Right. *cracks knuckles*
1. Slow. So this is the slow from the debuff list, plus 100% fly slow, -health regen, -energy recovery.
- Why a fixed amount? There's a lot of mileage in being able to have different powers with differing amounts of slow - short duration high mag slow, long duration or AoE lesser slows, etc. Seems odd to ignore a good lever for balancing powers.
2. Immobilize. So 100% slow, 100% fly slow, and 100% teleport reduction.
- TP reduction is the one effect in any of these powers that isn't already in the debuff list. As a suggestion, LoL has an effect called "grounded" which prevents any kind of travel powers from working - blinks, dashes and longer distance movement powers. Maybe make the fly slow from the debuff list a jump height and teleport range reduction? Makes them a bit less situational, and 100% debuff is equivalent to -fly, -jump and -tp.
3. Stun. Immobilize and silence.
- Still not sure why power recharge and silence are different effects. Silence is merely 100% power recharge debuff.
4. Sleep. Stun with no threat and cancelled by damage.
- Yup, unique and fills a hole for sure. Still think it'd be nice to have a variable amount of damage required, for one more balancing lever, but that's pretty minor.
- So ignores player generated aggro while the power is in effect, but this seems to suggest that enemies can generate aggro towards each other at any time, it just takes this power to make that happen? That's nice if so. I see a lot of potential with that (eg. gang wars, etc.).
(note I'm ignoring the 6 on the form because it's just a misformatted table - and subtracting one from everything above it).
6. Intangible. A way to make players unable to fight enemies.
- If players can make themselves Intangible too, and Intangible players and enemies can fight, then sure. Otherwise this will just be annoying and a way to troll team-mates. Yes, it has some situational uses, but I don't think they're enough to counter the negatives.
7. Terrify. The annoying power CoH had and then removed 'cos it sucked.
- As above, basically all this does is stop you from playing the game. Yes, it has it's defensive uses, but those are achievable without actively sabotaging your ability to engage in the gameplay.
8. Interrupt. Stop powers currently in animation, channelling or charging up.
- Should be on -power use/silence/sleep as default, rather than a standalone effect. If you mean this effect will be added to other powers once it's coded then yup, cool. Definitely needed, and a massively important use of mez effects in higher skill play.
X. General Questions
- (Almost) Everything in the powers is a combination of debuffs. Why fix the combinations in this way? Again it seems odd to ignore balancing options. If it's coded in such a way that different powers can be tweaked later without affecting others, then cool, but I'm worried if all "Slow" powers just get these effects, and if after six months it's obvious that a cc power is too powerful with the -fly component (or whatever) it can't be changed without recoding the entire power from scratch or changing every other "Slow" power too.
- Why is whether it's ST or AoE or whatever associated with the mez effects? Sure, you might not end up using certain powers in AoE as that might be too powerful, but we're a long way from that sort of balance decision and it might depend on the size of the AoE. Again this kind of decision seems premature.
I have no problems with the current cc effects as a sort of shorthand for now
. We're well away from the fine-tuning stage where we might want to think about varying the various debuffs on a mez power individually. I just want to make sure when we get to that point we can.
We're at the stage where we're saying the menu will have curry, chinese and italian food on it. Later, we might want break those up and say vindaloo, korma, pizza, lasagne, etc. Even futher on, you might differentiate even further into pepperoni pizza and a ham and pineapple pizza.
Hopefully the analogy makes sense. Please don't treat these as hard and fast sets that will be the only things mez powers can do - there's a whole wonderful world of ingredients and possible recipes out there, please make sure it's an option to explore them
EDIT because several people posted while I was writing this
Slow is not as strong as an immob true - but it's still incredibly useful as long as positioning is important. As you add interesting shapes to AoE powers positioning and mobility become a massive part of gameplay. And sometimes slow is better than an immob - the enemies may be too spread out at first, but aggro them with a slow and they'll cluster in without getting to you, ripe for follow up AoEs.
Also, the "weakness" of a slow means the debuff can be more liberally used. A power seems a little underpowered or not as useful? Add a small slow component. Again, it's an excellent low-impact balancing lever that can be added where needed.