Should Energy Melee Get More AOE Damage ?


Airhammer

 

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Originally Posted by UberGuy View Post
Martial Arts is significantly weak in AoE potential. The last I recalled, Dragon's Tail was too expensive and too long to recharge for its damage - probably more than its KD component accounts for. That knockdown is quite useful most of the time, but it doesn't really mean MA is very effective at AoE. Sadly, MA suffers badly from this kind of unclear focus in general - despite its issues, EM does have very high likelyhood of single-target stuns and an "exotic" damage type. MA has always suffered from not really seeming to know what it's trying to be good at.
True. But Dragon's Tail is much more useful as mitigation than WH, especially on a first application. And MA is pretty and fast.

Colour customization is what finally got me to play EM. No longer stuck to the ugly pink things, I coloured 'em orange and just pretend stuff's exploding when I punch it.

My advice on EM, skip Whirling Hands. It just sucks. Or pretend it's a PBAoE taunt.


They ALL float down here. When you're down here with us, you'll float too!

@Starflier

 

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Originally Posted by Majek View Post
Do any of the attacks that exceed or have dpa anywhere near ET also have the negative effect of doing damage to the attacker? Out of curiosity...
Or for that matter, also have their second strongest attack have a 3.3 second cast time.


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Originally Posted by PRAF68_EU View Post
Dispari has more than enough credability, and certainly doesn't need to borrow any from you.

 

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Originally Posted by UberGuy View Post
That's very likely because you're looking at the one power's performance and not looking at what it does to the set's available attack chain.

At the time this all happened, Starsman was active on a project of putting up charts showing comparisons of the various powersets' attack chains. Initially, he showed EM still doing quite well after the ET change, down from a serious lead over its peers in single-target DPS.

Then he realized he was counting the self damage as part of its DPA.

As I recall, as soon as he realized this, he immediately pointed out that he felt that the change was too severe and that something else needed to be done to help compensate. As I recall, this included the improvement to Barrage.
Actually, I noted that the biggest nerf to the set was the Energy Punch nerf that almost no one noticed. When it comes up to DPS, the power was extremely fast and low recharge meaning it was critical to generating DPS. Don't take me wrong, the ET nerf hurt, but only few high recharge builds got to truthfully feel the hurt of that nerf.

The barrage change did almost nothing as my calculator still skipped Barrage due to low DPAS.

I also don't think the Energy Punch nerf was intentional, just part of the animation rooting standardization that came with the revision of all animations for the creation of Shields.

I do think the ST DPS of EM is a bit too low for the low amount of AoE damage it possesses. It's hard to get an improvement in ST DPS, though so I would go the other way and just note that Whirling is doing less damage than the AoE formula denotes it should do, therefore it should either have it's radius or damage increased.


 

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Originally Posted by Starsman View Post
Actually, I noted that the biggest nerf to the set was the Energy Punch nerf that almost no one noticed. When it comes up to DPS, the power was extremely fast and low recharge meaning it was critical to generating DPS. Don't take me wrong, the ET nerf hurt, but only few high recharge builds got to truthfully feel the hurt of that nerf.

The barrage change did almost nothing as my calculator still skipped Barrage due to low DPAS.

I also don't think the Energy Punch nerf was intentional, just part of the animation rooting standardization that came with the revision of all animations for the creation of Shields.

I do think the ST DPS of EM is a bit too low for the low amount of AoE damage it possesses. It's hard to get an improvement in ST DPS, though so I would go the other way and just note that Whirling is doing less damage than the AoE formula denotes it should do, therefore it should either have it's radius or damage increased.
And its chance to stun increased please so it can disable mobs for a couple of seconds as a knockback AOE would. Decrease the stun duration accordingly.


 

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Originally Posted by BrandX View Post
My Energy Melee user was a Tanker. So I wasn't even looking to be the best at single target DPS...or the best at Melee at all...my WP/EM wasn't even setup to have a nonstop Attack String.

ET's animation became ugly and long. :/

However, even with that, I gave it a fair try...and just found things made worse by I was in fact using the set's two main attacks on enemies the team already defeated all the time.

I'd say the difference with Fire Melee's GFS, is the rest of the set doesn't suffer go slow. Look at Incinerate, it goes off fast. The other attacks don't feel to take forever.

EM has 2 that do. EM is also a single target only set, for the most part. And I say that, loving the animation for Whirling Hands (and it's equivalent in other sets).

Then there's the animation to ET now. Not only is it longer, but it looks like they were going for a convulsing assassin strike.
Heh, that's the difficulty with changing animations. I bet you anything if BAB were to change the current animation, hordes of people would suddenly come out of the woodwork to say they "love it!" It's happened far too many times.

When looking at Fiery Melee, do keep in mind that Combustion, Fire Sword Circle, and Fire Breath all have 2.67-3 second animations, so there are longer ones. I tend to lead off encounters with those to make them useful for the team, and my EM Tanker adjusts as needed with the attacks he uses. Part of the issue is people not liking the change and not rolling with it.

That said, I do think it would help to have Total Focus animate faster (though I do wonder how it would look like speeded up), to get it somewhere on par with KO Blow (faster animation, similar numbers for everything else, but five seconds longer for recharge). I think most people would say that KO Blow recharging five seconds slower is okay, and would take that over the length of TF's animation.

Part of the trick with TF's animation is that it is used for different attacks in Electric Melee, Peacebringers, and I think Seismic Smash (can't recall if there are others), so I don't know how much that has held back its being tweaked, or what. Whirling Hands seems to be the other contender for a tweak, as well.


Guide: Tanking, Wall of Fire Style (Updated for I19!), and the Four Rules of Tanking
Story Arc:
Belated Justice, #88003
Synopsis: Explore the fine line between justice and vengeance as you help a hero of Talos Island bring his friend's murderer to justice.
Grey Pilgrim: Fire/Fire Tanker (50), Victory

 

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Originally Posted by Grey Pilgrim View Post
That said, I do think it would help to have Total Focus animate faster (though I do wonder how it would look like speeded up), to get it somewhere on par with KO Blow (faster animation, similar numbers for everything else, but five seconds longer for recharge). I think most people would say that KO Blow recharging five seconds slower is okay, and would take that over the length of TF's animation.
There is only one thing that I want that animation to do-- it needs to look like you are jumping into the air and slamming your fists down into the ground. It's all floaty right now, you leap s..l...o..w..l...y into the air, hover for a second, then appear to float down to the ground. I want to see a toon leap into the air quickly, hold the peak for a split second, then come slamming down to the ground.

This attack animation should look brutal. It simply does not right now.

A side effect of speeding up this animation would be increasing its DPA to a bit less than that of KO Blow.


 

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Originally Posted by Grey Pilgrim View Post
Heh, that's the difficulty with changing animations. I bet you anything if BAB were to change the current animation, hordes of people would suddenly come out of the woodwork to say they "love it!" It's happened far too many times.

When looking at Fiery Melee, do keep in mind that Combustion, Fire Sword Circle, and Fire Breath all have 2.67-3 second animations, so there are longer ones. I tend to lead off encounters with those to make them useful for the team, and my EM Tanker adjusts as needed with the attacks he uses. Part of the issue is people not liking the change and not rolling with it.

That said, I do think it would help to have Total Focus animate faster (though I do wonder how it would look like speeded up), to get it somewhere on par with KO Blow (faster animation, similar numbers for everything else, but five seconds longer for recharge). I think most people would say that KO Blow recharging five seconds slower is okay, and would take that over the length of TF's animation.

Part of the trick with TF's animation is that it is used for different attacks in Electric Melee, Peacebringers, and I think Seismic Smash (can't recall if there are others), so I don't know how much that has held back its being tweaked, or what. Whirling Hands seems to be the other contender for a tweak, as well.
Well, I have thought of rerolling a new EM toon, see if maybe it'll feel different if I start at lvl 1 again, and work my way up to it.

After all, I love the look of the pink pom poms

Wouldn't do it as a tanker however. :/ Maybe a Stalker or Brute.


BrandX Future Staff Fighter
The BrandX Collection

 

Posted

It will feel quite a bit different, due to the change to Barrage. I noticed it immediately on my Tanker, as I suddenly had gaps in my attack chain (I was in my low 20s at the time). But like I said, there are pros and cons to it... you'll actually be putting a dent in your opponents health with it. But it really doesn't feel different from other melee sets there... I was leveling my War Mace Tanker at the same time, and the pacing did feel about the same for the attack chain (and the damage we were doing).


Guide: Tanking, Wall of Fire Style (Updated for I19!), and the Four Rules of Tanking
Story Arc:
Belated Justice, #88003
Synopsis: Explore the fine line between justice and vengeance as you help a hero of Talos Island bring his friend's murderer to justice.
Grey Pilgrim: Fire/Fire Tanker (50), Victory

 

Posted

I saw a WP/EM tank try to farm the other day ......
It was not pretty . it was like watching a small cute kitten die slowly .
I wanted to cry as i watched him lumber along slowly trying to kill baddies in the mob one at a time.
I remeber when the EM tanks would show up in RV,and it was game over the would clean house I hated ET soooo much. I think the devs nerfed ET for pvp reasons the EM tankers ,Brutes an especially stalkers were two shotting every one , but i didnt see a need to nerf it pvp is just one part of the game if u dont like the conditions of pvp dont do it ... dont nerf a whole power set just to balance pvp. Em was a fun set now its just lame in my opinion.


 

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Originally Posted by Redd Rumm View Post
I saw a WP/EM tank try to farm the other day ......
It was not pretty . it was like watching a small cute kitten die slowly .
I wanted to cry as i watched him lumber along slowly trying to kill baddies in the mob one at a time.
I have an EM/WP Brute I abandoned at 42. Not only does she suck at holding aggro, but she can't clean up spawns unless she calls in the next two days at work sick.

EM may have originally been designed as an ST specialist, but it really isn't now. And even if it was, it wouldn't be enough to justify its terrible AoE damage. And really, I think having a Brute or Tank (or Scrapper to lesser extent) set be a single-target specialist is a bad idea to begin with, especially if that comes at the expense of really bad AoE.


Quote:
Originally Posted by PRAF68_EU View Post
Dispari has more than enough credability, and certainly doesn't need to borrow any from you.

 

Posted

Although it crossed my mind at the time, I doubt ET was nerfed due to PvP issues. The PvP changes of I13 were definitively forseen by the time ET got nerfed and the changes just made sure that ET remained the same under the PvP changes where all attacks do damage based on animation time instead of recharge.

Just think about it a bit and you would realize how big of a nerf ET would had received with a 1 second cast time in the current PvP.

As for farming, at least high level, all you have to do is take the right epic pool.


 

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I know I've said this elsewhere, but I'd love to see a ranged attack in the set. I've always thought every melee set should have at least one. The question would be, which power do you drop in favour of the ranged attack?

Whirling Hands? As the only AOE in the set, I don't think you could do that unless you replaced it with an AOE energy blast.

Perhaps Stun? As was mentioned, it does little for the set as all the other attacks already have stackable stuns built in.

Anyway, just thinking out loud.


 

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Originally Posted by Ultimo_ View Post
I know I've said this elsewhere, but I'd love to see a ranged attack in the set. I've always thought every melee set should have at least one. The question would be, which power do you drop in favour of the ranged attack?
The problem with this suggestion is it runs face first into the "Cottage Rule."


 

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True, but rules are meant to be broken...

The trick is to make it clear if this is a bettre idea than leaving things as they are.


 

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Originally Posted by Ultimo_ View Post
True, but rules are meant to be broken...

The trick is to make it clear if this is a bettre idea than leaving things as they are.
Melee sets as a general rule don't have ranged attacks, though. That's what the epic/patron pools are for, and I really do not see the devs changing that up. Having a bit of range isn't what ails Energy Melee, either.

As for the farming bits, eh, you just have to adjust your settings to what works best for you. I don't farm, myself, but I adjust my difficulty settings for my character and what he's facing. I was doing quite well with my AR/EM Blaster against Nemesis by having bosses and fighting as +3 heroes, but doing the same against Malta was just annoying... the Zeus Titans just took too long to fight, and they were popping up everywhere. Things were much more fun when I took out bosses.

I would think EM would do better with a smaller amount of targets, but then upping their level a bit (whereas my Dual Blades Tanker would like more targets but lower level).


Guide: Tanking, Wall of Fire Style (Updated for I19!), and the Four Rules of Tanking
Story Arc:
Belated Justice, #88003
Synopsis: Explore the fine line between justice and vengeance as you help a hero of Talos Island bring his friend's murderer to justice.
Grey Pilgrim: Fire/Fire Tanker (50), Victory

 

Posted

Quote:
Originally Posted by Ultimo_ View Post
The trick is to make it clear if this is a bettre idea than leaving things as they are.
Actually, if I recall correctly, you'd have to not only prove it was better than the situation now, but prove there is basically no other option to fix the situation.

By all means, feel free to pursue that line. I'm just letting you know it is going to be extremely hard to win.


 

Posted

A ranged attack in the set would solve approximately zero of the problems the set has now, unless it did insane damage or was AoE.


Quote:
Originally Posted by PRAF68_EU View Post
Dispari has more than enough credability, and certainly doesn't need to borrow any from you.

 

Posted

Quote:
Originally Posted by Ultimo_ View Post
Whirling Hands? As the only AOE in the set, I don't think you could do that unless you replaced it with an AOE energy blast.

Perhaps Stun? As was mentioned, it does little for the set as all the other attacks already have stackable stuns built in.
You haven't actually played it recently have you?
The stackable stuns of teh set take 2 or 3 second apiece to fire. The other attacks only have a chance to stun. And even if they do stun, to effectively stun 8-10 mobs requires somewhere around 15 to 30 secs depending on your luck. And, of course, by the time the second of third mob is stunned, the first one isn't anymore. So the mitigation of the single target stackable stuns isn't that great [except against one or two opponents at a time].

So making it so that Whirling Hands could provide reliable mitigation against a handful of mobs would make a big difference.


 

Posted

No, I haven't played it for a while, nor to any significant level, but I'd still like to see the added functionality of a ranged attack. As I say, I'd like to see that for ALL melee sets. There are times when foes are simply out of reach (such as those annoying Mu Zappers hovering over your head - I know, there are ways to coax them down, but a rnaged attack would be welcome, too...). Adding Power Blast to the set would be more or less the same as having Hurl in Super Strength, and would be conceptually appropriate.

You're right, though, it wouldn't really address any issues with the set as it stands.


 

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As much as EM is lacking, I have a new EM user. She's an EM/Inv brute. Once GR goes live, I'll be taking her hero side so that I can finally have a worthwhile melee aggro control character. In other words, I'll finally get to play a "tank."

Why'd I choose EM when my opinion of the set is obvious? Because Bonesmasher, Energy Punch and Barrage make for a smooth chain when properly slotted. Fury will have me in a content place damage-wise, and whirling hands will be slotted for recharge. EM is fun in the early game.

Want to know what else made the set better? Replacing that persistent EM sound loop with silence.


Be well, people of CoH.

 

Posted

All the melee sets have a ranged move already - its called taunt. Taunt mob, duck behind somthing, mob comes to you.
Giving total focus a slpash aoe effect seems reasonable given the amount of time it takes to animate. Maybe stun could use the clobber treatment.


 

Posted

energy melee should get better AoE dmg, the longer animation times dont really bother me at all, but i hate how i cant kill larger mobs fast enough, yes ST dmg is good, and the stackable stuns are very nice to take out boses or EBs, but the sad pathetic amount of AoE dmg is horrible, whe i first used EM, i thought TF would have been a AoE similar to thunderstrike, they both have the same animations and yes, TF does a lot more dmg than thunderstrike, but i would give up TF for thunderstrike anyday. they both have the same dmg types (energy/smash), same animations, but TF does slightly more dmg but it cant hit more than 1 target.

the EM/SR brute i have now i hardly ever play and never even took taunt on because he cannot handle the larger mobs because of a lack of AoE attacks, if it gets a buff to set, i would gladly respec him if they changed EM at all.


 

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Originally Posted by Necrotech_Master View Post
energy melee should get better AoE dmg, the longer animation times dont really bother me at all, but i hate how i cant kill larger mobs fast enough, yes ST dmg is good, and the stackable stuns are very nice to take out boses or EBs, but the sad pathetic amount of AoE dmg is horrible, whe i first used EM, i thought TF would have been a AoE similar to thunderstrike, they both have the same animations and yes, TF does a lot more dmg than thunderstrike, but i would give up TF for thunderstrike anyday. they both have the same dmg types (energy/smash), same animations, but TF does slightly more dmg but it cant hit more than 1 target.

the EM/SR brute i have now i hardly ever play and never even took taunt on because he cannot handle the larger mobs because of a lack of AoE attacks, if it gets a buff to set, i would gladly respec him if they changed EM at all.
See, with a bit fast attacks, you can just elliminate enemies faster instead of worring about needing all that AOE


BrandX Future Staff Fighter
The BrandX Collection

 

Posted

I don't want more AoE - unless they'd buff Whirling Hands a bit - that would be good. I want my 'fast' set back!

I built my Inv/EM Tanker because I wanted a fighter with the ability to move around in a fight. I accepted the limitation that I'd never do that much damage to a Crowd of enemies, as long as the particular one in my sights was going to have a bad day. My character is a Boxer and footwork is important - if you stand still you're in trouble - Someone is gonna drop a big hurt on you.

So, yeah, he's a Tanker, not a Scrapper and a Tanker survives the fight, he doesn't necessarily end it himself. But I still wanted a Tanker with an aggressive, fast-moving feel. Besides, Tankers were the only fighters with 'fists of light' and I loved that!

So back to the issue of Animations...
. . If they nerf my Damage, I've got Enhancements and Inspirations that can fix that.
. . If they nerf my Accuracy, I've got the same tools to overcome the dificulty.
. . If they nerf my Recharge, I can take Hasten or use Enhancements - I can even hang around a Kineticist and get Speed Boost.

But there is jack-all anyone can do about animation speed. That's locked into the code. In fact, animation speed can effectively nerf Hasten - since it's on a Timer and not related to the number of attacks one does.

Animation speed is what killed Barrage at first, when it was otherwise an Excellent power. Now they've boosted the Damage of the power, but it's still slow! If a real boxer threw a combination that slowly... he'd lose. It needs to trim a half-second or more off the time to deliver the combo.

Further, I suffered through 35 levels of relative mediocrity in order to get Energy Transfer. This nerf is not to one of my 'normal' powers, it was a change to what is arguably the defining power of Energy Melee - not that I exactly wished to be defined by it. It's the big kaBoom. It is the power that little EM Tankers stand outside the toyshop drooling over - what they say, 'When I grow up, I'm gonna get That!' about.

My tanker is level 50 now and I've finally gotten Energy Transfer slotted fairly well, at obscene cost - the IO market is nuts. Now the power has been changed and there's no Enhancement I can slot to compensate, even a little.

Sure, Total Focus is another great power. Use it as your opening move against a Boss, because, if your team is on the ball, you'll never get to use it a second time. By the time it comes around again, your target is gonna be Down.

So changing the Animation time (and the Rooted time, for that matter) are two things the Devs can do, which we players have No Way to mitigate! I'm not angry because Energy Transfer is changed, changes are almost inevitable - I'm angry because it's changed in a way that I can't mitigate in game. If I was rich enough to buy every Purple set I could slot, I still wouldn't be able to change this.

I'm angry because it limits my choices. I'm angry because all I can do about it is gripe on the forums.

Here is my gripe.

Be Well!
Fireheart


 

Posted

Quote:
Originally Posted by Fireheart View Post
I don't want more AoE - unless they'd buff Whirling Hands a bit - that would be good. I want my 'fast' set back!

I built my Inv/EM Tanker because I wanted a fighter with the ability to move around in a fight. I accepted the limitation that I'd never do that much damage to a Crowd of enemies, as long as the particular one in my sights was going to have a bad day. My character is a Boxer and footwork is important - if you stand still you're in trouble - Someone is gonna drop a big hurt on you.

So, yeah, he's a Tanker, not a Scrapper and a Tanker survives the fight, he doesn't necessarily end it himself. But I still wanted a Tanker with an aggressive, fast-moving feel. Besides, Tankers were the only fighters with 'fists of light' and I loved that!

So back to the issue of Animations...
. . If they nerf my Damage, I've got Enhancements and Inspirations that can fix that.
. . If they nerf my Accuracy, I've got the same tools to overcome the dificulty.
. . If they nerf my Recharge, I can take Hasten or use Enhancements - I can even hang around a Kineticist and get Speed Boost.

But there is jack-all anyone can do about animation speed. That's locked into the code. In fact, animation speed can effectively nerf Hasten - since it's on a Timer and not related to the number of attacks one does.

Animation speed is what killed Barrage at first, when it was otherwise an Excellent power. Now they've boosted the Damage of the power, but it's still slow! If a real boxer threw a combination that slowly... he'd lose. It needs to trim a half-second or more off the time to deliver the combo.

Further, I suffered through 35 levels of relative mediocrity in order to get Energy Transfer. This nerf is not to one of my 'normal' powers, it was a change to what is arguably the defining power of Energy Melee - not that I exactly wished to be defined by it. It's the big kaBoom. It is the power that little EM Tankers stand outside the toyshop drooling over - what they say, 'When I grow up, I'm gonna get That!' about.

My tanker is level 50 now and I've finally gotten Energy Transfer slotted fairly well, at obscene cost - the IO market is nuts. Now the power has been changed and there's no Enhancement I can slot to compensate, even a little.

Sure, Total Focus is another great power. Use it as your opening move against a Boss, because, if your team is on the ball, you'll never get to use it a second time. By the time it comes around again, your target is gonna be Down.

So changing the Animation time (and the Rooted time, for that matter) are two things the Devs can do, which we players have No Way to mitigate! I'm not angry because Energy Transfer is changed, changes are almost inevitable - I'm angry because it's changed in a way that I can't mitigate in game. If I was rich enough to buy every Purple set I could slot, I still wouldn't be able to change this.

I'm angry because it limits my choices. I'm angry because all I can do about it is gripe on the forums.

Here is my gripe.

Be Well!
Fireheart
Yup this. When I leveled my WP/EM tanker, I thought soloing was SLOW! I always ended up either bring along a scrapper, a blaster, or just forming a team.

I kept saying, in PvE, EM wasn't anything impressive at all. Yeah...we layed the smack down on bosses (and alot of them stayed standing after a TF + ET combo)...but EM lacked any serious AOE.

Now...like I keep saying...WHIFF...GRRR Already dead!...WHIFF...DAMMIT DEAD ALREADY...SMACK SMACK YAY I got a Barrage off, now for a Hay...HEY!! DAMMIT HE WAS MINE!...GRRRR...

My WP/EM tanked and held aggro well, she was never the team's main source of damage Go with what I loved to do most...AVs/TFs...yup, that burst damage wasn't helping all that much at all.

PvP she did okay in. But yeah, now both WP and EM feel like garbage in there.

The target is gone and away before the first attack is done animating.


BrandX Future Staff Fighter
The BrandX Collection