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You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.
Alpha Two Realms are now unlocked for Phase II testing!
For our initial launch, testing will begin on Friday, December 20, 2024, at 10 AM Pacific and continue uninterrupted until Monday, January 6, 2025, at 10 AM Pacific. After January 6th, we’ll transition to a schedule of five-day-per-week access for the remainder of Phase II.
You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.
Should the art of Mezzing mobs return?
ArchivedUser
Guest
So... Seeing that the team is made up of old school soe mmo developers (everquest, everquest 2 etc). Do you people think that classes that focus on mesmerizing (a spell that puts a mob to sleep until it is damaged) type roles should be a thing again?
It's been a really long time since I've last played a game that required mezzing and skillful mob pulling by players and I personally find it awfully fun. It used to be found in a lot of early mmos but that role kinda died out as mmos evolved.
Also feel free to share about your love for Mezzers. Being quick enough to mezz the mob that an overzealous cleric have edged too close to to prevent the group wipe etc. Ahhhhhh... Memories.
It's been a really long time since I've last played a game that required mezzing and skillful mob pulling by players and I personally find it awfully fun. It used to be found in a lot of early mmos but that role kinda died out as mmos evolved.
Also feel free to share about your love for Mezzers. Being quick enough to mezz the mob that an overzealous cleric have edged too close to to prevent the group wipe etc. Ahhhhhh... Memories.
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Comments
I like your idea of mezzers making a "return", but I'm honestly not sure how viable they would be.
CC's (crowd control) abilities have the potential to be extremely powerful, and possibly game breaking, if not implemented in the correct manner. The effects of this are probaly not as apparent in PvE. But, in PvP scenarios, it can be devastating.
The mezzer has unparalleled control of the battlefield, through CC's, because that's how that class is built. But, to make sure it's balanced, you have to have DR (diminishing returns), meaning the more a target is subjected to CC's, the less effective they become, within a certain time frame. This is to prevent CC chains, and rightfully so. Being repeatedly "stun locked", or "chain feared", to death is horribly unfair, and unfun.
But, for the mezzer, it's also unfun if the base of your playstyle is undercut by DR, to the point where, when you're not CC'ing, you're just standing there like a lump on a log.
I think that's why developers chose to split CC abilities between the various classes, in flavorful ways. Granted, this means that there are no more "full" CC classes, like Mezz's. However, if there were a way to make a Mezz class, while avoiding the afore mentioned pitfalls, then cool stuff!
We will see
I too played a LM in lotro as well. Haha. I think that was my last foray into mezzing.
All classes should be balanced and have an equal CC potential.
"Truly a force multiplier, the Bard weaves songs of glory and conquest, inspiring his comrades to ever greater heights. The Bard knows secret and powerful words, able to speak into being terrible nightmares, or to convince foes to becomes friends.
Looks like crowd control through Fear and Charm's definitely going to be a thing and it seems to be one of the roles of the bard. Woohoo! Can't wait to mezz some mobs.
Or does "speak into being terrible nightmares" mean summoning a nightmare?
I really miss mezzing specs though so would be nice to see it return ^^ I can understand if it doesn't though x.x
"Mezzing %t! Do not attack it!"
I kinda hope they limit the classes that have access to good CC though, in the context of PvE at least.
As for PVP, I could see all classes having some CC or anti-CC abilities. If ranged classes have CC in PVP, non-CC classes like tanks should have skills that give them a chance to block the CC altogether (a well-timed barrier or evade) or shrug off the CC effects once struck. Also, melee classes would definitely need gap closers (charge, stealth in the case of rogues, etc.).
If they balance the resource consumption / frequency of use, there should be a dance of kiting and gap closing abilities where the better player can come out on top (at least if both are DPS). It's impossible to have classes balanced perfectly for 1v1, but every class should have a big impact on the battlefield. I wouldn't expect a tank to beat a ranged DPS 1v1, but it'd be fair if the tank has a way to charge in and shield bash the pesky enemy mage / cleric / ranger. If the tank's DPS allies are around, they can help focus fire the target. It goes both ways though, as I think the enemy mage should have a chance to dodge the incoming charge.
I really like the ice wall that was shown in one of the videos as a crowd control method for both PvE and PvP. The opponent whether it's another player or an NPC isn't put to sleep, stunned, or otherwise immobilized yet the player or party is temporarily protected. I'd far rather see more mechanics like that which put up barriers or otherwise put distance between yourself or a party member and the attacker than outright mezzing.
If mezzing is implemented at all I'd like to see it require constant control from the mezzing player as a balance factor. That way one opponent is removed from the fight but the mezzing player also removes them self from doing anything else. There should also be the normal skills and abilities for players to break a mez so 2 vs 1 PvP fights are not always a losing situation.
Yeah, I'd go a step further to say that Mezzing should have no place in PvP. A long duration spell there opponents have no ability to move might lead to griefing.
Perhaps mezz could then be a strong accuracy, slow attack speed or even a defensive debuff in PvP instead. Distracting a combatant during the battle so they can't fight as effectively.
I think in Everquest 1 and 2 pets don't break/damage mezzed targets unless specifically commanded to attack them. I can't really remember if that was the case, it's been so long. That would be a good workaround as well.
<tank> "hey we got a bit of cc so just in case" <proceeds to mark enemies for snares, stuns sleeps>
<heal>"With what happened in the last dungeon, I think it's reasonable to take it a little slower the first few groups" <charges in to pull the rest>
<mage> "Oh come on this takes to long" <AoE bombs the whole group putting everyone in a mad
frency and somehow with no mana, barely any hp and a dead mage, comes out winning as a groupe>
<patrol turns a corner>
Those were the grand days of even trivial dungeons being fun! <cries laughing>
There's also the times when no one wants to admit that they broke the mezz. Then the quiet checking of combat logs to see who the culprit was... tension.