The Crowd Control Gear is not actually available in game.. this is something I can only consider an oversight.
The Red colored gear are mechanics that I think are greatly underperforming.
First, Crowd Control Resistance Gear does not actually make players resistant to being held, mezzed, or rooted. This is a problem with the crowd control system. Beyond that few enemies actually USE holds in PvE. This gear USED to also include "knock resistance" mechanic but this was taken out for some reason. The knock/hold resistance gear MAY have been somewhat useful to certain builds as a primary defense, however the CCResist gear (that does not work as CCresist gear) is completely useless.
The amount of HP granted as a Primary defense is too low in my opinion. This game has players and enemies that hit for 5000-20,000 HP. For a primary defense to not even provide 1000HP is extremely low. I think the mechanic is correct, I just think the number of HP added is not adequate.
On that same note Crowd Control Gear that DOES exist is placed in the wrong position in the equation.. The CC Gear is adding it's bonus after all the other bonuses (Manipulator, Support Role, etc). It should be apart of the character modifier and added before the other bonuses. This can also be addressed with the crowd control system.
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Then there is the second issue of what mods are available and which are not. There are many obsolete mods that are still in the table and should be deleted:
Control Cores
Anti Control Cores
Dodge Core
Health Core
Cooldown Core
Critical Core
Energy Effeciency Core
Utility Core
Armoring Core
Superstat Core
Offense Core
But there are many mechanics that are only supported by un-moddable cores that players still want/need access to:
I would like to see a new multi-use core for some of the above mechanics or at least hear some official word on why they don't exist. I have to admit that I don't yet fully understand the minimap and perception functions mathematically but I welcome someone to enlighten me.
You have to remember that the stat shown on the gear is about half of what the final build will have with a Rank 8 mod.
So +1000 HP with a Rank 8 Growth Amulet Core mod would come to about +2000 HP. In a build with <5,000 HP an added 2K of health is very advantageous. Specifically bubble users/healers/PFF users.
Whatever the final number I truly feel that anything LESS than 1000HP on the gear is very useless.
As for the +Energy that comes on the Growth Amulet Core Mod, I think this ALSO improves energy regen speed.. I can't prove this atm.. but i remember feeling that the energy came back to equilibrium faster as well. Either way it's an energy mechanic.. and one VERY few builds will use.
HOWEVER the amount of reduction gained from a fully geared primary utility will likely "save" a player about 3 Energy per 20 Energy cost for all spammable attacks. To me the added 15 Energy seems about equal. It has VERY limited use but it seems balanced to me.
I got the chance to speak with Gentleman Crush about CC Enhancing gear (Resistance and Enhancement).He agrees that the Sentinel Brooch Core mods are rather uneffective in the Defensive and Utility roles. This is one of the main components to him not putting +CC Strength gear in the endgame vendors.
There is hope yet! This will likely be addressed by the comprehensive crowd control review.
My hope is that it CCStrength gear be changed into a +Chargetime Reduction mechanic.
This will mean that PRE/INT and Manipulator are the main was to boost CC Strength.. once you have an idea of how strong people CAN hold for (the outer limits) then you can begin to tweak how hold resistance should work!
CC is practically useless in its current state. Wanting a change is only logical there.
The best primary defense is dodge/avoid or dodge depending on setup (but basically agility w/ gamblers). Nothing else comes close to providing the same mitigation.
Minimap serves far more use in extending perception range than anything else. There's really no reason at all to take it for pve use.
Some cores, like warlord's U-238 aren't even working properly atm.
Minimap serves far more use in extending perception range than anything else. There's really no reason at all to take it for pve use.
It allows you to pull back the minimap more than you're normally limited to indoors. Of course, it used to allow you to nearly see the ENTIRE indoor map back in the day, but this bugged one day and was never looked at. That's a long standing bug in the 'been so for a year or more now' category.
Now you can see all of about 40 feet around you, which is utterly useless.
I've been getting plenty of use out of Minimap Radius in PvE. Sure, it doesn't really do anything for your character, but it lets me see ambush groups on the other sides of doors, enemies in hallways (which lets me figure out where in an instance I haven't been yet), and NPCs that I have to rescue. Cuts down on exploration time considerably!
Dasher@Tool-box, donning his armor to prance into battle and blitz the enemy! No joke!
Cupid@Tool-box, stunningly radiant stag ready to play matchmaker between villain and arrow!
Vixon@Tool-box, frighteningly eager to summon despair for his adversaries!
Jebin Zedalu@Tool-box, elementalist weaponmaster. ...One of these things is not like the others!
I've been getting plenty of use out of Minimap Radius in PvE. Sure, it doesn't really do anything for your character, but it lets me see ambush groups on the other sides of doors, enemies in hallways (which lets me figure out where in an instance I haven't been yet), and NPCs that I have to rescue. Cuts down on exploration time considerably!
Oh, now see, I didn't know that - The Minimap Radius let's you see contacts "radar"-style on your mini-map? Huh.
When XP earnings during a Double-XP Weekend still feel like I'm underperforming,
there's something terribly wrong with the reward system...
You can find/contact me in game as @PatricianVetinari. Original Join Date: Feb 2010.
Oh, now see, I didn't know that - The Minimap Radius let's you see contacts "radar"-style on your mini-map? Huh.
Yeah, which can be useful, but considering it costs you additional cost or cd reduction, it's not very impressive. It be neat if setting traps was plausible.
Now that I've had months of experience post alert, I can comfortably say that the CC is ineffectual, but even more worse of is PVP pen which I know for a fact is broken, and I would assume that's the case for resil as well.
Ok.. So Heroic Breastplate of Freedom is out.. Legion's Breastplate of Freedom is in.. I hope this works better with the added Hold Resistance. I am very excited at the possibility that my toon will be very hard to hold in combat as it's one of her major weaknesses.
I do think the health amount (given Legion's Breastplate of Greater Health) is more in line (around 2K HP) with what I was looking for.
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There is still no Legion's breastplate of Holding .. But I'll anxiously await the hold review before begging for them.
edit: Oh and cryptic f'd up on the utility gear as you can clearly see (Legion gear trades 1 'bound core mod slot' for 1 free core mod slot but...someone forgot to do this on all the utility gear so you have pretty much have 4 core mods in your legion utility gears..)
EDIT: Update: umm.. I just got a Legion's Breastplate of Freedom and.. It only has 3 slots on it.. not 4?
Honestly this 4 slot stuff is a joke, Defense 4 slot gear only lost 10 defense and it gets massively good stattage (IE a full extra avoidance/dodge stat).
Utilities have NO STAT loss what so ever, the only ones working somewhat logically are the offense 4 slots, but at this point you might aswell buff them to logically match the other 4 slot pieces. (give them +68 offense in other words.)
Honestly this 4 slot stuff is a joke, Defense 4 slot gear only lost 10 defense and it gets massively good stattage (IE a full extra avoidance/dodge stat).
Utilities have NO STAT loss what so ever, the only ones working somewhat logically are the offense 4 slots, but at this point you might aswell buff them to logically match the other 4 slot pieces. (give them +68 offense in other words.)
I disagree.. this is about build customization (in my case build specialization).
As a "specialized build" I love the idea that i don't have to take the 68 offense in favor of more of another mechanic. The offense does nothing for my build.
For "well rounded builds" this means the opportunity to get multiple forms of offense or defense.
I want the 93/93 to be removed from all legion utility gear but then my eyes look down at the poor 14 max energy gear...the 46/46 utility gear and the even worst off minimap radius.
If you remove the 93/93 from all Legion utility gear then the useless stay useless...
If you keep the 93/93 on all Legion utility gear then the Op stays OP.
If you keep the 93/93 on only the weaker Legion utility gear then the OP becomes useless and the useless becomes OP.
There is NO way to win! Legion utility gear is just plain ****ed right from the get-go
Maybe if they made legion utility gear 5 slotted and just have the base 19 defense and 3 core mod slots THEN it would only be OP instead of useless...
Well.. today I got my 4 slot Legions Breastplate of Freedom. I have two Rank 8 Sentinel's Brooch 8 Core mods in it providing a grand total of +145 Crowd Control Resistance.
After testing, this has relatively 0 effect in PvE. In PvP it takes the usual 4s hold down to a 3s hold by doubling the "hold time" resistance. As before it does not increase Breakfree Strength nor decrease the base value of incoming holds.
Comments
Primary Stat Points and Max Energy needs a boost too in my opinion. 14 max energy...wat.
So +1000 HP with a Rank 8 Growth Amulet Core mod would come to about +2000 HP. In a build with <5,000 HP an added 2K of health is very advantageous. Specifically bubble users/healers/PFF users.
Whatever the final number I truly feel that anything LESS than 1000HP on the gear is very useless.
As for the +Energy that comes on the Growth Amulet Core Mod, I think this ALSO improves energy regen speed.. I can't prove this atm.. but i remember feeling that the energy came back to equilibrium faster as well. Either way it's an energy mechanic.. and one VERY few builds will use.
HOWEVER the amount of reduction gained from a fully geared primary utility will likely "save" a player about 3 Energy per 20 Energy cost for all spammable attacks. To me the added 15 Energy seems about equal. It has VERY limited use but it seems balanced to me.
There is hope yet! This will likely be addressed by the comprehensive crowd control review.
My hope is that it CCStrength gear be changed into a +Chargetime Reduction mechanic.
This will mean that PRE/INT and Manipulator are the main was to boost CC Strength.. once you have an idea of how strong people CAN hold for (the outer limits) then you can begin to tweak how hold resistance should work!
The best primary defense is dodge/avoid or dodge depending on setup (but basically agility w/ gamblers). Nothing else comes close to providing the same mitigation.
Minimap serves far more use in extending perception range than anything else. There's really no reason at all to take it for pve use.
Some cores, like warlord's U-238 aren't even working properly atm.
It allows you to pull back the minimap more than you're normally limited to indoors. Of course, it used to allow you to nearly see the ENTIRE indoor map back in the day, but this bugged one day and was never looked at. That's a long standing bug in the 'been so for a year or more now' category.
Now you can see all of about 40 feet around you, which is utterly useless.
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Cupid@Tool-box, stunningly radiant stag ready to play matchmaker between villain and arrow!
Vixon@Tool-box, frighteningly eager to summon despair for his adversaries!
Jebin Zedalu@Tool-box, elementalist weaponmaster. ...One of these things is not like the others!
When XP earnings during a Double-XP Weekend still feel like I'm underperforming,
there's something terribly wrong with the reward system...
You can find/contact me in game as @PatricianVetinari. Original Join Date: Feb 2010.
Yeah, which can be useful, but considering it costs you additional cost or cd reduction, it's not very impressive. It be neat if setting traps was plausible.
I'm using a rank 9 Sentinel Brooch. Even with the Heroic Breastplate of Freedom I am still held just as much as if I had NO gear on.
I am waiting for the hold review and all but these really suck.
I do think the health amount (given Legion's Breastplate of Greater Health) is more in line (around 2K HP) with what I was looking for.
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There is still no Legion's breastplate of Holding .. But I'll anxiously await the hold review before begging for them.
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Also:
EDIT: Update: umm.. I just got a Legion's Breastplate of Freedom and.. It only has 3 slots on it.. not 4?
Utilities have NO STAT loss what so ever, the only ones working somewhat logically are the offense 4 slots, but at this point you might aswell buff them to logically match the other 4 slot pieces. (give them +68 offense in other words.)
I disagree.. this is about build customization (in my case build specialization).
As a "specialized build" I love the idea that i don't have to take the 68 offense in favor of more of another mechanic. The offense does nothing for my build.
For "well rounded builds" this means the opportunity to get multiple forms of offense or defense.
If you remove the 93/93 from all Legion utility gear then the useless stay useless...
If you keep the 93/93 on all Legion utility gear then the Op stays OP.
If you keep the 93/93 on only the weaker Legion utility gear then the OP becomes useless and the useless becomes OP.
There is NO way to win! Legion utility gear is just plain ****ed right from the get-go
Maybe if they made legion utility gear 5 slotted and just have the base 19 defense and 3 core mod slots THEN it would only be OP instead of useless...
After testing, this has relatively 0 effect in PvE. In PvP it takes the usual 4s hold down to a 3s hold by doubling the "hold time" resistance. As before it does not increase Breakfree Strength nor decrease the base value of incoming holds.
So the effect is very.. very negligible.
*Crowd Control Review desperately needed ASAP*