So Kinetic Melee
Progress!
Is it me or was I seeing a ranged set there? He didn't even look within 5 feet of targets when he was doing animations. Perhaps that was to showcase the animations, but if this is more of a 'ranged' melee set, that could explain the lengthy animations.
Most melee sets require 2 'fast to very fast' attacks, 1-3 AoE/Cone attacks, 0-2 strong mez/buff/debuff attacks, some sort of build up thing to increase To Hit/Damage briefly, and about 2-3 strong damage attacks. If this is for a Brute, they will have to rely on Boxing/Brawl/Air Sup etc to help get Fury up faster, or try to gather a lot of agro quick to generate it the other way, otherwise they could be having a lot of problems.
I'm envisioning some sort of PBAoE siphon energy power similar to DM/ElecA/EnA/FA's. That will make it attractive in general.
Regarding PvP though, most long animations in PvP means you have to either activate it while moving so you land away and don't get pummelled while going through that (see the new Energy Transfer, Total Focus, etc), or you have to run behind someone while they're being attacked and hope to get the attack started before they run away, and not turn around and mez you before you can get this off.
Pure knockback has its uses in PvP, but not for melee. Set bonuses and special IO's make it less effective against maxed out characters though.
I'd like to see it have some sort of Siphon Speed effect as well though, as I do feel melee with the ability to debuff is a market really only tapped with some -def sets and -to hit sets, though -recharge would be nice for a psi melee set.
its hard to judge KM w/o any of the details at this point, ignoring PvP it does look like a fun set
Ok, so looking at the animations, effects and comparing them to other affects from tanker melee sets, KM isn't really that much longer of a set base. They give you 8 animations, removing the one that would likely go to Taunt/Challenge/AS, which isn't depicted.
First Attack is less than 1 second long, with knockback, single target.
Second Attack is about 2 seconds long, but it doesn't show what it does to the targets.
Third attack is less than 3 seconds long with knockback.
Fourth Attack is a Cone, with knockback (but not a strong one as one target is knocked back, the other resists).
Fifth is the whirlwhind buff buildup placeholder that has a significantly longer activation time than Build Up does for any set, so I'm expecting this to be better than just plain short use buildup.
Sixth is just less than 4 seconds long with knockup. This is barely longer in animation than Total Focus, so I'm guessing it's one of the big attacks.
Seventh is about 2 seconds long, and also a knockup.
The final one is under 3 seconds long and is a PBAoE Knockup. This time is on par with most sets' PBAoE attack.
The big thing with this for me is that all the attacks appear at or beyond 5 feet from the target. UNLESS this is made just for a preview of the animations and the range should be standard close attacks, this gives KM an added advantage of being able to attack things that can't attack them. Say your dominator/controller friend is able to get a target immobilized, you can melee the target out of range from retribution. This becomes even more significant for Stalkers, who could potentially attack targets without having to get in range of those pesky PBAoE toggles and effects that can unhide them. To me, that's a huge trade up in PvP for maybe .5 seconds added to a couple of the attacks available, while several of them are average animation times.
Ok, so looking at the animations, effects and comparing them to other affects from tanker melee sets, KM isn't really that much longer of a set base. They give you 8 animations, removing the one that would likely go to Taunt/Challenge/AS, which isn't depicted.
First Attack is less than 1 second long, with knockback, single target. Second Attack is about 2 seconds long, but it doesn't show what it does to the targets. Third attack is less than 3 seconds long with knockback. Fourth Attack is a Cone, with knockback (but not a strong one as one target is knocked back, the other resists). Fifth is the whirlwhind buff buildup placeholder that has a significantly longer activation time than Build Up does for any set, so I'm expecting this to be better than just plain short use buildup. Sixth is just less than 4 seconds long with knockup. This is barely longer in animation than Total Focus, so I'm guessing it's one of the big attacks. Seventh is about 2 seconds long, and also a knockup. The final one is under 3 seconds long and is a PBAoE Knockup. This time is on par with most sets' PBAoE attack. The big thing with this for me is that all the attacks appear at or beyond 5 feet from the target. UNLESS this is made just for a preview of the animations and the range should be standard close attacks, this gives KM an added advantage of being able to attack things that can't attack them. Say your dominator/controller friend is able to get a target immobilized, you can melee the target out of range from retribution. This becomes even more significant for Stalkers, who could potentially attack targets without having to get in range of those pesky PBAoE toggles and effects that can unhide them. To me, that's a huge trade up in PvP for maybe .5 seconds added to a couple of the attacks available, while several of them are average animation times. |
omfg wtb stalker set with 13ft. AS
It would still give you the "Out of range" message despite standing right on top of them. :P
blah blah, unless the range on AS is affected, or AS is a guaranteed mag 45kb, it's gonna be trash.
ehh long animation times also equal more dmg via castles insanity. I think its advantageous to have long heavy dmg attacks (with longer recharge ofcourse for balance) on durable ATs. If you still don't get me, imagine a tank with just KoB, TF, and ET (like BA brawler). Although that would be terrible in lol fight clubs, You can actually pull off entire attack chains on a moving squishie. Which means that meleer can pump out practically all of his DPS unlike a set like stone melee or claws. The set will most likely have stuns and stun are now better than holds in PvP. i think that this sets weakness is going to be the same as DM where the +dmg is dependent on ur oponent, but at the same time i also beileve that this set will most likely be able to keep iys +dmg perma at least in PvE and in most PvP cases.
I don't know about build up..but I swear I see a move that looks like "Siphon Power" in that video. If it gets a self-buffing powers like that or a crazy (self-only) clone of fulcrum shift..I won't miss build up. I like new things and sets that break the old modes...this looks like it may do that.
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I think playing my storm defender is "fun" - it does not mean it is good or viable.
His argument is correct. Fun =/= good.
People can play what they want. But, if they ask why they aren't performing very well, why should we sugar coat it?
Yes yes... and Good =/= fun.
Different strokes for different folks. Most look for both in a set. My point was simply that some people will want the toon they build to be fun to play just as much or more as they want it to be the Greatest ever to PvP. I can only assume that being the greatest ever is what some think all people come here looking to be... I don't see how such a thing will happen just from rolling a good toon.... I have seen good builds do a great deal to boost a players confidence though.
"Situational power? Sure. Although in a sense... all powers are situational. It's just that some situations occur more than others." Understand the situation needed in order for the power to be most effective... and make that situation happen.