Kinetic Melee for a Scrapper, how does it look ?


Acemace

 

Posted

So now that the NDA has been lifted, I'm curious to know how does Kinetic Melee look for scrappers ?

Are the animations a bit too long, or do they flow well together like DB does ? Is the DPA on par with other sets ? How does it perform on the AoE side ?

Thanks for sharing


 

Posted

I haven't looked at the numbers but it *feels* like it's the dual pistols of melee power sets: stylish but rather mediocre damage. This is a qualitative observation based on playing the set in beta a fair amount.


 

Posted

Quote:
Originally Posted by Fury Flechette View Post
I haven't looked at the numbers but it *feels* like it's the dual pistols of melee power sets: stylish but rather mediocre damage.
It feels fine. It has a gimmick called Power Siphon that turns a scrapper into a mini-brute, a crit on the tier nine automatically recharges this power, meaning that to play KM to its full extent you need leverage PS and change your playstyle a bit.

If you are willing to do that KM is fantastically fun.


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Posted

Mine is a serious lowbie, but it seems fine. Lowbie attacks are perfectly fast. I haven't run any numbers, and haven't looked at all the powers. Just playing. It's not jumping out at me as fun yet, but then, I suppose the lowbie attacks aren't usually the fun ones.


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Posted

Power siphon is better than buildup for overall damage boosting if you have a saturated attack chain (always attacking, or close to it). It doesn't feel good until you have the first 3 attacks. With recharge slotting in attacks/some global recharge should be able to have a full chain without the first attack (haven't run the numbers though).

The animations can "feel" slow because of the whole gathering energy animation most have, but they're not really. Suppose the main issue is that even though the set technically has a cone damage power and a pbaoe, functionally it only really has one aoe power. Because the cone is an inconsistent high knockback power (80% chance of knockback, more knockback mag than shockwave, lower cone angle than shockwave).

The mitigation on the set helped in praetoria though. First attack has knockdown and second/third have chance to stun up to leuts. The damage debuffs attached to everything should help vs harder targets, but didn't fight any AVs with the set myself, and EBs were approached with def insps. Think should have something like 3/4+ debuffs stacked on a target that stays alive for a while, as long as attack chain is saturated.


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Posted

I found my KM/Fire scrapper very fun. If you're making a KM toon make it a scrapper. Or a stalker I guess.


 

Posted

Quote:
Originally Posted by Fury Flechette View Post
it *feels* like it's the dual pistols of melee power sets: stylish but rather mediocre damage.

That was the majority consensus. I've tried it with various combos at +45 and it's an average set, underwhelming to me, all show and no pony. I'll be avoiding it on any melee AT.
But you might like.






 

Posted

Quote:
Originally Posted by Acemace View Post
That was the majority consensus. I've tried it with various combos at +45 and it's an average set, underwhelming to me, all show and no pony. I'll be avoiding it on any melee AT.
But you might like.
And a very erroneous one.

Kinetic Melee is miles better than DP, and the ST DPS it can reach is just slightly lower than Fire (with much lower +rech reqs, too)

It does seem a bit lacking on the AoE department, though.


 

Posted

Quote:
Originally Posted by Silverado View Post
And a very erroneous one.

Kinetic Melee is miles better than DP, and the ST DPS it can reach is just slightly lower than Fire (with much lower +rech reqs, too)

It does seem a bit lacking on the AoE department, though.
What numbers did you come up with for single target dps?


 

Posted

Quote:
Originally Posted by Chaos Creator View Post
I found my KM/Fire scrapper very fun. If you're making a KM toon make it a scrapper. Or a stalker I guess.
I tried a Fire/KM tank, and found it shockingly bad. It has a big AoE knockback and the set feels lacking without it and borderline unplayable with it.

It felt a bit better on a brute than the tank, and I suspect would be better still on a scrapper/stalker.


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Posted

The set looks good. The set performs... well, seems average to me.

Despite the long feel to the attacks, the attacks actually fire off rather quickly, or at worse on the average... excepting the Tier 9, which takes as long as Eagle's Claw to fire off.

Quick Strike, Body Blow, and Smashing Blow all actually animate (and recharge) fast for melee sets. Focused Burst isn't bad in that respect, although I believe it is slower than the only comparable power - Focus from Claws. Burst has the same animation time as the 'whirling' powers, which is workable. It's also an acceptable PBAoE attack.

Concentrated Strike, as mentioned, takes 2.5 seconds to animate, and hits hard... but it will be up to you if it disrupts your attack chain too much. Repulsion Torrent is a gimmicky power - it's not really good damage, unreliable mitigation, and a knockback instead of a knockdown. It can be immensely FUN... but entirely skippable.

The real gimmick of the set, though, is Power Siphon. It provides a very minor to-hit boost, and a stacking damage boost for every attack that lands... a mini-defiance for melee toons. However, I think that it's like Rage, in that I suspect the set was balanced around Siphon being active - this is only enhanced by the quirk of CS instantly recharging Siphon on Scrappers.

This set, I think, will be best on Scrappers. I don't think it will ever be considered as a top performing set, but it isn't at the low end either. It is more designed for Back End damage, rather than Burst... which is going to throw some people off. On the other hand, comparing it to Dual Pistols is wrong - this set manages to look fancy AND be functional.

Now... whether those animations are good for you or a turn off... that's up to you.


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Posted

Quote:
Originally Posted by Acemace View Post
That was the majority consensus.
And, like most of the time, the majority is simply wrong. KM is actually a very good performer from a numerical perspective. The attacks are actually quite fast, regardless of the player perception of them and they have remarkably high DPAs overall. Even more, the -dam is an incredibly powerful secondary effect that makes KM an excellent AV soloing set.


 

Posted

Quote:
Originally Posted by Umbral View Post
And, like most of the time, the majority is simply wrong. KM is actually a very good performer from a numerical perspective. The attacks are actually quite fast, regardless of the player perception of them and they have remarkably high DPAs overall. Even more, the -dam is an incredibly powerful secondary effect that makes KM an excellent AV soloing set.
I haven't checked yet, but is KM available with SD?


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Posted

I remember being in the beta, and coming out of the beta, that everybody was real down on Shields, and I was like "you guys are nuts, shields is gonna be fantastic" and... well, there we are.

So I take any word that KM is terrible with a grain of salt -- I hope it's every bit as terrible as shields was

Speaking of... can it be used with shields? It would be kind of strange for a "propless" set (no claws, no spines, no DB) to be restricted that way, but you never know.


 

Posted

Quote:
Originally Posted by DSorrow View Post
I haven't checked yet, but is KM available with SD?
I had a couple of KM/Shields in beta, so, yes.


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Posted

I've found it more to be a combo of dual pistals and claws (flashy and effective) with powers similar to that of claws (albeit at different levels) and more single target skewed. Cant wait to role one up live. Prolly go /sr or /wp.


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Posted

Quote:
Originally Posted by Umbral View Post
And, like most of the time, the majority is simply wrong.

I'm unsettled by the weight of your logic.


The initial perception when KM's animations were first revealed turned out to be exactly how the set performs (so far) during hands on testing.

This isn't even in question unless you're taking the powers designer himself to task over his select comments.
Castle said in reply to the negative feedback particularly over one of the KM powers, "Honestly, I would like it if the animation were faster".

While he wasn't referencing the entire set, a clear majority who tested KM would apply that statement across the board (whether "majorities" matter to some, or not).

He also pointed out what I (and probably, we) would likely want to say much more often then him, which was in essence if you don't like it there are plenty of other things to play (he wasn't being rude, simply making a valid point).

It's fine that you like KM, or that anyone else does ftm, including the minority who ardently and persistently spammed the feedback sections (and not surprisingly now on the live boards) insisting that the set retain it's current state with no further upward adjustments, while pish poshing the negative player feedback as, in part, the result of simpletons being easily confused by the shiny swirly animations and not recognizing the uberness of KM because of it.

If you end up liking the set, you can to a degree thank these folks, and if you don't the same applies.
Castle referenced, "acceptable parameters" while discussing it, "acceptable parameters" to someone who only looks at the math, clearly sounds downright OP.


I'll just add that the animations were very well done, and clearly a lot of hard tedious labor went into all aspects of KM including balance, and I was eager to try the set from the outset, which led to eventual disappointment (so far).

I do believe that depending on player feedback Castle is likely to revisit KM in a couple months.






 

Posted

I had one KM Scrapper on test and she performed well in the early stages, quickly putting down PPD and other foes.

I never thought that the animations were slow but they are flashy and can be stringed together to look pretty awesome.

My initial thoughts were that 1) it was about average on DPS and 2) ST oriented. I love my Kat/DA so that #2 was no big deal to me.

Will I create one after GR releases? yes. Right away? No. I also created my first stalker (KM/Nin) and she was all kinds of fun on test.


 

Posted

Quote:
Originally Posted by Dr_Unholy View Post
It feels fine. It has a gimmick called Power Siphon that turns a scrapper into a mini-brute, a crit on the tier nine automatically recharges this power, meaning that to play KM to its full extent you need leverage PS and change your playstyle a bit.

If you are willing to do that KM is fantastically fun.
yep, the mini-brute game is fun. "Gimmick" has negative connotations for me. I like Power Siphon - adds a new mechanic and will let KM players actually get to feel a different play style. (Similar to what Elec Control is going to do mezzers. I like this recent trend in new powers actually having new elements. )

I found it to work nicely with /regen in particular with the low level alt testing I did. I did not test /SD, but think they would work well together - KM is ST heavy so the aura can stay saturated and it may be fun to pump PS and then hit shield charge.

Noise (and I don't mean that rudely, I just didn't feel the same and couldn't understand it) on the test boards had people saying it 'felt' slow and there were many that do not like the sound effects. Number crunchers put forth some pretty convincing evidence that the set actually performs quickly - the lower tier in particular (too lazy to go hunt for them, sorry). The sounds are what they are. *shrug* both those discussions got ridiculous and I quit reading them.

visually, I like it: new style, flashy. pair that with finding new wrinkles for how powers work and play... and I am in firmly in the camp of looking forward to more new powers versus repurposing old to other ATs.


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Posted

Quote:
Originally Posted by Umbral View Post
And, like most of the time, the majority is simply wrong. KM is actually a very good performer from a numerical perspective. The attacks are actually quite fast, regardless of the player perception of them and they have remarkably high DPAs overall. Even more, the -dam is an incredibly powerful secondary effect that makes KM an excellent AV soloing set.
I'd have to agree with Umbral's view of Kinetic Melee. I found this set worthwhile. I've paired it with Super Reflexes and Willpower on Scrappers and also Energy Aura on a Brute. It does somewhat gravitate towards the use of Siphon Power but even without it, the -dmg is great when soloing AVs.

I have an IO build for both the KM/Energy brute and the KM/SR scrapper. Both are soft-capped on defenses (Dmg type for brute, positional for scrapper) and increased accuracy and recharge. The animation times do not slow the amount of dps I put out versus some of my other Live IO'd scrappers I currently play, and the extra recharge simple allows me to stack Siphon Power to really kick out the damage (to what I feel a more than excellent level).

Sure, I'll agree it is not AoE heavy, and for those use to building/running farming style toons (soloing large mobs quickly), then kinetic melee may not be for you. Especially if you play a tank for damage output... though I prefer my tanks to.. I don't know.. tank. >_> But my play style tends towards teaming, particularly on TFs/SFs. I rather have a tank who can hold aggro and survive and a scrapper (or any damage dealer) that can dish out the damage on any tougher bosses, EBs or AVs/Heroes.

But before I get too deep on gaming playstyles of Tank vs Scr vs Brute... I found Kinetic Melee satisfactory and personally like the stylish animations which didn't detract from it's potential damage output.


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Posted

Quote:
Originally Posted by Smersh View Post
I had a couple of KM/Shields in beta, so, yes.
I'm sensing a new AV soloer coming up. Shields and KM both offer +DMG to me and -DMG to the AV. Sounds promising to me.


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Posted

http://www.youtube.com/watch?v=PFQPqPwayfI
A little disappointing in that you never seem to actually hit people, and instead throw energy at melee range. The VFXs are awesome though, and the animations look very smooth and flashy.


 

Posted

Quote:
Originally Posted by Acemace View Post
It's fine that you like KM, or that anyone else does ftm, including the minority who ardently and persistently spammed the feedback sections (and not surprisingly now on the live boards) insisting that the set retain it's current state with no further upward adjustments, while pish poshing the negative player feedback as, in part, the result of simpletons being easily confused by the shiny swirly animations and not recognizing the uberness of KM because of it.
When the negative feedback is I don't like the way KM looks or I don't like how Power Siphon works, that is fine. You can even say it has an AoE KB power that is unreliable and not be wrong (just like I can say it has an AoE KB power that is reliable and very potent and not be wrong).

When the negative feedback is, 'it has long animations compared to other sets and its damage is mediocre,' that is simply wrong.

You can't make that statement and be right. It is not a matter of opinion.


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Posted

Quote:
Originally Posted by StratoNexus View Post
When the negative feedback is I don't like the way KM looks or I don't like how Power Siphon works, that is fine. You can even say it has an AoE KB power that is unreliable and not be wrong (just like I can say it has an AoE KB power that is reliable and very potent and not be wrong).

When the negative feedback is, 'it has long animations compared to other sets and its damage is mediocre,' that is simply wrong.

You can't make that statement and be right. It is not a matter of opinion.

If KM isn't altered to some degree within the year following live player feedback, I'll owe you a purple of your choosing.






 

Posted

The only thing I really dislike about KM is that shields interferes with its great animations. Wish there was a *really small shield*


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