As you can read in tittle. Deflect influencies over controlled time, witch has not been described in any place in game. This have a lot of impact in PvP.
Please, fix it in the way you like: changing deflect tooltip, option that I don't share, or fixing the deflect in order that no more affects in CR... before ppl start changing stats in order to get advantage of something broken.
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it somehow makes sense: deflect sounds like "i moved in a way the enemy could not hurt me that much", sounds like an almost miss hit. From that almost miss hit, you get an almost miss control effect.
i like it this way
can i consider you still a striker gwf right?
The sense that deflect mades in you is totally subjective, with the same veracity that understanding that Control Effects are not incoming damage (the one I prefer in order to diversion of playstyles and so). And is Incoming Damage the only one variable mentioned in Deflect Chance tooltip.
The only thing I ask for is that has to be clear. For everyone. Not because something is better or worse for myself or others.
That is the reason because I wrote the two evident ways in order to make Deflect stat clearer.
tooltips in this game are way too vague and unclear.
more details like what is doing what and internal cooldowns would be really appreciated
Deflecting a damaging power the aftermath of which is the target to be controlled however, is an entirely different story.
If you deflect a whole sequence of incidents whose purpose is to damage and ultimately control you you get some damage but you dont get controlled.
Only exception is OP's Burning light
Did I mention that this game has too weak of a 'debuff' category?
Oh, that's right. The last time I mentioned special debuffing powers that could effect APs and stamina, as a sort of a 'fulcrum' to be given out to certain class/builds that are considered to weak, to become 'specialist' type builds, the devs took that idea and thought it would be a smart thing to simply f#(*&!(ing PROLIFERATE ALL OF IT TO EVERYONE.
Right. So not suggesting any ideas would actually be better for this game, since they're gonna take that idea and pervert it to condemn your soul to the nine gates of hell. Like, stacking -deflect powers to be given out to certain weak classes... they probably be gonna transform this into another fine AD-hoggin' abomination.
Feh.
If you know something to be broken, stop using it.
Otherwise, you've got no right to be speaking of 'balance.'
For examples: you can dodge an attack and still take damage from it, as boons like shadow touched will proc regardless. You can dodge a drainer's daily and still lose all of your AP, for much the same reasons.
Frankly, that deflect applies to control durations is the only thing that gives you have a chance against a PvP-built controller. Albeit not much. The most unsatisfying fight possible in any PvP system is one in which you can never do anything. Actually, what it is, is avoiding (the brunt of) attacks. Damage is just one standard consequence of an attack, but is hardly restricted to it. If you try to throw a punch of restraints on me, but I manage to dodge all of them but the chinese finger trap, do you really think I should be just as hindered as the dude you buried in a pile of chains?
I really don't know why I see people constantly try to complain about deflect vs. control. You have entire classes that are functionally control immune 100% of the time with no deflect at all.
That being said, the problem with NW is that the effects of all types of buffs in general greatly outweigh debuffs in both potency and general numbers. When a certain class or build chooses a certain type of very combat-specific buffs to use, there aren't many ways to really counter it at face value. Add to that certain ill-conceived decisions or existing problems within the game and it easily goes overboard.
Initially, deflection wasn't a big problem since it wasn't bloody likely to come up with a high-deflect character that actually worked well in combat. I still remember keltz0r once said, "Deflection is overrated" and he would have been right until upto about mod5.
Upto mod5, a TR build that totally focuses on deflection, in order to achieve over 60% and well upto 70% deflection, would require that much heavy penalties in other areas of character specifications. In a world where people started to set 40~50k HP as base PvP-worthy value the high-deflect TR would be toting around only about 28~30k HP, would require a specific build with specific race and choice of paragon/powers, and to offset the glaring problems would require a very AD-heavy super-BiS setup.
Then comes the krapchit of mess that happened right along with mod6, and a relative quick succession of mods 7 and 8. The new item settings that inherently offer base HP value, the barrage of problematic and overpowered artifacts that offer insta-heals, as well as the idiotic decision to implement the 'mythical' rank (no doubt, another fat-bellied, greedy ploy to milk more money from the players by selling ZEN-AD in the form of RPs) so anyone can spam these items in 1 min intervals. Another series of crazy and idiotic increase in AP generation, more daily spamming... you name it.
It's becoming increasingly easier to stack certain effects, such as damage, deflect, or any other potent combat stats, whereas the means to counter them is still limited drastically. In my hayday I actually planned to test out possible counters such as the Frost enchants, except the specifications of those enchantments already spelled out 'ineffective' due to its limitations. Didn't get the chance to test it out, as my own playtime with this trainwreck of a PvP ended when my Frost enchant was still only at "Greater" rank. God d*** refining.
As always, my suggested method of balancing would be to implement a method of 'direct countering' in the form of a stackable debuff that can reliably land on the TR (we are talking about TRs, obviously, are we not?)....AND DON'T FU!#!@NG PROLIFERATE IT again in the form of some easily bought/acquired items, and limit it to a certain class and build.
For me, the concept of a 1:1 balance which any class can duke it out with another at exact same probability of winning, doesn't exist in the first place.
My concept of 'balance' would be "if a certain OP class rules the battlefield, and conventional classes cannot deal with it, then let loose a 'specialist' that is specifically designed to take it down" . If the game supports the concept and there actually exists certain specific builds and counter methods to a given problem, then I consider that game balanced. CoH was balanced in this manner. CO was more problematic, but a lot of the crazy broken OP builds still had specific counters.
If you know something to be broken, stop using it.
Otherwise, you've got no right to be speaking of 'balance.'