nerfed energy melee discussion


Aett_Thorn

 

Posted

ok.., *stands up to the tankers with problems anonymous podium* , Hi I'm a tank and I use energy melee, and my activation times (not recharge times) are substantial....

so I'm a slow tank, I try to farm my friends and they run off for better tanks with faster sets, or they just log off and say "you're farming someone, it would be wrong for me join the team and steal their XP, cause you're a slow tank."

T,T

my main problem is with [Energy Transfer] and [total focus] not only do they take a long time to perform, but they have a recoil time afterwords that disallows you to activate any attack after it until the slow attack animation is finished.

2 possible fixes for this would be: make a good, maybe purple activation time reduction/ damage set.

another possible fix would be; seeing as thier damage output and activation times are not much different from [thunder strike] or [lightning rod] from electric melee, maybe they (energy transfer and total focus) should be given a strong energy based AoE component?

that would give energy melee decent speed, after all thats how electrical melee has it's speed, high damage-extreme damage and AoE

so thats my suggestion, give energy transfer and total focus AoE and leave their activation times as is.

or the devs could could just unnerf the activation times?


 

Posted

ET needed a slightly higher activation time, but they way overcompensated. Having two powers in the set with 3+ second activation times is pretty bad. Energy Melee should be the single-target damage king, which it isn't anymore thanks to the animation times. Fix those, and the set is fine.


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Posted

Quote:
Originally Posted by JoshexDirad View Post
they have a recoil time afterwords that disallows you to activate any attack after it until the slow attack animation is finished.
That's not recoil, that's every single power in the game.


http://www.fimfiction.net/story/36641/My-Little-Exalt

 

Posted

Quote:
Originally Posted by Fleeting Whisper View Post
That's not recoil, that's every single power in the game.
yeah but energy melee has really long and slow animation times

Quote:
Originally Posted by Aett_Thorn
ET needed a slightly higher activation time, but they way overcompensated. Having two powers in the set with 3+ second activation times is pretty bad. Energy Melee should be the single-target damage king, which it isn't anymore thanks to the animation times. Fix those, and the set is fine.
agreed that is one of the things I suggested, and would fix the set.

3+ second activation is too long 1 second is too low, maybe 1.5-2 seconds is ideal?


 

Posted

Quote:
Originally Posted by Aett_Thorn View Post
ET needed a slightly higher activation time, but they way overcompensated. Having two powers in the set with 3+ second activation times is pretty bad. Energy Melee should be the single-target damage king, which it isn't anymore thanks to the animation times. Fix those, and the set is fine.
I dont get this at all, why did ET need a higher activation time? It doesn't make sense.

EM was the single target king. And nothing but. Why cant my EM kill that boss as fast as my spines kills those 5 other guys?

This is an AoE centric game. ST is at a disadvantage, and being scared of giving ST sets damage that makes them a decent choice vs AoE doesn't help.


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