Add'l utility (+melee range) for Acc Insp (Insight)
Yellows already have a secondary function:
They add a bonus to perception, allowing you to see through Night Widow smoke grenades and other similar effects more easily.
Additionally:
7m * 0.09999 (+7m) = 7.69993 m
That's really not enough of a range modification to be worthwhile.
Edit:
Additional addition:
Enemies will still have a melee range of 7m, so they'll close to that distance anyway; but if they don't and stick with ranged attacks this runs the risk of leaving you suddenly 'out of range' and, paradoxically, runs the risk of turning yellows into a detriment to your combat ability.
In the course of playing over the last few minutes, the range of my melee attacks seems better than I remember it to be, as in actually pretty decent. Either my impression of it was unduly biased against it, or it was improved behind the scenes.
In either case, it really seems to be okay to me at this point.
I withdraw the suggestion.
As a level 50 Broadsword Scrapper with ToHit bonuses from IO sets, and on top of those, the additional ToHit bonus from Focused Accuracy (when active), the utility of yellow inspirations for me in regular PVE play is currently fairly low, and this might be a useful way to give a bit of extra benefit to a melee character who really doesn't need additional ToHit bonuses in normal day-to-day PVE play. This suggested function would just add a little bit of extra range (+10% max), to melee-based attacks.
I would like it because my primary is broadsword. I fly nearly continuously during play, and I hover in combat. I hover over enemies and strike down on them from above. One nice thing such a feature would add (theoretically) is the slight increase to Z-axis melee range, which personally I think is too limited in the first place. It would theoretically add just a bit of additional range to melee attacks to ease hitting those mobs that are constantly moving around, darting in-and-out of melee range. It would also theoretically reduce the amount of horizontal and vertical movement necessary for the melee character to successfully engage close targets, but not, I don't think, unreasonably so.
Suggestion: Modify the function of Insight (yellow) inspirations such that when used, in addition to their current effects, they also increase melee attack range by +3.3% per use for a small inspiration. Small yellows would add +3.3% additional range per use, medium yellows would add +6.6%, and large yellows would add +9.9%. Stacking would accrue with multiple uses, but be limited to a maximum added range bonus of +9.9999%. So the max bonus would be: Mod_melee_range = melee_range + (melee_range * .09999).
The benefit of the added range would expire at the same time (on the same timer) as the added ToHit bonus, i.e. the time for inspiration's effects to expire would remain unchanged.
Using the inspiration ("popping a yellow") would add range bonuses for all melee-based attacks by any melee character, not just for melee-based attacks used by flying or hovering characters.
If it could be implemented, I believe it would be a useful and fun way to add a bit of additional utility to the least important and often least-useful (to me, anyway) inspiration by adding a bit of range to melee attacks that would have the effect of making the exact positioning of the melee character slightly less important in order to land attacks.