MsSmart Posted Saturday at 11:14 PM Posted Saturday at 11:14 PM When I get around to play my controllers, I often go what the heck? I am bombarding this boss and he is just ignoring my status effects. Later I learned is because the potency of the status effect protection is counted individually against each form of status effect attack, that is a Tank's 13 points provides 13 points against hold, another 13 against immobilize, 13 points versus stun, and 13 versus sleep. Small wonder, when it takes forever if ever alone to hold an EB... So I would propose a change that should make the game a bit more challenging, why not instead of having the for example Tank's 13 points individually against everything, instead the 13 is a total. So if I attack a boss with supposedly have 3 points of protection, could be attack with a 1 point mag immobilize, a 1 point magnitude sleep and a 2 point hold would in 3 rounds stop the bad boy. As opposed by the time you get 4 points of holds on it, the first attack waned so it does not get to contribute. Just a suggestion that would add more challenge to the players and give a break to controllers and dominators A change like this, might make some support folks to be again in demand for their status effect protection buffing abilities as opposed to their normally pointless need as of now.
Rudra Posted Saturday at 11:31 PM Posted Saturday at 11:31 PM (edited) 3 hours ago, MsSmart said: When I get around to play my controllers, I often go what the heck? I am bombarding this boss and he is just ignoring my status effects. Later I learned is because the potency of the status effect protection is counted individually against each form of status effect attack, that is a Tank's 13 points provides 13 points against hold, another 13 against immobilize, 13 points versus stun, and 13 versus sleep. Small wonder, when it takes forever if ever alone to hold an EB... So I would propose a change that should make the game a bit more challenging, why not instead of having the for example Tank's 13 points individually against everything, instead the 13 is a total. So if I attack a boss with supposedly have 3 points of protection, could be attack with a 1 point mag immobilize, a 1 point magnitude sleep and a 2 point hold would in 3 rounds stop the bad boy. As opposed by the time you get 4 points of holds on it, the first attack waned so it does not get to contribute. Just a suggestion that would add more challenge to the players and give a break to controllers and dominators A change like this, might make some support folks to be again in demand for their status effect protection buffing abilities as opposed to their normally pointless need as of now. This would completely screw over players. Edit: Pretty sure Controllers already have a chance to inflict a higher Hold status than listed. And with Holds specifically, there is a proc' that can increase your Hold's Mag by +2. Get the recharge down enough or have a teammate with you, and even the most stubborn EB can be held. (Edit again: And if you slot chance to Hold procs in your attacks, that is another layer of Hold magnitude you can be applying to the target.) (Edit again: And I'm at a loss over your "first attack waned so it does not contribute" part. If your Holds are wearing off faster than you can refresh them and you aren't a low level Controller, then you have issues with your enhancement slotting. For example, Ice Control's tier 2 (level 1) power Block of Ice is a Mag 3 hold that lasts for 22.35 seconds and has an 8 second recharge. You should already be able to get your Hold up to Mag 6 after 8 seconds without any slotting at all. Even its 20% chance to trigger Mag 1 Hold has a 16.763 second duration. With even marginal recharge slotting, you can be throwing Ice Block every 4 seconds. And with even 1 level 50 Hold enhancement, it now has a duration of 31.83 seconds. Yes, high mez resistance can reduce your mez duration, even drastically. However, mez resistance works as duration/(1+resistance value expressed as a decimal) for actual duration. So a target with 100% Hold resist cuts the duration in half (Duration/(1+1= 2) since 100% expressed as a decimal is 1.00). 500% resistance cuts the time to 1/6th the duration. So between recharge, hold duration, and using other powers, a Controller should be able to lock down just about anything.) Edited Sunday at 02:53 AM by Rudra 3 2
Burk Posted Sunday at 01:26 AM Posted Sunday at 01:26 AM 2 hours ago, MsSmart said: So if I attack a boss with supposedly have 3 points of protection, could be attack with a 1 point mag immobilize, a 1 point magnitude sleep and a 2 point hold would in 3 rounds stop the bad boy. As opposed by the time you get 4 points of holds on it, the first attack waned so it does not get to contribute. In this example, what status effect would then be on the boss. Would they be held? immobilized? asleep? a combination of the three? 1 From Champion (Hero) and Infinity (Villain), currently playing on Everlasting. Former member of the Hammers of Justice on Champion. Raid leader for 'Everlasting TFs'. Mains: Trickery Girl (Ill/Rad Controller), Burk (Sword/Shield Stalker), and 9 other complete badge characters.
LightMaster Posted Sunday at 03:06 AM Posted Sunday at 03:06 AM (edited) Limiting potency on individual status resistance will make mezzing statuses even worse to deal with than before, and being unable to move when our health is at least one is one of the most annoying thing to deal with, so of course players want mitigation or even immunity of those statuses. A way to make mezzing powers useful against mez-resistant critters is to make those mezzing powers deal small but stackable Defense and Recharge decrease on critters with any sort of mez resistance, including AVs. the mez-resisting foes slows down bit by bit instead of being completely stopped from attacking. This way, Control Power Sets can still contribute against rez-reisstant foes without screwing over players or turning EBs+ foes into pushovers. The stack does not apply to players, with only the latest strongest magnitude mez power taking effect for -Def and -Recharge penalties. Edited Sunday at 03:09 AM by LightMaster
Rudra Posted Sunday at 03:26 AM Posted Sunday at 03:26 AM 14 minutes ago, LightMaster said: The stack does not apply to players, with only the latest strongest magnitude mez power taking effect for -Def and -Recharge penalties. Anything we can do to mobs, they get to be able to do to us. I don't see a 'this only applies to NPCs' being applied in this case. It gives players too much of an advantage. And the game is already ridiculously easy. Neither will this or the OP make Controllers and Dominators any more desirable to teams than they already are. Teams focused on the meta faceroll their opposition so fast that they probably wouldn't care if Controllers and Dominators were made better able to lock down targets. 1 1
imzadi Posted Sunday at 04:36 AM Posted Sunday at 04:36 AM (edited) 5 hours ago, MsSmart said: When I get around to play my controllers, I often go what the heck? I am bombarding this boss and he is just ignoring my status effects. Later I learned is because the potency of the status effect protection is counted individually against each form of status effect attack, that is a Tank's 13 points provides 13 points against hold, another 13 against immobilize, 13 points versus stun, and 13 versus sleep. Small wonder, when it takes forever if ever alone to hold an EB... So I would propose a change that should make the game a bit more challenging, why not instead of having the for example Tank's 13 points individually against everything, instead the 13 is a total. So if I attack a boss with supposedly have 3 points of protection, could be attack with a 1 point mag immobilize, a 1 point magnitude sleep and a 2 point hold would in 3 rounds stop the bad boy. As opposed by the time you get 4 points of holds on it, the first attack waned so it does not get to contribute. Just a suggestion that would add more challenge to the players and give a break to controllers and dominators A change like this, might make some support folks to be again in demand for their status effect protection buffing abilities as opposed to their normally pointless need as of now. Sounds like you'd enjoy a dominator, a mind dominator for example (though there are others (dark being one)) can safely stack enough magnitude to mez an arch villain by themselves using their confuse also EBs generally only have mag 6 protection and AVs only have mag 3 to sleeps and immob which a controller can manage easily Edited Sunday at 04:38 AM by imzadi 1 2
Doomguide2005 Posted Sunday at 01:50 PM Posted Sunday at 01:50 PM 9 hours ago, imzadi said: Sounds like you'd enjoy a dominator, a mind dominator for example (though there are others (dark being one)) can safely stack enough magnitude to mez an arch villain by themselves using their confuse also EBs generally only have mag 6 protection and AVs only have mag 3 to sleeps and immob which a controller can manage easily This ^ Know your foes weaknesses and powers. Purple Patch can get ugly too vs mez. Drives me nuts on a team of 8 when no one has an immobilize and then complains, for example, when Rommy turns into a track star. 4
Psyonico Posted Sunday at 04:14 PM Posted Sunday at 04:14 PM Bosses have mag 3 protection to hold/stun/sleep/confuse. All controller hold/stun/confuse do mag 3 mez, meaning you only need to hit the boss twice with that type of mez for it to control them. ST sleeps for controllers are mag 3.5, so you will sleep them with 1 application. EBs are another story. If they're scaled down AVs, they'll have PToD which adds 50 mag mez protection to all but sleep/immobilize. And I highly doubt you're going to see a change to PToD, since that could trivialize AV content. 2 2 What this team needs is more Defenders
MsSmart Posted 11 hours ago Author Posted 11 hours ago On 11/2/2025 at 10:14 AM, Psyonico said: Bosses have mag 3 protection to hold/stun/sleep/confuse. All controller hold/stun/confuse do mag 3 mez, meaning you only need to hit the boss twice with that type of mez for it to control them. ST sleeps for controllers are mag 3.5, so you will sleep them with 1 application. EBs are another story. If they're scaled down AVs, they'll have PToD which adds 50 mag mez protection to all but sleep/immobilize. And I highly doubt you're going to see a change to PToD, since that could trivialize AV content. Need to check on all the controller's holds are base mag 3, I thought the fast recharging were 1 and the not so fast were Mag 2, need to recheck this, you may be right...
MsSmart Posted 11 hours ago Author Posted 11 hours ago So I checked... Char... MAG 3 Hold Ring of Fire .... MAG 4 Immob Fire Cages--- MAG 3 Immob Flashfire .... MAG 3 Stun Cinders ... MAG 3 Hold So Psyonico, you were right and learn something out of this Thank you 1
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