Energy Melee
The very first character I made is EM and almost never play him now because the animations are so long I almost never get to land a punch.
Gosh, this is pretty much what I felt when I read this thread. The devs don't even have it on their radar anymore if it ever was there post nerf....So sad lil pink power buffs.
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Personally, I'm not sure what EM needs to really feel like something more than a novelty. Reducing ET animation to 2.33 seconds or less would help. Giving Stun the Clobber treatment would probably also make that power slightly less redundant... but that's all I can think of, and I'm not sure how that would impact the set as a whole.
-This Space Intentionally Left Blank.-
I actually teamed with *two* EM Brutes today on Virtue, I was absolutely astonished.
I really don't remember the last time I've seen one, and I team.. a lot.
"the reason there are so many sarcastic pvpers is we already had a better version of pvp taken away from us to appease bad players. Back then we chuckled at how bad players came here and whined. If we knew that was the actual voice devs would listen to instead of informed, educated players we probably would have been bigger dicks back then." -ConFlict
EM used to be the standard response for "What's the best primary attack set?" stalker threads. People loved the stun, they love the fact energy isn't resisted as often as the usual S/L and they liked the speed of the original ET. I don't recall coming across much complaint about its lack of AoE, probably because back then we had fewer choices that had AoEs (also back then, the players hadn't decided that anything without AoEs was trash).
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EM has a reduced damage critical on Total Focus, but TF still hits for scale 3.56 and Energy Transfer hit for scale 4.56. The hardest-hitting attack in each primary was limited to scale 4.56 on a critical, which ET hit every. Single. Activation. And it did so in a one second animation, which you could tag onto a hidden Assassin Strike and/or follow with a Total Focus without locking yourself down.
Stalkers only received criticals on held or sleeping targets when you were not hidden and had a lower damage modifier on top of that, so having powers that hit that hard outside of hidden status was essential for keeping up. EM had the distinction of being the only set that really let you do that.
Since then, Dark Melee received buffs with Siphon Life being turned into an actual attack (and thus following the dam/end/rech formula, look at the Warshade version for a comparison) and Midnight Grasp having more damage front-loaded with faster DoT and allowed to critical for full value (scale 5.62) rather than arbitrarily capped to 4.56, being the first Stalker power other than Assassin's Strike allowed to critical for more than Energy Transfer's base damage.
Electric Melee was ported with exotic damage type and good AoE damage. Kinetic Melee was created, also with exotic damage and a decent AoE that's still bugged to a 100% critical rate from hidden status. Martial Arts had several powers altered allowing you to fill an attack chain with powers that are all equal or better than Total Focus for DPA, giving it much higher potential and every power has a full critical. Street Justice allows you to hit harder than Assassin's Strike on a level 3 Crushing Uppercut (Shin Shouryuken?) critical, and the new Stalker hide proc and unhidden Assassin's Strike allows you to do this every 10 seconds.
And now with i22 every Stalker primary gets a scale 2.76 attack with a 0.67-1.67 second animation time that is incredibly easy to get a 67% or 100% chance for a full damage critical which surpasses Energy Transfer's old DPA.
You also now have a base 10% critical outside of hidden status which increases on your team size, so the reduced critical on Total Focus hurts; on even small teams Energy Punch surpasses its DPA. Energy Transfer is still a good DPA attack but loses the edge as your critical rate increases because other sets close the gap because ET's only critical effect is that it doesn't hurt you to use it.
And that's just going into the single-target nature. The other huge change is the difficulty slider, allowing you to easily add more mobs to fight to maximize your use of AoEs. When your highest difficulty was essentially "+2/x1" at the time, and AoE sets went to "+1/x2", fast single-target damage could keep up with AoE damage when solo or on small teams. It doesn't anymore.
On top of that, Stalker EM has reduced stun chances compared to the Tanker and Brute (or even Blaster) versions of Energy Punch, Bone Smasher, and Energy Transfer. It's hard enough to find a reason to recommend a less-nerfed version (Tanker or Brute). There's simply no reason to recommend EM on a Stalker because every set does what it used to do, better than it used to do it, and all but one are not as limited in AoE while doing so.
it has gone from unconscionable to downright appalling that we have no way of measuring our characters' wetness.
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There were several reasons that EM used to be the answer for the "go-to" Stalker primary, and they're all made moot and EM is, if not the worst Stalker primary, really close to the bottom.
EM has a reduced damage critical on Total Focus, but TF still hits for scale 3.56 and Energy Transfer hit for scale 4.56. The hardest-hitting attack in each primary was limited to scale 4.56 on a critical, which ET hit every. Single. Activation. And it did so in a one second animation, which you could tag onto a hidden Assassin Strike and/or follow with a Total Focus without locking yourself down. Stalkers only received criticals on held or sleeping targets when you were not hidden and had a lower damage modifier on top of that, so having powers that hit that hard outside of hidden status was essential for keeping up. EM had the distinction of being the only set that really let you do that. Since then, Dark Melee received buffs with Siphon Life being turned into an actual attack (and thus following the dam/end/rech formula, look at the Warshade version for a comparison) and Midnight Grasp having more damage front-loaded with faster DoT and allowed to critical for full value (scale 5.62) rather than arbitrarily capped to 4.56, being the first Stalker power other than Assassin's Strike allowed to critical for more than Energy Transfer's base damage. Electric Melee was ported with exotic damage type and good AoE damage. Kinetic Melee was created, also with exotic damage and a decent AoE that's still bugged to a 100% critical rate from hidden status. Martial Arts had several powers altered allowing you to fill an attack chain with powers that are all equal or better than Total Focus for DPA, giving it much higher potential and every power has a full critical. Street Justice allows you to hit harder than Assassin's Strike on a level 3 Crushing Uppercut (Shin Shouryuken?) critical, and the new Stalker hide proc and unhidden Assassin's Strike allows you to do this every 10 seconds. And now with i22 every Stalker primary gets a scale 2.76 attack with a 0.67-1.67 second animation time that is incredibly easy to get a 67% or 100% chance for a full damage critical which surpasses Energy Transfer's old DPA. You also now have a base 10% critical outside of hidden status which increases on your team size, so the reduced critical on Total Focus hurts; on even small teams Energy Punch surpasses its DPA. Energy Transfer is still a good DPA attack but loses the edge as your critical rate increases because other sets close the gap because ET's only critical effect is that it doesn't hurt you to use it. And that's just going into the single-target nature. The other huge change is the difficulty slider, allowing you to easily add more mobs to fight to maximize your use of AoEs. When your highest difficulty was essentially "+2/x1" at the time, and AoE sets went to "+1/x2", fast single-target damage could keep up with AoE damage when solo or on small teams. It doesn't anymore. On top of that, Stalker EM has reduced stun chances compared to the Tanker and Brute (or even Blaster) versions of Energy Punch, Bone Smasher, and Energy Transfer. It's hard enough to find a reason to recommend a less-nerfed version (Tanker or Brute). There's simply no reason to recommend EM on a Stalker because every set does what it used to do, better than it used to do it, and all but one are not as limited in AoE while doing so. |
BrandX Future Staff Fighter
The BrandX Collection
Standard EM reply:
1.) Turn TF into thunderstrike. knock a few frames of animation off each end to cut the time
2.) ET remove the self damage. or increase the dmg output. knock a frame or two off
3.) Change stun into a ranged attack. use power push animation. give it mag 2 stun with power bolt damage, or mag 3 stun with power push dmg. I prefer less stun and more dmg. ranged attack in a melee set is fun- see: Focus
Those 3 things would put a big fat injection of fun back into EM. A little more AOE, ET becomes worth the self dmg again, TF and EM are less likely to corpse punch(a little less)
I think someone PM'd this to a dev months and months ago when I first put this up, but it wouldnt hurt to do it again. The set should really get a looksie before it goes to scrappers.
Liberty server
Eldagore lvl 50 Inv/ss, co-founder of The Legion of Smash
3.5 servers of alts....I need help.
May the rawk be with you.
Arc #'s
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Brutes have 15 primaries
You should rarely see any of the powersets used by a Brute. Play with 15 brutes, 1 should use any particular powerset.
But, I bet that 5 sets are used by over half of the played brutes. I don't know which ones other than SS, but I bet the top sets are what are mostly used.
EM was broken. It was nerfed. You do not get the calls for Axe, Broadsword, Katana, Kinetic Melee, Stone Melee, and War Mace to be buffed. They were never broken, people do not long for the days when their old characters were uber.
EM is fine. But players do not want fine. They want the top set. Since only a few sets can be viewed as a top set, that's all they play.
EM has hard control in its stuns. A 60% chance of a mag 3 stun every 9.5 seconds (with no recharge reduction) is great for a melee. You may not want the stuns, then don't play the set. But it has its place.
Brutes have 15 primaries
You should rarely see any of the powersets used by a Brute. Play with 15 brutes, 1 should use any particular powerset. But, I bet that 5 sets are used by over half of the played brutes. I don't know which ones other than SS, but I bet the top sets are what are mostly used. EM was broken. It was nerfed. You do not get the calls for Axe, Broadsword, Katana, Kinetic Melee, Stone Melee, and War Mace to be buffed. They were never broken, people do not long for the days when their old characters were uber. EM is fine. But players do not want fine. They want the top set. Since only a few sets can be viewed as a top set, that's all they play. EM has hard control in its stuns. A 60% chance of a mag 3 stun every 9.5 seconds (with no recharge reduction) is great for a melee. You may not want the stuns, then don't play the set. But it has its place. |
Is every set with just one great power, broken? Let's talk say..plant control with SoC, SS with Rage AND footstomp, stone melee with an uber fast mag 4 melee hold, archery with a 20 second nuke.
As it stands now, pretty much every brute is SS..usually with fire. And you know why? You talk about it! It IS the best combo (mostly).
You know what is NOT great for melee? Have your two best (make that the only good) attacks in the set BOTH take forever to animate, so that by the time they go off, unless you are solo, the target is dead. Oh and ET still takes your hp then, just to kick you in the nuts again.
The old ET rocked, yes. Maybe it was OP, considered in a vacuum. When looked at next to the rest of the set, the whole package was not amazing.
Instead of actually 'fixing' ET and the set, they smacked it, HARD with mr nerf bat. Because hey, that was so much easier.
Also..your conclusions that the 'top sets' are what it mostly being used..hilarious! Would never have guessed that the top performing sets are played more than the bad ones. Pure genius.
EM is not fine, EM wasn't broken.
The two issues are:
EM doesn't need more AoE; its a set that's supposed to have High ST damage and strong control, balanced by low AoE output and the unique self damage on ET. Changing TF to a Thunderstrike clone changes the set into something else, and if you want something other than what EM is supposed to be, play that something else.
EM needs it's strong areas buffed to actually be worth the weaknesses. It used to be a fast Strong ST damage set with Strong controls and Weak aoe. Now it's slow above average ST damage with some controls and weak aoe.
That's what's needing to be looked at, and it does need a buff.
Murphys Military Law
#23. Teamwork is essential; it gives the enemy other people to shoot at.
#46. If you can't remember, the Claymore is pointed towards you.
#54. Killing for peace is like screwing for virginity.
I rerolled my EM stalker into a KM stalker the second KM was released. This was after I IOed out the EM stalker, too. After going to KM, I have *never* looked back. This was when ET was awesome, too.
EM itself generally lacked flare. Any time I was teaming I felt constantly like I was under-performing, even after IOs and next to other stalkers. The lack of AoE was part of it, but the other part was the general "not-stellar" facets about the rest of the set. It gave plenty of stuns, but as a single-target set generally those stuns weren't of much use, since I would usually AS my target to death or ET my target to death, and by the time the stuns would rack up enough to matter on hard targets that were somehow not AS or ETed to death, they were near death anyway. The only time the stuns really had any impact is if I would change my target, spend a union coffee break using TF on another enemy, then change back to my original target. This quick-switching was hard, since in the throws of team combat it is often very difficult to just quickly click on an enemy then quickly click back. Trying saying that five times fast... quickly click quickly click quickly click quickly click quickly click.... it is even a pain to type... MUST... RESTRAIN... A.D.D.!!!
Back now. ET came with a heavy cost that would occasionally get me killed off an AVs big hit happened to layer up alongside of the health drain. I had a self-heal for it, but seriously, it was kind of whack. Aside from Energy Transfer, the whole set is quite low damaging at the time, and nowadays it is even worse now that ET has been cut down. Pretty much every other set has more utilities, more base power, and at minimum is more entertaining than the pink pompoms of death.
TPN trial guide video / MoM trial guide video / DD trial guide video / BAF trial guide video
/ Lambda trial guide video / Keyes trial guide video / Magisterium trial guide video / Underground trial guide
Usual request list for Energy Melee:
- Two slow hitters is too much. Make Total Focus AoE or make it faster.
- Make Stun useful. We don't really need another single target attack. Nor do we need another source for stun. So remove those factors from other attacks, or completely change Stun.
- Stalker version needs proper crits.
Bold idea for cool gimmicky version of Energy Melee!
Cause splash damage to up to three baddies adjacent to the target whenever you hit Stunned opponents with single target attacks.
Fast animating attacks would only cause maybe a procs worth of damage, but the effect would upgrade slow animating attacks (Total Focus) to decent full AoE.
OMG! How like, totally kewl are these characters?!1
Bold idea for cool gimmicky version of Energy Melee!
Cause splash damage to up to three baddies adjacent to the target whenever you hit Stunned opponents with single target attacks. Fast animating attacks would only cause maybe a procs worth of damage, but the effect would upgrade slow animating attacks (Total Focus) to decent full AoE. |
Personally, I'm going to go with the whole 'EM doesn't need more AoE' crowd. AoE would be nice, but personally, I doubt the devs would go for it.
No, my concept of a 'fixed' EM would be:
- Rather than some AoE damage, let's get EM better AoE mitigation; Make the Stun in Whirling Hand a Mag 3 with a 60% chance of firing.
- Either make the Stun in Total Focus a Mag 4 again, or give it a longer duration.
- Cut down the animation time of ET some. I'm not advocating a lot, but bring it in line with other big hitters - 2.33 seconds or less, thank you. (Yes, I do think lossing .34 seconds would make a big difference.)
- Finally, something must be done with Stun. I'm actually liking Eldagore's idea of making it a ranged attack...
Of course, I admit, I'm coming at this from the Brute/Tank perspective, so I'm not really sure if these would have any real impact on Stalker EM.
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I will agree with others. I don't think EM needs more AOE. If you want an AOE set, play an AOE heavy set.
Mind you, when I say that, I'm not against giving Whirling Hands to Stalkers so they have that same amout of AOE, but that's more because I always liked WH's animation.
In fact, Barrage, original ET, TF (being just ONE really slow attack in the set, didnt bother me, especially since I like the animation) and WH's animations delivered with pink pom poms of awesome sauce (my EMusers were made before power customization) where why I loved EM to begin with!
ET's high damage, 1second animation attack was awesome in PvP and PvE, no doubt about it. But the change to ET only came about because it killed squishies quick in PvP...with PvP's new rules it's damage would be cut (quick attack so less damage)...maybe not by a whole lot, Im unsure on that...if it went back to it's original animation.
Yes, it can get up there on ST DPS, but that required lots of RCH and just meant you damaged yourself even faster
I doubt putting ET back to it's original animation time wouldn't get it a bunch of new players (in my experience, players prefere the AOE) but I do think it would become more used than it is now (I'd use it again!).
BrandX Future Staff Fighter
The BrandX Collection
Too many alts to list.
But the change to ET only came about because it killed squishies quick in PvP...
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There has been a way to make the amount of damage (or the amount of debuff or duration of mez) different in PvP long before the Issue 13 PvP changes. In fact, damage value, debuff value, and mez duration have been PvP-adjustable since PvP was introduced just by giving a power two separate values and flagging one "if target is critter" and flagging the other "if target is player".
That's how we had 1/3 non-resistable damage on Blasters, non-resistable criticals on Scrappers, triple damage on Controllers, and non-resistable debuffs on Defenders all before Issue 13.
If ET's PvP damage was the cause for concern, it could have been adjusted as far back as Issue 4.
Anyway, I think Energy Melee will be reviewed soonish. Along with Ice Control and Trick Arrow, it is one of very few sets left that people consider still underperforming compared to similar sets by a wide margin.*
*There will always be people that consider any one set performing poorly compared to other sets, but from what I've read, these three seem to be considered to have the largest discrepancies between them and other sets in their respective categories.
While I agree that the change to ET's animation was heavy-handed, it's not fair to blame PvP.
Anyway, I think Energy Melee will be reviewed soonish. Along with Ice Control and Trick Arrow, it is one of very few sets left that people consider still underperforming compared to similar sets by a wide margin.* *There will always be people that consider any one set performing poorly compared to other sets, but from what I've read, these three seem to be considered to have the largest discrepancies between them and other sets in their respective categories. |
Murphys Military Law
#23. Teamwork is essential; it gives the enemy other people to shoot at.
#46. If you can't remember, the Claymore is pointed towards you.
#54. Killing for peace is like screwing for virginity.
I just want to point out to the "no moar aoe" crowd
Changing TF into a thunderstrike would add aoe- sort of. thunderstrike really isnt a pbaoe power. the splash dmg is nice, as in, nice because it makes the crazy long nimation feel more worth it. The big dmg on the main target is great, but without the mag 4 stun anymore, TF does not feel "worth it" for the animation time anymore.
Adding splash dmg to TF would only add very marginal AOE. Some, not enough to alter the ST focus of the set, but enough to make TF feel like the animation time is worth the wait.
the splash is also a theme thing, and fits with the animation thematically- you hit the target so hard his pals nearby feel it too sort of thing. The splash on thunderstrike makes the power thematically more fun then TF. heck, I dont think the splash dmg is really even noteworthy in the grand scheme of things. But it makes TS feel damn strong, whereas TF feels strong, but you expect more because of the 3 seconds of jump and the whirring building up power sound FX as you jump.
Changing TF isnto a TS power is as much a theme/visual change as it is an "aoe dmg" change. probably more so- IMO from my experiance on my elec/ scrappers and blasters.
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Eldagore lvl 50 Inv/ss, co-founder of The Legion of Smash
3.5 servers of alts....I need help.
May the rawk be with you.
Arc #'s
107020 Uberbots!
93496 A Pawn in Time
I think we know the "AoE dmg" change -is- a theme/visual change, or at least I do. The thing is, EM shouldn't be turned into something else. It is what it is. It just needs to be better at what it is, to be competetive.
That's what the calls for lowering the animation time is for. Change the feel of the power, without changing what the power is.
No matter what, AoE is not the direction to go when looking at EM. There are other, and better ways to go about it.
Murphys Military Law
#23. Teamwork is essential; it gives the enemy other people to shoot at.
#46. If you can't remember, the Claymore is pointed towards you.
#54. Killing for peace is like screwing for virginity.
*snip*thunderstrike really isnt a pbaoe power. the splash dmg is nice, as in, nice becau*snip*Adding splash dmg to TF wou*snip*nt think the splash dmg is really even noteworthy in the grand scheme of things*snipsnipsnip*
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I'm not really seeing many alternatives to decreasing the activation time on ET and TF. Those two attacks deal very nice damage, the stun is good/great/varies, but their general damage output is anemic at best. EM is still decent for solo play, as you can stunlock your target rather easily, but outside that, the set brings practically nothing to the table except "lol stop hitting yourself"
You know this how? You've polled every single CoH/CoV player on all the servers? I always love it when people spout out things like this. It's easy to do so in this setting. However, when challenged to back it up with emperical evidence to quantify their remarks it becomes a different story.
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What he DID say was "In my experience, not many" in regards to the number of EM characters in game. That is simply a recounting of personal experience and doesn't really require proof to be a valid statement. There was more to it than that, but the only thing he actually stated was that he personally does not see many Energy Melee characters in game.
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. |
I just want to point out to the "no moar aoe" crowd
Changing TF into a thunderstrike would add aoe- sort of. thunderstrike really isnt a pbaoe power. the splash dmg is nice, as in, nice because it makes the crazy long nimation feel more worth it. The big dmg on the main target is great, but without the mag 4 stun anymore, TF does not feel "worth it" for the animation time anymore. Adding splash dmg to TF would only add very marginal AOE. Some, not enough to alter the ST focus of the set, but enough to make TF feel like the animation time is worth the wait. the splash is also a theme thing, and fits with the animation thematically- you hit the target so hard his pals nearby feel it too sort of thing. The splash on thunderstrike makes the power thematically more fun then TF. heck, I dont think the splash dmg is really even noteworthy in the grand scheme of things. But it makes TS feel damn strong, whereas TF feels strong, but you expect more because of the 3 seconds of jump and the whirring building up power sound FX as you jump. Changing TF isnto a TS power is as much a theme/visual change as it is an "aoe dmg" change. probably more so- IMO from my experiance on my elec/ scrappers and blasters. |
Although I don't have much experience with EM (no 50s, but had a 35-ish brute now rerolled to Inv/EM), I remember always having liked the oomphy animations in the set (new ET just looks like 'Oh, I'm gonna blow your face off with this punch! o.O' and TF feeling like 'Enjoy the last 3 seconds of your life...!'), but I, too, am curious about the changes mentioned to the set (cause yes, there has been redname confirmation about changes to the set in a ustream)
At first, the idea of TF becoming a TS clone made me go meh, but the thought have stuck with me and I've begun to like the idea of it, only I've always felt that TS had a semi-boring animation. For TF-TS, I'd rather want something along the lines of this:
http://www.youtube.com/watch?v=TcTgYytU68E (2:40-2:50).
I was thinking of making an LR clone, only a TAoE clone of it, meaning the same 20 ft radius, likely upping the recharge on it then, to give the powerset more of a BOOOOOOM!! feel to it. However that would only be for the lulz. For a tweak of the set, I definitely wouldn't hold my breath about this feature
My own 2 inf? Well I do understand how many people want ET's animation to get cut down, and with my own love for the long animation I figured an interesting add to the set (gimmick I suppose). Take the ET wind up (the charging-of-fists animation), make it the new BU power in the way of a dominator Embrace of Fire clone (buff the energy damage of your attacks for 30 seconds, instead of 20), un perma-able. Also, an additional effect could be added to all/some attacks; the FX for the new BU (Let's call it Energy Focus) while in effect would be the same animation the pom poms got for ET right before the hit (Meaning they'd be larger pom poms on your fists. So, in more simple words:
EM post-my-idea:
BU replaced with Energy Focus: +damage (Energy), +to-hit (maybe) both for 30 seconds, 180 seconds recharge (possibly more, to not OP it), +special
ET: Shorter animation, weaker damage, self damage removed, increased end (maybe) - EF mode: Increased stun mag+ mag 0.67 KD
TF: Same power+Alternate animation: War Walker Ground Slam (Of course adjusted to the right activition time) - EF mode: Turned into TAoE with 7-15 ft radius, energy damage splashing to other targets (of course this damage gets effected by the +energy dam from EF)
WH: EF mode: Increased stun duration, increased magnitude
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To be honest though, this is something I'd consider nice, not something I expect will happen. I am however sure that whatever will be done to the set will be cool
@Global: Difficult One
Playing on European Servers (Union, Defiant)
If a person turns down an idea, he turns down an opportunity to evolve himself
I am reasonably certain that the ET nerf predated Kinetic Melee.
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It happened so far before KM was released that they probably never even had the idea to make KM at the time.
it has gone from unconscionable to downright appalling that we have no way of measuring our characters' wetness.
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Just move on, I think. All of the old players probably have at least one EM toon that they don't play any more or have deleted. It sucks, but there you go...
The development team and this community deserved better than this from NC Soft. Best wishes on your search.