What did you like about CoX mez system? What would you change? What do you think about separating holds from debuffs? What do you think about a tiered, quality based hold system? In this thread, I'd like to talk about for the "Controller" class, and the combat implications between hard crowd control and debuffs and what we want to see in City of Titans.
Systems creation is likely only in talks (as animations and FX usually take priority and are less likely to change in testing) so I thought it a good time/place to ask.
(Moderator: If this belongs in the General Topic please feel free to move it)
For me the Crowd Control classifies is a "Movement Control" function such as:
The ability to slow enemies approaching you
The ability to Stop enemies in their tracks
The ability to bunch enemies into AoE
The ability to make enemies run away
The ability to affect enemies ability to attack while "dazed"
The ability to make enemies fight each other
My character wants to have a mastery of the abilities above.
Many control classes also get debuffs such as:
Enemy attack output is XX% less DPS
Enemy damage mitigation is lowered XX%
Enemy healing is less effective
Enemy can attack less often (Energy or Cooldowns etc)
It is my hope that debuffs and crowd control are two separate mechanics - Much like how buffs and healing are often separate mechanics. I see the merit of having the systems be separate but many games have combined them.
My hope is to find a game where the Crowd Control and Debuffs are systems based on qualitative numbers. In Champions Onlin: Free to Play the hold system is a quantitative system (after three holds holds no longer work, regardless of hold quality). This was frustrating enough to make me hate playing a controller in the game. In other games, like Marvel Heroes the holds are binary (and timed), this works because of their AI but again does not really take the "quality" of a hold into consideration..
My ideal Crowd Control system is based on "Mez Points" and the amount of MP is countered by damage, innate resistance and the innate ability to "Break Free" over time. Players of 2009 Champions Online [NOT Champions Online Free To Play] will find this familiar
0-1200 MP = Slow (Enemy movement speed is reduced)
1201-2500 MP = Root (Enemy is rooted in place)
2501-4500 MP = Fatigued (Enemy can cast a power once every X seconds instead of normal)
4501-5000 MP = Stunned (Enemy cannot cast a power and is held still)
There is a "Mez Cap" (Cannot exceed X Mez Points) to keep players from being indefinately mezzed.
This is based on a "One and done" system where after breaking free of Mez enemies are temporarily immune.
The cap, by design, is much closer to the highest tier so that no character spends too much time completely vulnerable.
Like in many other games, taking damage directly lowers the Mez Points so any Attack Damage is going to free the enemy; however leaving a Mezzed target untouched is the best way to get the highest yield.
My Ideal Debuff system is also Qualitative and not Quantitative. Debuff Strength should be something players can invest in and see a return instead of "this debuff (no matter who uses it or what attributes they have) always does 15% decrease to enemy offense.
1000 Debuff Points = 10% Offense
1000 Debuff Points = 5% Defense
1000 Debuff Points = 20% Healing reduction
If a player has gear/attributes/class to increase their debuff Strength you can then quantify how much their debuffs work (Also You can then create debuff resistances based on the same quality based system). Instead of doing a 15% debuff all the time (over varying amounts of time) the amount of time for debuffs would be static and the potency would be variable.
Too Loong? Didn't Read?:
I am a fan of quality based game systems. Increasing Damage per Second is usually quality based with damage points. Increasing Healing Per Second is usually quality based using Health Points. I would like to see the same finally happen to Crowd Control and Debuffing so characters can actually invest in these combat mechanics and yield a return.
If there is competitive PvE (Like "Open Missions" that count "who did the most Damage/Healing/et cetera in combat) I hope that Controllers points can finally be counted and not invisible. Qualitative Points systems help make this happen. "Hold Time" systems and "Binary Held/Not Held" systems often do not.
Crowd Control Enthusiast