Is it just me


all_hell

 

Posted

Is it just me or is KM an under performing set? Its animations are slow, and its damage seems anemic at best. Can anyone else confirm this?


 

Posted

Just you.

The animations are relatively fast. IIRC the three first attacks have comparable animation times to Claws attacks and only Concentrated Strike and Focused Burst have really long animation times, and CS does enough damage to warrant the animation time. The damage of KM is also at the high end of the scale especially for single target damage. If you properly leverage Power Siphon you should be pumping out some very heavy ST. AoE seems mediocre.


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Posted

Kinetic Melee seems pretty fast to me, and hits like a truck. No complaints.


 

Posted

I just got done playing the set to 50, and I'm with the OP. The set isn't as bad as I thought it was initially, but it is painfully mediocre, especially on teams.

You get a decent single target attack chain pretty early with the first three attacks. And while the numbers seem to indicate they aren't 'slow', they do feel slow in game. Not em slow, but a bit sluggish.

Repulsing torrent is a weaker shockwave. Once you get the hang of it though, you can get quite a few enemies in the cone, but every once in a while (or all the time if you're not experienced with the power), you'll only get one or two. The kb turns a lot of people off, but I liked it and it was more reliable than I had thought it would be. The power doesn't do much damage but it's a pretty useful mitigation tool.

Burst could be a great aoe, and if you just look at the numbers, it's similar in radius to most aoe's, but it feels smaller than the competition. I found it pretty tough to consistently hit a lot of enemies with it unless they were really tightly grouped.

Focused burst is kinda like focus, but it takes a while to get off. Concentrated strike hits like a truck, but you can time it with a calender, and while I like the look of this set overall, this power could use a new animation, imo.

The key to this set is power siphon. On paper it looks marvelous, but in actual game play, its just not that effective compared to other build up powers. Early on, it's just not up often enough to make up for the sets low to mediocre damage. And once you do start to get it recharged at a reasonable level, the mechanics of the power don't work well in play, again, imo. First of all, just using the power takes a couple of seconds. Then once its going, you need to hit several times just to build it up, that takes some more time. Then by the time you've got a pretty good build up going, everything is pretty much dead, and by the time you get to the next mob, the power is down and your stacked buffs are dropping or gone.

Now I'm not saying that KM is a horrible set, it's just bland. Anything KM does, there's another set that can do it better, if not several things better.


 

Posted

I believe the reason a lot of people perceive the animations as slow is because most of the damage is back loaded. Dark Melee comes to mind as a front loaded set. There is a little wind up, if any, the damage and then the drawback animation. Midnight Grasp is a superb example of how the damage happens, then the animation (It animates a lot longer than it actually feels, unless you need to heal during the animation). In Kinetic Melee's case, the animation happens first, then the damage, followed by a fairly short return to normal animation. This is why people perceive the animations as long. (I'm looking at you Body Blow)



Your character does not have capped defense. Depending on your AT the cap is between 175% - 225%. Your defense is not teal in the combat window, it can go higher. STOP SAYING IT IS CAPPED! The correct term is Soft Cap.
I enjoy playing in Mids. I specialize in Melee Characters, other AT's usually bore me.

 

Posted

Massive ST DMG. DMG Debuffs to enemies. Not bad at all.


 

Posted

Quote:
Originally Posted by dmcfarland907 View Post
Is it just me or is KM an under performing set? Its animations are slow, and its damage seems anemic at best. Can anyone else confirm this?
Just you


 

Posted

Just you.

The animations are very quick, comparable to claws and dual blades.

If you think claws animates slow, then I don't know what sets you think are fast, because claws are the fastest.


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Posted

I am still not on the bandwagon. I like what one of the posters said. Its mediocre at best. I should have went with MA, or claws. I have played dual blades and its a decent set.


 

Posted

Quote:
Originally Posted by dmcfarland907 View Post
I am still not on the bandwagon. I like what one of the posters said. Its mediocre at best. I should have went with MA, or claws. I have played dual blades and its a decent set.
People have also said that Dual Blades and Claws are sub-par sets too based on the damage numbers they see, completely ignoring the fact that they animate relatively fast.

I haven't played a Kin to a very high level (I messed around with it in the beta), but from what I remember the animations were a LOT faster than the eye would lead you to believe.

The Tier 2 attack (Smashing Blow?) has a similar animation time as Storm Kick, and Quick Strike is exactly what it's name implies.

If you're going to continue to believe that the set sucks no matter what anyone says....well, no one is forcing you to play it.

For what it's worth, the scrapper gurus have come to the conclusion that Kinetic Melee is in the running for highest DPS set available to scrappers. These would be the guys with all the spreadsheets that are better at math than I will ever be, I tend to accept their opinions as being at least well-informed.


Quote:
Originally Posted by Dechs Kaison
See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately.

 

Posted

By the time someone has activated Hack with broadsword, doing lets say 100 damage, my kinetic melee character has activated and pulled off 2 attacks, doing upwards of 150-200 damage, and has a 3rd halfway through animating.


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Shadewing - Defender
@Pinny

 

Posted

To pull data from another thread:

Quote:
Originally Posted by Silas View Post
Just did a run on my KM/SD. Build could still be better, waiting on i19 to fit QS in again which should fill the small gaps in my attack chain as well as maintain a better PS buff.

5mins15 sec, which pegs him at 249.5 DPS. Still gotta actually work out an optimized attack chain and the rest of it, but I'm quite pleased with that.

Notes: ******* I love CS somethin' fierce. Hits stupidly hard and my black little heart grows half a size bigger every time it crit-recharges PS.
If you need a reference point for this number, check the Max scrapper dps post not to far down the crapper boards.


 

Posted

It has to be you. I absolutely love the dmg output of my KM/SR. I've done nothing but played mine from 1-40 in the span of this past week and I couldn't be happier with its performance. CS hits like a freight train and can instantly recharge PS. I took just the ST attacks and even on large teams I still mow down enemies and set the pace. I love how PS operates seeing how a few of my 50's are brutes and I feel right at home with the stay moving punching stuff mechanic to keep up the buff.

I REALLY can't wait till I get him to 50 and start IO'ing him. He shall be a ST monster.


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Posted

I have only played it to 21, but I had no complaints


 

Posted

Just my 2 cents but it seems middle of the road for some ATs. I played it into the mid 20's on a brute and scrapper. I decided to roll a KM stalker and that's where it's at for me! I'm at lvl 44 on my stalker and absolutely love it. KM didn't feel right for me until I did it with a stalker.

As for the animations, they're pretty decent but slow compared to others. It's much more exaggerated on teams because you notice your animation is still going off when say someone with a broadsword or fire melee has already hit and killed a target even when you started the attack first. It doesn't bother me at all though, a dead NPC is what I like no matter who does it.


 

Posted

Quote:
Originally Posted by DistantDarkness View Post
As for the animations, they're pretty decent but slow compared to others. It's much more exaggerated on teams because you notice your animation is still going off when say someone with a broadsword or fire melee has already hit and killed a target even when you started the attack first. It doesn't bother me at all though, a dead NPC is what I like no matter who does it.
They are not slower compared to others. Lets compared with Broad Sword

Code:
Kinetic Melee 	Cast Time 		Broad Sword	Cast Time 
Quick Strike 	      .83s	   <	      Hack	           1.33s
Body Blow    	     1.07s	   <	      Slash	           1.33s
Smashing Blow	     1.2s         <	      Parry	           1.33s
Repulsing Torrent      2s	   =	      Slice	           2s
Burst                      2.67s	   =	Whirling Sword	   2.67s
Focused Burst	     2s	   >	Disembowel         1.8s
Concentrated Strike  2.83s	   >	Head Splitter	   2.33s
With 3 faster and 2 equal I wouldn't say Kinetic Melee is slower

Now lets look at Fiery Melee

Code:
Kinetic Melee 	Cast Time 		Fiery Melee	        Cast Time
Quick Strike 	      .83s	<	Scorch	                1s
Body Blow    	     1.07s	<	Fire Sword	                1.33s
Smashing Blow	     1.2s	<	Cremate	                1.5s
Repulsing Torrent      2s	<	Breath of Fire	        2.67s
Burst                      2.67s	=	Fire Sword Circle	2.67s
Focused Burst	     2s	>	Incinerate	                1.67s
Concentrated Strike  2.83s	>	Greater Fire Sword 	2.33s
This time Kinetic Melee as 4 faster and 2 with longer cast times. Now if you use Focused Burst and Concentrated Strike only, then I can say yes it as slower animations.


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Posted

Quote:
Originally Posted by BrokenPrey View Post
They are not slower compared to others. Lets compared with Broad Sword ... <snip> ...
QFT

Indeed, used the auto level to 50 on Beta and slow is the last thing I'd call it after having played both Claws and Broadsword to 50. At least with the build and attacks I find myself using its much closer to the Claws end of things, speed wise, than Broadsword. Power Siphon>QS>BB>QS>SB>FB>Fiery Embrace>Burn and turn stuff to ash. No idea if that's anywhere near the best chain but stuff sure dies.


 

Posted

Quote:
Originally Posted by BrokenPrey View Post
They are not slower compared to others. Lets compared with Broad Sword

Code:
Kinetic Melee 	Cast Time 		Broad Sword	Cast Time 
Quick Strike 	      .83s	   <	      Hack	           1.33s
Body Blow    	     1.07s	   <	      Slash	           1.33s
Smashing Blow	     1.2s         <	      Parry	           1.33s
Repulsing Torrent      2s	   =	      Slice	           2s
Burst                      2.67s	   =	Whirling Sword	   2.67s
Focused Burst	     2s	   >	Disembowel         1.8s
Concentrated Strike  2.83s	   >	Head Splitter	   2.33s
With 3 faster and 2 equal I wouldn't say Kinetic Melee is slower

Now lets look at Fiery Melee

Code:
Kinetic Melee 	Cast Time 		Fiery Melee	        Cast Time
Quick Strike 	      .83s	<	Scorch	                1s
Body Blow    	     1.07s	<	Fire Sword	                1.33s
Smashing Blow	     1.2s	<	Cremate	                1.5s
Repulsing Torrent      2s	<	Breath of Fire	        2.67s
Burst                      2.67s	=	Fire Sword Circle	2.67s
Focused Burst	     2s	>	Incinerate	                1.67s
Concentrated Strike  2.83s	>	Greater Fire Sword 	2.33s
This time Kinetic Melee as 4 faster and 2 with longer cast times. Now if you use Focused Burst and Concentrated Strike only, then I can say yes it as slower animations.
Great Info! Thanks for posting. I guess the slowness is a matter of perception. I think KM is a great set and really don't have much to complain about. It hits hard and looks pretty.


 

Posted

Quote:
brings the most to any team out of the Scrapper primaries IMO
How so? KM offers some mitigation which really isn't needed on a team, and pretty much every other set save for DM and MA have better AoE damage output.

I'm very fond of KM as a ST powerhouse but the above quoted comment just baffles me. If anything I'd rank it as the worst team-oriented primary out of all choices (with the obligatory caveat that "worst" still means "pretty damn good" in this game, as too many people tend to confuse "worst" and "bad"), because on top of the above the amount of self damage buffing a KM scrapper can sustain means he gets relatively less from damage buffs, and the best KM chains don't require much recharge, making ally recharge buffs superfluous on IOed out builds. KM brings less to a team than other primaries and also receives less.


 

Posted

Quote:
Originally Posted by Nihilii View Post
How so? KM offers some mitigation which really isn't needed on a team, and pretty much every other set save for DM and MA have better AoE damage output.

I'm very fond of KM as a ST powerhouse but the above quoted comment just baffles me. If anything I'd rank it as the worst team-oriented primary out of all choices (with the obligatory caveat that "worst" still means "pretty damn good" in this game, as too many people tend to confuse "worst" and "bad"), because on top of the above the amount of self damage buffing a KM scrapper can sustain means he gets relatively less from damage buffs, and the best KM chains don't require much recharge, making ally recharge buffs superfluous on IOed out builds. KM brings less to a team than other primaries and also receives less.
I say this for two reasons. Firstly, because I think -damage is more valuable against a hard target like an AV or GM than -tohit or -def. Secondly because of the way damage debuffs make -resist debuffs more effective. So as you stack the -damage from your KM attacks it will make any -res and -damage from the team more effective.

I disagree that KM receives less than other primaries on a team. If you're making the argument that IOd out KM benefits little from team buffs like +recharge, surely that's also the case for other primaries? If you've got high recharge from IOs so PS has little downtime, then Soul Drain/Build Up/whatever are going to gain similarly small benefits from team recharge buffs.

Basically, I think melee ATs bring 2 things to a team. Damage and aggro control. All of the primaries bring damage, so its a question of how much. KM brings massive ST damage and decent ST damage, but the utility of the -damage swings it for me. The -damage debuff also helps with aggro since unlike -tohit, a damage debuff actually applies 6-8 damage debuffs, one for each damage type.

I chose KM as a primary because it brings utility to a team beyond killing stuff. If my only concern was killing things, I'd have gone with another primary or hell, a Blaster.


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Posted

I'm making the argument that IOed KM benefits little from +recharge because it doesn't require much recharge to reach its top attack chain. Other primaries can often enable better attack chains with additional recharge buffs.

I'll admit I didn't consider -dam stacking with -res, but again are AVs a big deal on a team ? Even in a TF skipping objectives, they don't make up most of the time spent fighting, and the few ones against which -damage (or -res ; point being, level 50 AVs just die in seconds to teams) will matter will most likely be +3 or +4, bringing down the effectiveness of -damage with the purple patch.

In example, take your level 54 LR, and say you only use the first three attacks to maximise -dam stacking. You're looking at 4 permanents stacks, or 5.63*4 = 22.52 . Now apply the purple patch, you're down to 22.52*0.48 = 10.8 . Now Recluse has 50% res to smash/energy and will resist damage debuffs, giving you a final 10.8*0.5 = 5.4% damage debuff. Even if it stacks with -res and other damage debuffs, it's so tiny it won't make a difference. Either you have tons of -res/-dam on the team and yours is a drop of the bucket, or you don't and the difference will be slim.

I don't choose primaries based on this or that, my only criteria is whatever I want to try at the moment ; but I play scrappers for killing stuff, not for utility, and as a side effect killing stuff is what brings exp/hour or faster completion, unlike a -5% damage debuff on Recluse. If my concern was bringing utility, I'd play a defender, corruptor, controller, dominator, any of which can do just that while still dishing out some damage. Thankfully KM still does top tier ST damage, looks good, is fun to play, and does just fine in teams ; still ranks firmly on the bottom spot for that purpose in my opinion though.


 

Posted

Quote:
Originally Posted by Nihilii View Post
I'm making the argument that IOed KM benefits little from +recharge because it doesn't require much recharge to reach its top attack chain. Other primaries can often enable better attack chains with additional recharge buffs.

I'll admit I didn't consider -dam stacking with -res, but again are AVs a big deal on a team ? Even in a TF skipping objectives, they don't make up most of the time spent fighting, and the few ones against which -damage (or -res ; point being, level 50 AVs just die in seconds to teams) will matter will most likely be +3 or +4, bringing down the effectiveness of -damage with the purple patch.

In example, take your level 54 LR, and say you only use the first three attacks to maximise -dam stacking. You're looking at 4 permanents stacks, or 5.63*4 = 22.52 . Now apply the purple patch, you're down to 22.52*0.48 = 10.8 . Now Recluse has 50% res to smash/energy and will resist damage debuffs, giving you a final 10.8*0.5 = 5.4% damage debuff. Even if it stacks with -res and other damage debuffs, it's so tiny it won't make a difference. Either you have tons of -res/-dam on the team and yours is a drop of the bucket, or you don't and the difference will be slim.

I don't choose primaries based on this or that, my only criteria is whatever I want to try at the moment ; but I play scrappers for killing stuff, not for utility, and as a side effect killing stuff is what brings exp/hour or faster completion, unlike a -5% damage debuff on Recluse. If my concern was bringing utility, I'd play a defender, corruptor, controller, dominator, any of which can do just that while still dishing out some damage. Thankfully KM still does top tier ST damage, looks good, is fun to play, and does just fine in teams ; still ranks firmly on the bottom spot for that purpose in my opinion though.
I'd pretty much agree with a lot of this. The -Dam is cute but not particularly a selling point of the set.

My main issue with KM is how dull the first 3 attacks are. 3 single target attacks with increasing damage and animation times. It's a bit formulaic. Any Scrapper Set I play tends to have a wee bit of variety in terms of an attack being a cone (Slice, Shadow Maul, Jacobs Ladder), having a neat secondary effect (Parry, Siphon Life) or getting an AOE nice and early (Spin).

KM does get Power Siphon and it's fun turning all your attacks into Follow-Up for 20 seconds but even then it's just a case of fast attack, medium attack, fast attack, heavy attack.


 

Posted

I didn't say AVs are a big deal on a team because I don't think they are. I don't think the KM -damage debuffs are a deciding factor when fighting an AV, but I do think they're much more helpful than DMs -tohit, Katana or BSs -defense, the slows from Spines etc.

The other secondary effect I'd give weight to would be the extra damage from Fire. Seeing as Scrappers are there to kill things, Fire is arguably the best at that.

I don't play my KM Scrapper when I want to bring utility to a team, I'd play one of my Corrs who would, as you say, bring much more utility. But the fact that KM does have that utility gives it the nod for me over other primaries for teams.


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