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New rare enhancers that grant status protection in Karma/Steadfast Protection


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Posted

Well, I don't actually know if anyone will like this idea.  I can see why we wouldn't necessarily want to do this, but it would allow squishy ATs to trade some slots (and a power pick) for a small amount of status effect protection.   

 

So we already have enhancers that grant KB protection of -4.  What I suggest is that the Karma and Steadfast Protection sets be expanded to provide:

 

  • Karma Hold Protection -4
  • Karma Confuse Protection -4
  • Karma Fear Protection -4

 

  • Steadfast Protection Disorient Protection -4
  • Steadfast Protection Immobilize Protection -4
  • Steadfast Protection Sleep Protection -4

 

Each set would get additional set bonuses consistent with them being low level Inventions.  All of these would be rare recipes and cost 50 merits.  You could even make them cost 100 merits.  They would be added to the 10-30 level drop tables. 

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Posted

Would this be Uniques, or could buy several?

 

I would like the idea to expand Karma and Steadfast IOs to have other properties instead such as resistance to defense debuf, resistance to slow, and resistance to resistance debuff to have a set of 6, and then use the set bonuses at sets of 4/5/6 to provide the Immob, Confuse, and hold at +5 protection. I used 5 since rune of Protection provides 10.

 

Only a thought...

 

I am sure the purists will have a thing or two (more like a bunch) against this...

Posted
3 hours ago, Psi-bolt said:

it would allow squishy ATs to trade some slots (and a power pick) for a small amount of status effect protection.   

 

https://homecoming.wiki/wiki/Leaping#Acrobatics - You can avoid most Knockback effects and are resistant to Hold effects.

https://homecoming.wiki/wiki/Leaping#Combat_Jumping - adds resistance to Immobilization

https://homecoming.wiki/wiki/Fighting#Weave - increasing your Defense to all attacks, as well as your resistance to Immobilize

https://homecoming.wiki/wiki/Flight#Hover - Hover also grants pseudo-knockback protection; instead of getting knocked down and jumping back up, you just flip over in the air.

 

https://homecoming.wiki/wiki/Aegis:_Psionic/Status_Resistance - This enhancement grants a 5% psionic resistance bonus and reduces the duration of all status effects by 20%.

https://homecoming.wiki/wiki/Impervious_Skin:_Status_Resistance/Regeneration - This enhancement grants a global 7.5% reduction in status effect duration, which may be stacked up to five times to provide a maximum reduction of 37.5%. This enhancement grants a 25% regeneration rate bonus.

https://homecoming.wiki/wiki/Winter's_Gift - slotting 2 - Two enhancements increases Fire and Cold Resistance by 3.75%, and Mez Resistance by 6.25%.

 

I always keep at least one column of break frees in the inps tray on all of my squishies. 

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If someone posts a reply quoting me and I don't reply, they may be on ignore.

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Some players know that I have them on ignore and are likely to make posts knowing that is the case.

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Posted
29 minutes ago, UltraAlt said:

 

https://homecoming.wiki/wiki/Leaping#Acrobatics - You can avoid most Knockback effects and are resistant to Hold effects.

https://homecoming.wiki/wiki/Leaping#Combat_Jumping - adds resistance to Immobilization

https://homecoming.wiki/wiki/Fighting#Weave - increasing your Defense to all attacks, as well as your resistance to Immobilize

https://homecoming.wiki/wiki/Flight#Hover - Hover also grants pseudo-knockback protection; instead of getting knocked down and jumping back up, you just flip over in the air.

 

https://homecoming.wiki/wiki/Aegis:_Psionic/Status_Resistance - This enhancement grants a 5% psionic resistance bonus and reduces the duration of all status effects by 20%.

https://homecoming.wiki/wiki/Impervious_Skin:_Status_Resistance/Regeneration - This enhancement grants a global 7.5% reduction in status effect duration, which may be stacked up to five times to provide a maximum reduction of 37.5%. This enhancement grants a 25% regeneration rate bonus.

https://homecoming.wiki/wiki/Winter's_Gift - slotting 2 - Two enhancements increases Fire and Cold Resistance by 3.75%, and Mez Resistance by 6.25%.

 

I always keep at least one column of break frees in the inps tray on all of my squishies. 

 

I'm aware of all of these.  In fact, I would expect Combat Jumping to be a sort of pseudo status protection toggle if this were implemented.  I did consider having the sleep on Karma, but that would allows you to get Immobilize, Sleep and Hold in a single power.   Not trying to be too crazy here! 😄

Posted
1 hour ago, Psi-bolt said:

Not trying to be too crazy here!

 

Well, I will add ... https://homecoming.wiki/wiki/Defiant_Barrage:_Recharge/Chance_for_%2BStatus_Protection

 

Of course, the greatest protection for squishies against mez is having a tank on the team that has taunt and uses it.

If someone posts a reply quoting me and I don't reply, they may be on ignore.

(It seems I'm involved with so much at this point that I may not be able to easily retrieve access to all the notifications)

Some players know that I have them on ignore and are likely to make posts knowing that is the case.

But the fact that I have them on ignore won't stop some of them from bullying and harassing people, because some of them love to do it. There is a group that have banded together to target forum posters they don't like. They think that this behavior is acceptable.

Ignore (in the forums) and /ignore (in-game) are tools to improve your gaming experience. Don't feel bad about using them.

Posted

The game has evolved to provide some relief to support types over the spammed over used status effects...

 

The first thing I go for is the Arcane Pool and by level 20 pick up Rune of Protection, its sad you have to wait till 20, but it beat nothing.

The second thing is getting the Sheer Will Accolade, yes you have to do 5 r3ed side SFs, but once you have it, it is well worth it.

The third but you have to unlock your destiny clarion

The fourth is the Hybrid Melee

 

Unfortunately the last two you have to wait till 50 and then limited to likewise missions

 

But from my part, the more choices to get status effect protections to support types, the better

 

Posted (edited)

I won't say I've never seen the request before. There is clearly demand out there, and if the HC devs feel it is in the best interest of the game, it would be their perogative to introduce such IO's if they see fit. 

 

Personally, I don't believe it's necessary. I have levelled plenty of characters, soloing them about 60% of the time. It's not that that bad to deal with. Either you bring the occasional Break Free, or you scan the group in front of you BEFORE you aggro, identify any sources of mez, and one-shot them with a Snipe, or you land some kind of Whammy support power on them (Freezing Rain, Sleet, Gust), or a damage patch that makes them run (Rain of Fire, Caltrops), or you use your own mez powers on them (Mass Hypnosis, Confuse, etc).  (and yes, Knockback powers, followed by 2-3 blasts in rapid fire before they recover, is a wonderful solution to the problem!)

 

Sure, it's nice to have a status protection toggle or clicky. I won't dispute that.

 

But honest, many generations of blaster, defenders, controllers, corruptors, dominators, and masterminds handled it just fine from the launch of the game down until today/now. Having to plan for it before you attack a mob, is the price of not being the melee who charges first into the fray. 

Edited by MTeague
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Posted

Status effects on PCs is a balance issue... that some ATs need to have drivers that know how to adapt. On its face, the request reads like "can I have an enhancement that duplicates powers available to other characters?" I'm not ignorant of +global defense and KB protection, but I am comfortable with those pieces existing.

 

I don't think the entire game is supposed to be 'stand in place and swat enemies that come to you'.

Posted

In addition to the powers listed above, Tactics provides confuse protection and resistance as well as fear resistance.

 

Acrobatics currently provides mag -2 hold protection in addition to 48% hold resistance. In the same way that its kb protection can be increased by slotting kb enhancements, I'd like to see its hold protection increased by slotting hold enhancements.

 

Rather than expanding the Karma and/or Steadfast protection sets, I'd like to see the Impervious Skin +regen/mezz resist piece tweaked. It currently provides +25% regen and 7.5% mezz resistance. Although the mezz resistance can stack, the 7.5% value is far too low. The Aegis psi resist/mezz resist unique provides 20%. I suggest adding mag -1 mezz protection, similar to the Defiant Barrage proc.

Posted

So, I certainly like the idea of it - but in practice, it's beyond the slippery slope, I'm afraid. 

Somewhere in our player base is someone that wants the combat attributes they have in Mender Remiel's first mission to unlock Alpha. That is what they feel like they're supposed to have at some time between level 1 and 50. The 400% recharge, the 400% damage, etc. The "freem package", so to speak. 

As much as I'd love it for me and my characters, I don't think it's in our best interest to make things that much easier than they already are. 

Posted

It feels a bit much to me, honestly.  I think my instinct is to shy away from this one.  I might be persuaded if the magnitude of protection were -1 or -2.  Have to think about it some more.

Posted
7 hours ago, MTeague said:

I won't say I've never seen the request before. There is clearly demand out there, and if the HC devs feel it is in the best interest of the game, it would be their perogative to introduce such IO's if they see fit. 

 

Personally, I don't believe it's necessary. I have levelled plenty of characters, soloing them about 60% of the time. It's not that that bad to deal with. Either you bring the occasional Break Free, or you scan the group in front of you BEFORE you aggro, identify any sources of mez, and one-shot them with a Snipe, or you land some kind of Whammy support power on them (Freezing Rain, Sleet, Gust), or a damage patch that makes them run (Rain of Fire, Caltrops), or you use your own mez powers on them (Mass Hypnosis, Confuse, etc).  (and yes, Knockback powers, followed by 2-3 blasts in rapid fire before they recover, is a wonderful solution to the problem!)

 

Sure, it's nice to have a status protection toggle or clicky. I won't dispute that.

 

But honest, many generations of blaster, defenders, controllers, corruptors, dominators, and masterminds handled it just fine from the launch of the game down until today/now. Having to plan for it before you attack a mob, is the price of not being the melee who charges first into the fray. 

 

To be honest, I don't disagree with anything you wrote here.   And I do think that my suggestion might be too much.  

 

Status effects in this game are so much more overwhelming and punishing than in other games, but there are tools to fight them.   Would your view change if instead of MAG 4 protection, these were 50% resistance to the same effects? 

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Posted
1 hour ago, Psi-bolt said:

 

To be honest, I don't disagree with anything you wrote here.   And I do think that my suggestion might be too much.  

 

Status effects in this game are so much more overwhelming and punishing than in other games, but there are tools to fight them.   Would your view change if instead of MAG 4 protection, these were 50% resistance to the same effects? 

 

 

Yes, that would change my opinion.  https://homecoming.wiki/wiki/Aegis:_Psionic/Status_Resistance already exists.  It's only a 20% status resistence, not 50%, and it's a unique.  So I imagine that any new IO set pieces they introduced with a big chunk of resist would also be unique, and might well have a higher lvl requirement. But that's a difference in degree, not a difference in kind.

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Posted
On 9/24/2025 at 4:00 PM, UltraAlt said:

https://homecoming.wiki/wiki/Flight#Hover - Hover also grants pseudo-knockback protection; instead of getting knocked down and jumping back up, you just flip over in the air.

 

Hover doesn't provide any real protection against being Knocked, just prevents a Knock moving the Toon.  The Toon still loses the ability to act for the same amount of time.

 

 

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Posted
6 hours ago, Psi-bolt said:

 

To be honest, I don't disagree with anything you wrote here.   And I do think that my suggestion might be too much.  

 

Status effects in this game are so much more overwhelming and punishing than in other games, but there are tools to fight them.   Would your view change if instead of MAG 4 protection, these were 50% resistance to the same effects? 

100% resistance, only halves the duration, which pragmatically is totally worthless, and the game caps resistances at 95%, you can't win if you are a non-melee

Posted (edited)
23 minutes ago, Jacke said:

 

Hover doesn't provide any real protection against being Knocked, just prevents a Knock moving the Toon.  The Toon still loses the ability to act for the same amount of time.

 

 

I have to disagree with that sentiment. When my characters get knocked, they fly the knock distance, then have to go through the standing up animation before I can do anything. When one of my fliers gets knocked, I might get moved a little bit, but my hovering character pretty much just does the flip animation and is able to resume fighting without having to wait through the knock distance and standing animation. If they are the same duration, they sure as hell don't feel the same.

 

Edited by Rudra
Edited to correct "theya re" to "they are".
Posted
9 minutes ago, Rudra said:

If they are the same duration, they sure as hell don't feel the same.

 

I was a bit more positive in my post than I actually am.  But only a bit.

 

I originally thought Hover cut down the length the Toon was out of action.  Then I read that it didn't (can't remember where or when).  I thought back remembering when I had a Toon Knocked while hovering.  And that I couldn't be certain, but thought the amount of time out of action was about the same as when on the ground.  But without the movement back.

 

I'd really like to know one way or another, for sure.  But it's rare now I take the Fly Pool.  If I have a flying Power (as opposed to a flying Prestige or Temp Power) these days, it's almost always Mystic Flight.  Adding in Teleporting is very convenient.

 

 

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Posted

I feel mez is part of COH that says all AT should not be protected from it. It’s a way for the villains to kill you and I am ok with that. We dont want the game to be so easy that every chararacter gets mez protection.
 

I struggle with characters that don’t have mez protection powers in their kits and try to work around them. RoP is awesome though I don’t like you can’t add recharge reductions to it. As well as that it magic and not all characters are magic. I for one do not like to take powers that I don’t want in my build just for a resistance and or protection. There is also indomitable Will from psychic mastery pool. Which yet again. You can use it while mezzed and players do not want to take a set for one power for mez protection. 
 

I feel maybe there could be a power pool for mez protection. Or add a power to other power pool sets for mez protection for non magic builds. Kind of how players take fighting pool to max out a characters defense and resistance. 
 

 

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