Should Energy Melee Get More AOE Damage ?
Tier matters only within the context of powerset design, not within the context of power design. There is a significant difference between the two that most people don't grasp. Is Unyielding more powerful than Indomitable Will? It's pretty hard to argue since, even though they perform the same function (mez protection), they have disparate effects (Indomitable Will provides more types of mez prot while Unyielding provides more survivability). Their tiers are different but the powers are functionally balanced (especially within the confines of the powerset as a whole).
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Try the last sentence in the paragraph that the quoted bit is replying to.
The entire point I was attempting to make (way back when) was that SS is, by virtue of the fact that it already breaks rules in virtually every power in order to attain some semblance of balance, a horrible powerset to be comparing anything to where balance is concerned. Comparing EM to it in an attempt to make specific powers appear in need of retrofit is an exercise in futility since SS as a whole would need a retrofit before any of the powers in it could be considered balanced individually.
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So, changing the animation time of a single power on a long recharge fundamentally altered the entire feel of the power set for you? You're precisely the kind of person I'm describing. You may not want to admit it...
...The fact that changing the animation time of a single, long recharge power changes so much about the set as a whole tells me that you were relying on ET completely too much. The animation time of the power was changed to not make it a whole magnitude better than any other attack in the game. No set needs to have an attack that has a DPA completely that outclasses even nukes in order to be playable. The fact that so many people feel as if the set is completely different and no longer playable because that one power was brought back down from the stratosphere should tell you something about how much the power needed to be brought back down. |
Now, previously was I using Energy Transfer about as often as it recharged? Mostly - and I usually switched targets right before using it so that it dropped something from full health, too. But since you're being deliberately obtuse, let me explain it to you in depth:
- ET was used because it fit within the attack chain smoothly instead of having a large amount of dead time - Total Focus, with the second highest DPA in the set, was skipped because it had a lot of dead time. Gee, I was really optimizing there, huh?
- I tried substituting with Barrage, but simply dislike the animation (which was why I didn't take it in the first place), using ET when I previously was using Total Focus in order to keep short animations in the chain.
- I. Did. Not. Like. The. Feel. Of. The. Set.
Now look at the second step there. Gee, that seems to be diametrically opposite of your statement. Maybe you should shut up about why people do things when the only why you can answer is why you would do something.
Now, see that last part? Read it. Read it again. Read it a third time. Take a peek at it again. Then stop being an idiot. Now read it again. Then go back to kindergarten and learn to read so you can read it again. DO YOU GET IT YET? IS IT STARTING TO SINK THROUGH YOUR THICK SKULL?
Here's a thought - why don't you only speak for yourself?
it has gone from unconscionable to downright appalling that we have no way of measuring our characters' wetness.
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Read what you are saying rather than complaining that I'm not reading. I am reading what you're saying, and and what you're saying is that the change to a single power on a long recharge (20 seconds is a long base recharge for an attack, no matter how you attempt to obfuscate it) somehow fundamentally altered the way in which the entire set operated (it didn't, unless the entire operation of the set was built around ET's borkedness). That's like insisting that changing Frozen Aura so that it actually did damage fundamentally altered the way the entire set operated.
But I don't see why this matters anyway. There are other sets that accomplish what they do based on one or two powers. Reducing the effectiveness of that power would quite obviously reduce the effectiveness of the set.
Don't you think SS would be affected if Foot Stomp was reduced to an 8 foot radius? It's the only AoE in the set so it would have a serious impact on the set as a whole, "because a single power was changed." Don't you think the overall feel or use of Dark Melee would be changed if Siphon Life no longer healed? What would happen if Rain of Arrows was replaced with a standard nuke with a 360 recharge, if Fulcrum Shift only gave half its boost, if Shield Charge was single target, Flashfire became mag 2, or Decoys could be killed by regular foes? Do you think any and all changes to those powers are welcome because it's "just one power" in a set?
Read what you are saying rather than complaining that I'm not reading. I am reading what you're saying, and and what you're saying is that the change to a single power on a long recharge (20 seconds is a long base recharge for an attack, no matter how you attempt to obfuscate it) somehow fundamentally altered the way in which the entire set operated (it didn't, unless the entire operation of the set was built around ET's borkedness). |
EM's ST damage wasn't "built around ET" so much as built around all of the ST attacks in the set flowing together to make a fluid attack chain that deals high damage. The longer the cast time is, the slower the chain is, and the less effective the entire set is. How effective just Bone Smasher or just Energy Transfer are doesn't matter because you can't build an attack chain out of just Bone Smasher. And once you factor in ET's slower cast time, it alters the whole attack chain and the entire set is weaker than it used to be.
That's like insisting that changing Frozen Aura so that it actually did damage fundamentally altered the way the entire set operated. |
Dispari has more than enough credability, and certainly doesn't need to borrow any from you.
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Because. A. Single. Power. Was. Changed.
Read what you are saying rather than complaining that I'm not reading. I am reading what you're saying, and and what you're saying is that the change to a single power on a long recharge (20 seconds is a long base recharge for an attack, no matter how you attempt to obfuscate it) somehow fundamentally altered the way in which the entire set operated (it didn't, unless the entire operation of the set was built around ET's borkedness). That's like insisting that changing Frozen Aura so that it actually did damage fundamentally altered the way the entire set operated. |
ET's change made the set feel different in a negative way.
I keep wanting to relevel EM, but I'm not to fond of brutes, and EM lacks WH for stalkers.
Maybe if I can figure out a concept that really strikes a chord with me.
But the set was changed. The change may not have been all that earth shattering, and didn't effect the DPS of the set...however, for someone who didn't use an optimal DPS chain, the set feels different and not in a fun way. :/
If it helps, I didn't even notice the change in TF's stun. But I never worried about EM's stun. I found it more of just being a bonus.
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Because. A. Single. Power. Was. Changed.
Read what you are saying rather than complaining that I'm not reading. I am reading what you're saying, and and what you're saying is that the change to a single power on a long recharge (20 seconds is a long base recharge for an attack, no matter how you attempt to obfuscate it) somehow fundamentally altered the way in which the entire set operated (it didn't, unless the entire operation of the set was built around ET's borkedness). That's like insisting that changing Frozen Aura so that it actually did damage fundamentally altered the way the entire set operated. |
I changed my playstyle after the ET animation was increased and I adapted. I then shelved my Brute because I didn't get the same enjoyment as I once did. I then found SS/WP, Fire/SR and Claws/INV to be far more exciting and fast paced to match the playstyle I found enjoyable on the Brute AT.
Conversely, I made a Dark/EM Tank the smae time these changes hit live since my testing lead me to believe that EM was now more suited to a Tank Secondary. The Tank AT does not need to worry about the fast paced attacks and can concentrate on dropping a large burst to LTs and Bosses.
So, the animation change drastically changed the way the set played for my Brute, but also gave Tanks that "big hitting set" some were clamoring to play.
Ok, went back on my EM/Invul tanker for the first time in a long while.
Whirling Hands is, even if nothing else gets changed, in desperate need of fixing. An 8' radius? EIGHT FOOT?! I can barely hit anything with it in a mob, and belive you me I've tried. A maximum of ten targets is all very well, when only about five are ever that close. The damage is still meh on WH, but the radius is a real killer.
I was wondering wether I was simply spouting here without actually remembering what the set really felt like. Well; it still feels clunky. Sets have their ups and downs, good and bad points. Thats balance. But all of them flow.
EM, right now, does not flow. It clunks. And thats not a good thing, in any set.
GG, I would tell you that "I am killing you with my mind", but I couldn't find an emoticon to properly express my sentiment.
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I keep going back and looking over EM, and I just can't find it.
How are people getting this high continuous DPS?
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Wait, what? Barrage is a 1.33 second animation, which is plenty fast for this game... whether that's slow for the real world or not isn't much of a consideration... this is a video game, and it's fast for an attack animation. Having Barrage's damage get upped made the length of the animation even better... you're doing much more damage in the same activation.
If you're going to complain about animation times, you had better just be complaining about Energy Transfer and Total Focus (and even then there can be some debate, depending on the DPA, etc.), because the first three attacks for Energy Melee are pretty fast-activating and brawlerish. Ummm, so? Are we supposed to be suing our big hitters more than once on a big team (it would be good to remember that your example would only apply to a steamrolling team, which you won't always be on)? Other than EBs or AVs, of course. I don't see this as an issue. If your lower tier attacks were like this, sure, that could be an issue, but not for a big attack like ET or TF. This is getting into the trouble of perception, rather than an issue with the set, per se. If your target is mostly dead, it's your fault you used a big attack like TF and had your target die before you used it (and if you're solo, it's your fault for wasting all that extra endurance instead of using a smaller attack). I was on my Peacebringer the other and had a few mobs die while Incandescent Strike was animating (same animation as Total Focus)... but that was my fault... it was way too big of a power for how much health was on the mob, and most of my team was shooting at them. Frankly, these comments make looking at Energy Melee correctly rather difficult. People got used to things like ET being a one second "I win" button and refused to adjust tactics after the change (2-3 seconds is NOT that long, you can determine if you can generally determine if ET or TF are justified before firing them). Adjust your tactics to the way the set plays NOW, and see what needs adjusting. |
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That depends entirely upon what other powers were reordered to get those powers available at the different levels. If I was playing a Tanker and the powerset was forcing me to wait forever on Taunt in order to get Footstomp asap, I'd probably play the other first because I need to get aggro before I begin bothering with AoE damage.
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And would you be willing to have KO Blow be weakened to account for the fact that it is actually available 3 tiers earlier than it should be? EM has to wait until the same level as everyone else in order to have the same ST focus powers available to it. SS gets its best ST damage power significantly earlier than everyone else. By your own logic, KO Blow should actually be weakened because it is available earlier. |
You're completely missing the point of what I was saying anyways. I've met people that absolutely love talking about how Footstomp is balanced because it is a tier 9 power, even though it has twice the area of effect that it should with its damage, and end and recharge costs. What tier it is has nothing its capabilities. Those values are governed by a completely different calculation that doesn't give a hairless rat whether it's tier 9 or tier 3 (Spine Burst breaks the rules in the exact same way and is a tier 3). In the design and evaluation of a power, it doesn't matter what tier a power is as long as the powers that are more fundamental to the operation of the powerset are lower in tier. |
Dark Melee is definitely worse at AoE damage than EM. Dark Melee has a tiny area of effect, horrible activation time, and half the number of potential targets, not to mention that Soul Drain and Dark Consumption are both on recharge times that are long enough to prohibit real contribution to AoE capability. MA is just as bad at AoE damage as EM (they both have only a single AoE that does nearly the same amount of damage; MA is only slightly better because of the animation time is better on DT) and is actually worse at ST damage. |
Secondly, your other comparison, MA, simply supports my assertion that EM is a weak set that needs buffing, because people have been begging for MA to be reworked for ages.
With this, I'm not saying that EM doesn't need to have its AoE capability improved; I'm just trying to put its AoE woes into perspective. |
Actually, I'm making it exactly as complicated as it needs to be especially since you insist on using SS as the model of balance (which, on a power-for-power basis, it's the absolute worst set to use for this purpose). Balance is a complex process. The fact that many people are frustrated with EM has nothing to do with the fact that it is presumed to be weak. They're frustrated with it due to the fact that it is weaker than it used to be and now has to be played in a different manner. It's for these same reasons that */Regen no longer sees the number of players that it used to. |
I was using SS to show that you don't have to use a complicated, set system with rigid rules to make a fun powerset that customers will enjoy. It's ok to go outside of the lines and make the set unique. The only set rule the devs should stick to is to make sure the set is fun to play, and if any changes are made to the set, make sure they increase the fun factor rather than lower it.
You say people are frustrated with the set only because it's weaker and 'has to be played in a different manner'. Well, yeah, lol. Most people don't enjoy playing sets that overall are cellar dwellers in almost every aspect. Most people don't like playing a set that is virtually useless on teams, in an mmo.
And comparing it to regen is interesting. Yes regen got nerfed, but imo justifiably so, due to the fact it made players almost unkillable. That's hardly equivalent to what et did pre nerf. Also, the fact people started realizing defense sets had an advantage over everything else, along with added defense from io's, played a part in the drop in popularity. So the comparison is not very valid, imo.
The people that have shelves their EM toons because of the change to a single power are doing so because they're not willing to change the times in which they used the power. People still use Greater Fire Sword, Headsplitter, 1k Cuts, and Eagles Claw even though those powers all take a long time to animate and oftentimes result in wasted animation time because their target is already dead. The players that use those powers have learned to minimize target deaths during animation by specifically hitting healthy targets that aren't near death. The fact that people are used to using ET against targets already at half health and taking them out completely are now having to deal with the fact that their targets are dying before they get to finish their animation is due to people having to learn to adjust the use of the power. ET is still a really good power. It's just not one you would want to use immediately against every enemy on the planet. |
In the other sets you mention, the powers listed really are not set defining powers. People don't play FM for GFS, or DB for 1kC, or MA for EC. I've already addressed MA, but with FM and DB, you have sets with a nice mix of ST and AOE dmg and abilities, that are fun to play. EM needs work to match them because its a slow, plodding set that is horrible in team play. It was a fun set before because it had that one, shining power. One could argue it was too dependent on that one power, but at least it gave people a reason to play the set. Without it, well, the results speak for themselves. Lots of complaints and not many people playing the set. Even you admit it needs buffs, lol.
You're also assuming that "many" people are intelligent and didn't just take EM because it was the flavor of the month. EM was insanely popular because it was doing boatloads more DPS than was capable with other sets (oftentimes allowing a Tanker to deal just as much damage as a Scrapper). Now that ET has been brought down in effectiveness and no one is shouting out its virtues from the rooftops, it has fallen from favor. That doesn't mean the set is broken. It's still a top contender for ST damage and has an excellent secondary effect. Even if the devs did increase its AoE damage, I still doubt it would see a resurgence in play just because it's not as awesome as it used to be. The same would happen if */Shield or */WP were brought down in effectiveness to be more balanced with other sets. |
And you talk about 'bringing sets down'. Thats a great way to lose customers. Better to bring the under performing sets up to the ones that are working. There is no set in the game that is absolutely game breaking, so the idea that the bottom feeders can't or shouldn't be buffed is nonsense. Instead of wrecking sets people enjoy, like they did with em, they should toss a couple of buffs, or completely rework, sets that nobody plays (ice melee im looking at you).
I wouldn't actually recommending giving TF some AoE capability. The problem with TF is that it takes too long to animate. Its DPA is utterly atrocious. Honestly, I think its damage needs to get a free upgrade (i.e. no increase to end or rech time) to account for the fact that it takes more than a second longer to animate than any other melee tier 9 attack power (except for 1k Cuts, which gets a pass because it's a cone and a DoT). Either that or the animation needs to be sped up to give it a better DPA so that there is actually a point to using it in an ST attack string. |
The fact that KO Blow recharges slower than the other equivalent tier 9s (which, could, in and of itself, be due to the fact that it has 2 full powered secondary effects) isn't due to early positioning. If that were true, every power that was a different tier than "normal" would be modified accordingly (re: QR and FH in WP and Regen). KO Blow recharges slower because the powerset as a whole is completely borked by the presence of Rage (which is disgustingly imbalancing) which functionally gives all of the attacks that are ever used by the set a 41% increase in damage (175% +dam compared to 95% +dam) and the fact that the power needed to be modified in this way (thanks to heuristic balancing) simply demonstrates why SS is such a bad powerset to determine precedent by.
The entire point I was attempting to make (way back when) was that SS is, by virtue of the fact that it already breaks rules in virtually every power in order to attain some semblance of balance, a horrible powerset to be comparing anything to where balance is concerned. Comparing EM to it in an attempt to make specific powers appear in need of retrofit is an exercise in futility since SS as a whole would need a retrofit before any of the powers in it could be considered balanced individually.