The EM nurf


Agent_33_EU

 

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Im not saying melee hasnt got problems. Hell PvP is still borked beyond repair as far as Im concerned, but Im just laughing at the notion that nerfs arent needed. Its just a ridiculous as buffs arent needed.

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I think melee chars in general need a buff, in pvp that is, far more than individual sets needed a nerf.

Perhaps they should wait till they have something to compensate melee sets with before nerfing them.

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there are two ways of doing it

1. Nerf EM then Buff all Melee for PvP
2. Buff all Melee for PvP, then Nerf EM

From a PvP persepective, it is irrelevent. Both solutions work, but both also cause a transient problem with either EM overperforming (the bulk of all PvP combat) in case 1, or EM underperforming to the extent of all other melee sets. Either way, nothing is really lost or gained in terms of balance. I cant see any argument for either side.

However, from a PvE perspective (the bulk of the game), Solution 1. Makes more sense, as it more speedily resolved the problem of EM overperforming.

Note: This is all providing there is a subsequent Melee buff, which, given the cunning changes to powers, I strongly suspect there will be. Well, perhas not a technical "buff", but a solution, anyway.

What DEFINATELY isnt a solution is to buff all sets to EM level.


 

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ET was always going to get changed at some point or another - I'm surprised it's taken so long.

I'm pretty sure it is (was) the highest danage single target attack, the fact that you could fire it off so quickly with so little rooting was a bit silly. Fun, but silly.


 

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However, from a PvE perspective (the bulk of the game), Solution 1. Makes more sense, as it more speedily resolved the problem of EM overperforming.

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I dont really know why you keep harping on about pve, this is a debate from a pvp point of view and is in a pvp thread, in the pvp section.

But while we at it lets have a look at EM from a pve point of view.... it wasnt too great before this nerf, now its worse.

It wasnt an over performing set at all, a poor aoe, a useless 1st power, an arguably un needed, and stupidly long activating stun power. Yea an all in top set, so what if it had a decent fast activating single target attack.

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What DEFINATELY isnt a solution is to buff all sets to EM level.

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I dont remember ever saying that was a solution, i said melee chars in pvp need an over all buff, more than they need individual nerfs along the lines of ideas put forward before. A way to close distance fast or a bit more range on some of the attacks maybe.

I dont think that buffing individual powers to high heaven is the way to go at all. But i do wish they did something to even up pvp for all melee sets, before bashing individual ones.


 

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This, since at lvl 50 a stalker ET or TF crit hits for about 650-700 damage in total, wich is silly, and add a proc hecatomb to that...or i remember when globey was on almost full fury with his em/fire brute in RV, he hit me for 1000+ with ET(bu+FE tho), LOL?

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ET was always going to get changed at some point or another - I'm surprised it's taken so long.

I'm pretty sure it is (was) the highest danage single target attack, the fact that you could fire it off so quickly with so little rooting was a bit silly. Fun, but silly.

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I wasnt suggesting buffing other powersets to ET's cast time and damage levels. I agree ET needed a nerf but 2.7 seconds is over the top in my opinion where most tier 9 heavy hitters nowadays are at 2.33 seconds or even lower.

A solid solution for helping melee in PvP would be to increase their range within pvp to say 10 to 15 feet (whilst leaving attacks like headsplitter and KO Blow as they are). This would be a good step towards balancing.

I agree with most things Londoner has said aswell.

Please bear in mind this is a pvp section thus, surprising to some it seems , I am only discussing PvP matters within the game.


 

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You cant solve a PvP problem by suggesting something that has profound implications for PvE, and, of course visa versa. So it has got a place in this thread. Just as PvE discussions need to consider PvP.

I totally agree that melee PvP needs a hard look at. There are solutions, and I am pretty confident they will come. PvP seems to be looked at carefully at the momemnt, and all changes, whilst they are only small steps, should be applauded.


 

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Posting a copy of this here as well as there seems to be 2 threads disscusing the same subject.

Just a couple of EM points
1/ Energy melee is the powerset with the highest dmg output by a fairly long way considering the figures I saw but does this still hold true if you minus the Dmg taken from ET.
2/ Now I don't know how much diffrence 1 mag lvl makes in PvP but it makes a world of diffrence in PvE is it worth crippling the top power in the set to satisfy a perceived inbalance in PvP.
So this leaves us with the questions, is the problem PvP stuns if so is this problem really only unique to this set if not then surely bolstering defences would be a 'Quiter' and more effective way to address the problem. If however the dmg output is the problem then maybe a slight increase in timings may be justified though I would suggest as an alernative using ET's already excistant downside and increasing it ie. increase self dmg to a % of dmg done rather than a set figure that must be fairly insignificant as no-one has thought to mention it so far in this thread, leaving people who want to do 500+ dmg thinking twice.


 

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You cant solve a PvP problem by suggesting something that has profound implications for PvE, and, of course visa versa. So it has got a place in this thread. Just as PvE discussions need to consider PvP.

I totally agree that melee PvP needs a hard look at. There are solutions, and I am pretty confident they will come. PvP seems to be looked at carefully at the momemnt, and all changes, whilst they are only small steps, should be applauded.

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This man speaks the truth :'(


 

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Maybe once they've evened out the effectiveness of all the melee sets they'll work on making the ranged sets more even with them as well?

Although, there's still the big problem of real world facts, no matter how much unreality you add - someone with a ranged weapon standing at a distance form someone with a melee weapon has an advantage.
Having the ability to dodge attacks would help even things up a bit, but I don't know if the game engine can be made to work like that.


@Golden Girl

City of Heroes comics and artwork

 

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IM not sure there is any elegant solution. However the *ideal* solution is allowing melee characters to get off more than one attack.

This would mean that high DPS attacks (like claws) would be as viable as high spike damage like EM.

The only way I can see this happening is for melee (? all) attacks to have a chance of very short movement supression.

Maybe 100% for first attack, dropping to 50% if you allready are supressed.

Duration? difficulty - maybe a variable amount say 0.5 to 2.5 seconds.

Im not saying its not a challenge. Maybe there are better ways around it. Maybe the devs have got more global ideas in terms of PvP that solve the problem... who knows?