Mezmera
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A note on Rune of Protection changes
Mezmera replied to Captain Powerhouse's topic in Open Beta Testing
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. -
A note on Rune of Protection changes
Mezmera replied to Captain Powerhouse's topic in Open Beta Testing
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. -
A note on Rune of Protection changes
Mezmera replied to Captain Powerhouse's topic in Open Beta Testing
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. -
A note on Rune of Protection changes
Mezmera replied to Captain Powerhouse's topic in Open Beta Testing
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. -
A note on Rune of Protection changes
Mezmera replied to Captain Powerhouse's topic in Open Beta Testing
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. -
A note on Rune of Protection changes
Mezmera replied to Captain Powerhouse's topic in Open Beta Testing
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. -
A note on Rune of Protection changes
Mezmera replied to Captain Powerhouse's topic in Open Beta Testing
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. -
A note on Rune of Protection changes
Mezmera replied to Captain Powerhouse's topic in Open Beta Testing
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. -
A note on Rune of Protection changes
Mezmera replied to Captain Powerhouse's topic in Open Beta Testing
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 -
A note on Rune of Protection changes
Mezmera replied to Captain Powerhouse's topic in Open Beta Testing
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. -
A note on Rune of Protection changes
Mezmera replied to Captain Powerhouse's topic in Open Beta Testing
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. -
A note on Rune of Protection changes
Mezmera replied to Captain Powerhouse's topic in Open Beta Testing
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. -
A note on Rune of Protection changes
Mezmera replied to Captain Powerhouse's topic in Open Beta Testing
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. -
A note on Rune of Protection changes
Mezmera replied to Captain Powerhouse's topic in Open Beta Testing
Exacatively! -
A note on Rune of Protection changes
Mezmera replied to Captain Powerhouse's topic in Open Beta Testing
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. -
A note on Rune of Protection changes
Mezmera replied to Captain Powerhouse's topic in Open Beta Testing
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. -
A note on Rune of Protection changes
Mezmera replied to Captain Powerhouse's topic in Open Beta Testing
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. -
A note on Rune of Protection changes
Mezmera replied to Captain Powerhouse's topic in Open Beta Testing
Yes I pretty much said as much with my assessment of the Force of Will pool. Unleash Potential feels just right at 60s and I'd feel disingenuous suggesting adding more uptime to it wouldn't skew it towards OP status. On that same token in the FoW pool I can get a very usable debuff when slotted with the achilles proc and my favorite all around travel. -
A note on Rune of Protection changes
Mezmera replied to Captain Powerhouse's topic in Open Beta Testing
High performance builds gravitate towards the most powerful pool picks available to them. It's no accident you see Hasten/Tough/Weave/Leadership on most max build players. I keep my options open with CJ but it's still pretty good. I don't want hasten for free nor nerfed, I know it's good and gladly take it when I can. Origin pools though should be a desirable 4th option since you are locked into only one. -
A note on Rune of Protection changes
Mezmera replied to Captain Powerhouse's topic in Open Beta Testing
Yeah there's so much win in what they've been doing with revamping travels and power sets but then you get the random thing with random logic that just takes the air out of everything else that's been upgraded. Like lets nerf TW scrappers since they're an outlier and highly selected but then when you point at fire blasters then it's like "say huh?" For what it's worth I didn't have much of a dog in that fight but I could always make a TW scrapper and from what I assume the change didn't turn out all that bad. I'm of the mind of if I have access to play it just like anyone else why should I mind that a TW scrapper or RoP user is having their fun, but we're not going to hold the same standards towards things like crashless nukes? -
A note on Rune of Protection changes
Mezmera replied to Captain Powerhouse's topic in Open Beta Testing
That first point is pretty much the crux of any argument I'd have which I think most are seeing as an issue as well. We'll see how flight is as a travel with the revamp but still flight is a pretty undesirable travel of the bunch except for thematic reasons and then the first power is pretty much a dead power I'd slot that preventative medicine proc into. As for the 2nd point. I do think that Unleash Potential is just right at the 60s and I'd think it's fair to bring RoP in line with that but the Force of Will pool has a great travel in leaping and a sneaky good ST debuff for AV fights when you drop in the achilles proc. As a whole I find the power selections in FoW to be all pretty desirable. That's my main takeaway is that I wouldn't feel slighted that I take FoW and yet RoP has a longer uptime. I do appreciate seeing diverse pool picks outside of the standard Hasten/Tough/Weave/Leadership/CJ and with being only able to select one Origin pool I'm fine with them being the stronger pools to take since everyone has access to them. -
Focused Feedback: Power Changes (Release Candidates)
Mezmera replied to Arcanum's topic in [Open Beta] Focused Feedback
No the prior post to that one which was pointing out that the likely dead silence about the change to RoP was because it was getting changed no matter what was being stated by those who question the change to it. I wasn't personally attacking anyone and from what I can tell this topic has been pretty considerate considering how toxic it could get. I try to interject with levity so to keep things on a civil level. But sure if someone's taking a dig at me I'm grown I can handle it somewhat maturely. And sure anything blatantly off topic use your magic wand. You guys do a pretty good job but the communication skills are lacking when you're deadset on a change you've been targeting for a while that's going to be hard to explain other than saying it's OP. I'm not upset about the change, more I'm providing my reasoning in anticipation of future changes that are going to affect the health of the population on these servers that could have the same little explanation and input from those outside of that secret testing facility. Sure get rid of the static if you feel the need but removing on topic conversations only promotes less participation. -
Focused Feedback: Power Changes (Release Candidates)
Mezmera replied to Arcanum's topic in [Open Beta] Focused Feedback
Going back a page I noticed one of my comments was gone. Totally civil comment but it indicated that this change to RoP was as you're saying non-negotiable. Kind of an insidious move to remove my comment about that as it pertained to feedback belonging in this thread and it was pretty succinct. This is a bad precedent to set for future nerfs to powers just because. -
Focused Feedback: Power Changes (Release Candidates)
Mezmera replied to Arcanum's topic in [Open Beta] Focused Feedback
Yes a tank running 30% resist alone would not be a tank I'd trust. Although a tank usually takes 3-4 powers to equate the resistance you can gain in just RoP, outside of their t9. No resistance vs resisting half of the damage you're allowed to in all types is quite the difference. Throw in things like tough and the epic resists and we're talking a real sturdy squishy not including what resist and hp bonuses you can attain. -
I have to agree with @mbre2006 that rad on a dom just isn't where it's at. I tried out a lot of these new toys when HC popped back up and I got a /rad dom up to 50 but haven't touched it in over a year since. The animations on the attacks are sloooooowww and the gimmick heal is not a reliable thing to count on. It's neat to have laser eyes on a dom but the only thing going for /rad is the pbaoe attack it has is possibly the strongest of all the dom standard pbaoe attacks. There's some pretty good assaults but rad ain't one of em.