which is why I have a few bfs and melee hybrid just in case. I think in total I have maybe 2 toons with RoP and not for the mez protection and I hardly play them. I'm against this nerf because I can see the forest for the trees, as a whole Sorcery is an underperforming set if RoP is downgraded and nothing else in the set is balanced upwards. As @siolfir was saying, all nerfing valid alternatives to the norm does is make for more regressing to the mean.
  20. I do think the origin pools should be a step better than the rest in their total value. I get there should still be things like hasten and leadership highly valued but the fact you are locked out from picking two origin pools should dictate that they are quite powerful to take. They should have a good usable first power, the usual helpful travel and a special unique 3rd power stronger than the t5's in the other pools. I wouldn't mind if say Unrelenting in the presence pool were made better since you're likely taking two dead powers for this one but Unrelenting shouldn't be more effective than the t5 origin ones, effective sure and maybe upgrade those dead powers but not better than the origin ones. It seems the original intent for the design of these pools was to make picking a origin feel like it meant something and it gave us all something fresh to play with, if you look at them as mini secondary's with a broad appeal for all that's pretty much how I see their intent was going to be. I'm glad the dev team on secret decided there shouldn't be a prerequisite locking you into only the one of your origin but that you could choose whichever one you liked.
  21. There's lots of interesting avenues left to take for the pools. Heck the whole thing about hasten being a necessity got me thinking that we still have a few Origin pools left to introduce. It'd be neat if say the Gadget pool one of the first powers you could select would be a nano tech like self buff exactly like hasten but where with hasten you get 70% recharge on this nano power it'd net you 45-50% recharge but also a 10% resist all buff for the same duration hasten would be, then these two powers would be locked out from getting the other. That way you'd have a heck of a start to an interesting new origin pool then the t5 power doesn't need to be as strong as the other ones but the pool as a whole is equally great and offers an alternative to the speed pool.
  22. I take Unleash Potential which has lots of defense in it plus Force of Will pool has some good power choices outside of that one power. I tend to like to buck the trend and be my unique little butterfly self and pass on Combat Jumping but I do still take Hasten/Tough/Weave/Leadership. First and foremost I like to stitch up my defenses and get good recharge, then it's on to hp and resistances. Since my SR stalker has capped defenses pretty easy it's a nice balance to the set I feel to have RoP and has tanked Lord Recluse on the MLTF with it. My new EM/Invuln is all that and a bag of skittles better without RoP so it's all semantics.
  23. Addiction I don't think is the applicable wording. I'd say more fundamentally based in the optimal functions to attain. Not many take medicine because if you're not being hit why would you need heals? With my squishies that have capped defenses if something random does get through I have a few greens designated toward healing without wasting one of my power pool selections. Recharge allows you to cut the fat out of so many things like attack chains and just makes all of the tools in your kit that much more useful.
  24. Sorry @Jimmy it's like chum in the water but you all can take it. It's better to air this as it is anyways since it looks like this is the feedback you're needing mostly. Just remember everyone here cares about the game or they wouldn't be voicing their opinions.
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