REVAMP EM set


Aett_Thorn

 

Posted

My point of view is that the whole EM set is very slow and may be even worse melee set with the two heaviest attacks with the longest animation time moreover loosing hp to deal an attack (energy tranfer) that any AT has already regen in the time of the next attack animation... Also if you need to launch any other power to avoid death you can't do it well just because this set is broke now I deleted my stalker and I play my brute only using any attack that don't takes ages to launch so for an EM it means you can forget about focalisation and energy transfer.

So anyone who believe that DEV should revamp EM please say why and give some idea for it. Personnaly I would see a range power [Energy Burst] instead of energy transfer. A good damage ranged attacck with no hp loss instead of a melee useless long animated attack that noone use any longer almost...

OR give us back the old energy transfer like it was pre-E13 and recognise that this nerf is outdated now with the new content.

I am sure that the EM set users population falled by 90% and plenty toon get deleted since that time.

Sometime some way are not right and it's never late to fix it.

THX


Chaos War God, xX-Chaos-Team-Xx
Satan's friend, Death Dealer

 

Posted

They should also port it to scrapper, at which point it will get a balance pass.

Edit: I just realised that a workable Energy Melee on scrappers is my new number 1 requested set.


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Quote:
Originally Posted by Aggelakis View Post
PrincessDarkstar: "RAAAAAAAAARRRRRRRRRGHHHHHHHHHH SOMEONE IS *WRONG* ON THE INTERNET!"

 

Posted

The Devs (and to some extent, the players) just need to finally figure out what EM is supposed to be good at. Because right now, it isn't particularly good at doing anything. Stacking stuns isn't as useful as I think the Devs think it is. And EM isn't great at either sustained single-target DPS or AoE.

I honestly think that EM needs either more AoE OR better ST DPS, but not both. And depending on which direction people think it should go, changed should be made to the same powers: the long-animating Tier 8 and 9 powers.

If EM is supposed to be a ST DPS set, then the animations for these two powers needs to be cut down, and some of the damage front-loaded.

If EM is going to get more AoE, then one of these two powers should become a melee targeted AoE power, like spinning strike is.


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~Ralph Waldo Emerson

"I was just the one with the most unsolicited sombrero." - Traegus

 

Posted

Quote:
Originally Posted by Aett_Thorn View Post
If EM is supposed to be a ST DPS set, then the animations for these two powers needs to be cut down, and some of the damage front-loaded.
I think changing Total Focus to work like Thunderstrike is a must regardless of the focus of the set, I really like the animation and would prefer it stays.

I think the 3 basic punches need looking at, because they all seem pretty even and pretty poor, most sets have 1 of the 3 that stands out for the powergamers to take advantage of. [Edit: I have looked at Kinetic Melee and it is only Bone Smasher that really stands out as needing improvement, most likely just a small damage buff because for 1.5s it seems to have low damage. But they are all very similar in terms of DPA so could do with changing to have a 40, 50 and 60 DPA instead of all being ~45*, currently there isn't much reason to pick one over the other.]

Energy Transfer is where the set will be defined, keep the cast but make it an AoE if you want to AoE focus the set, and shorten the cast time if you want to ST focus the set. I would personally give it the same stats as Clobber.

Those few tweaks would give the set some much needed AoE (But not a great amount because Total Focus would still be slow and Whirling Hands would still be Whirling Hands), help the damage and give the set an edge for min/maxing (Which I think is important).

I don't think there is much need to buff Whirling Hands, unless they want it to remain the only AoE, and Stun works well enough imho (Giving Stun better damage would probably mean another power suffers and the set probably wouldn't benefit).

I know this conversation has been had a million times though, and Energy Melee is performance wise right in the middle so unlikely to get much change.

*Based on raw mids numbers for a brute with no fury. I haven't done the maths to convert to base damage.


Princess Darkstar - Proud Member of the Handprints of Union, the #1 ranked SG in Europe!
British by act of union, English by grace of God, Northern by pure good fortune!
Quote:
Originally Posted by Aggelakis View Post
PrincessDarkstar: "RAAAAAAAAARRRRRRRRRGHHHHHHHHHH SOMEONE IS *WRONG* ON THE INTERNET!"

 

Posted

I haven't seen an energy melee character since I started playing a lot again last month. And hadn't seen one before then since....well...Honestly I can't remember the last time I saw an energy melee character that wasn't a stalker.

The powerset is just boring and really doesn't offer much of anything. I mean, I see more ICE MELEE than energy melee, which is a little crazy


Active (Freedom): Setna (Ice/Psi Dom), Arram (WP/KM Tank), Tesmiel (Elec/SS Tank), Astredax (Robot/Dark Mastermind), Operative Vidali (melee fortunata)

Retired (Virtue): Gaav (Inv/EM Tank), Baqra (Fire/SS Tank)

 

Posted

I ran the old EM up to 50 on an Energy/Energy brute. That brute didn't play as a tank, but as a "heavy stalker." It was fine then - I actually liked the "Sacrifice HP for a big hit" as opposed to just having it take more time. It set it apart from other sets (and it was sort of a mirror image of Absorb Pain, where you sacrifice some HP and the ability to be healed for a bit for a big guaranteed heal on someone else.)

PVP (pre-I13) worked well, too - it's probably the only character I had that people were warning others about, specifically because of the stuns.

Then I ran a Fire/EM tank up... oy. For tanking, I want AOEs. Keeping and getting as much attention on myself as possible is what I'm looking for there, and /Energy just doesn't do it. That one's pretty much just collecting dust at 50 right now.

What to do? *shrug* I don't know. Keep the HP loss in Energy Transfer, speed it up a bit and turn it into a cone?


 

Posted

Quote:
Originally Posted by Memphis_Bill View Post
What to do? *shrug* I don't know. Keep the HP loss in Energy Transfer, speed it up a bit and turn it into a cone?
ET is a better DPA power than TF, so if TF gets no love it might still kill the set for a lot of people.

In fact if TF didn't have such a long animation I don't think many people would be complaining about the ET nerf because it is still a good power (I am not sure about the -health since I never made it that high several times).


Princess Darkstar - Proud Member of the Handprints of Union, the #1 ranked SG in Europe!
British by act of union, English by grace of God, Northern by pure good fortune!
Quote:
Originally Posted by Aggelakis View Post
PrincessDarkstar: "RAAAAAAAAARRRRRRRRRGHHHHHHHHHH SOMEONE IS *WRONG* ON THE INTERNET!"

 

Posted

Now that's a blast from the past. Is EM really relevant if you're going to spend most of your time superspeeding away?

Regardless! Definitely agreeing with the original suggestion, the "give us old ET back" part at least.


 

Posted

Hm. I never realized that EM was considered so unworkable. I have a lvl 50 Shield/EM tank who's still a joy to play, even in Incarnate content. I do think that Shield Charge helps immensely with her damage output, that much is clearly notable, but she does just fine in terms of damage. In fact, she feels to me like she's my best tank in terms of damage output.

I also don't have a problem with Energy Transfer's -hp drawback. I take it as more of the risk/reward that's always been with the set. It's bitten me a few times in a fight, but I think it gives EM its own flavor, if you will, forcing you to play it differently than any other powerset.


 

Posted

Quote:
Originally Posted by Kurrent View Post
Hm. I never realized that EM was considered so unworkable. I have a lvl 50 Shield/EM tank who's still a joy to play, even in Incarnate content. I do think that Shield Charge helps immensely with her damage output, that much is clearly notable, but she does just fine in terms of damage. In fact, she feels to me like she's my best tank in terms of damage output.

I also don't have a problem with Energy Transfer's -hp drawback. I take it as more of the risk/reward that's always been with the set. It's bitten me a few times in a fight, but I think it gives EM its own flavor, if you will, forcing you to play it differently than any other powerset.
By the numbers it is actually right in the middle, but it is the feel of the set that many people don't like.

As a tank I assume you concentrate on the harder targets, which are probably still alive when you finish using Total Focus, but generally there is a lot of corpse bashing and the set starts to feel very disjointed and slow.


Princess Darkstar - Proud Member of the Handprints of Union, the #1 ranked SG in Europe!
British by act of union, English by grace of God, Northern by pure good fortune!
Quote:
Originally Posted by Aggelakis View Post
PrincessDarkstar: "RAAAAAAAAARRRRRRRRRGHHHHHHHHHH SOMEONE IS *WRONG* ON THE INTERNET!"

 

Posted

I love the concept and graphics of Energy Melee, my first character, main and forum namesake is an Energy/Energy blaster. I'd love an Energy Melee Brute or maybe someday an EM Scrapper, but until its fixed I'll definitely never devote another character to it.

Just like PrincessDarkstar said, the numbers aren't off, its the feel of the set. I can deal with the fact EM should be a single target specialist, its the fact that its two big ST attacks are so slow and unruly now. "Disjointed and slow" indeed, that should be on the official description for Energy Melee now!


 

Posted

EM is excellent for Stalker. I love my EM/EA stalker.


 

Posted

Quote:
By the numbers it is actually right in the middle
If and only if you only care about ST damage (or use some extremely weird AoE equations ignoring radius, perhaps) and ignore the -HP penalty (which is significant, roughly equivalent to -200% regen).

In actual gameplay, it's closer to the bottom, if not the absolute bottom - might share that spot with Axe. Ice Melee and Mace used to be down there as well, but with the buffs they got they don't really fit anymore.

"Doing just fine" doesn't mean much either when everyone says that about every set. If you had a scale of 1 to 10 and ranked everyone 10 regardless of their performance, what good it'd be? Fact is, by any sane ("sane" being the keyword) metric most other melee powersets perform better than EM.


 

Posted

As someone who's main is an EM tanker, I have to say PLEASE DON'T RADICALLY CHANGE OR RE-DESIGN THE LOOK OR FEEL OF THE SET, just tweak it so it is either more versatile or has a niche. Little tweaks, like trimming a second off of the activation of ET and TF so it's a fast, big double-hitter, or trimming one and then making the other have some splash so it's not kind of "the same attack twice", or expanding Whirling Hand's radius to 15 feel like Dominators, would be plenty. But it's got great style as a set, it's just been over-corrected and needs a little love. A lot of people suggest just roll back the changes, and that'd work too.

Just make it either the REAL big single-target hit daddy, or address it's weaknesses if it's not going to be. Tweaks can do this easily without a total re-design (which would suck) or over powering the set (which isn't a real danger at this point), and, honestly, at this stage of the game, a rollback wouldn't be over powered either.


 

Posted

I have an EM/SR brute and I do enjoy playing her, but I find her far, far more enjoyable solo or duo, than on a full team. On a team, the corpse blasting gets very old and I find myself more or less just using Barrage and Energy Punch and sometimes Whirling Hands.

Regarding Energy Transfer, I recently respec'd her out of it, and took the lower tier attack I'd skipped (can't remember which one it was). I find it much more beneficial to be spamming attacks; almost never found ET worth the long animation or the self-damage, even against a hard target.

While I wouldn't complain if its overall damage got boosted, these are the changes I'd really like to see:

* Cut the animation times way down, particularly on Total Focus
* Expand the radius of Whirling Hands.
* I'd like to see Energy Transfer become more relevant; it is the T9 after all. Currently the Extreme damage against a single target is not, IMO, sufficient to warrant the self-damage or the long animation. Perhaps, as somebody else in the thread suggested, it should become a cone or AoE, making it more of a "melee nuke." Combined with the changes to Whirling Hands and Total Focus, you'd then have a set with several decent ST attacks and two good AoE attacks.
* Either make Stun AoE or add an additional utility to it such as -DEF (Because it's hard to be dodgy when you're stunned) or life/end suck ala Life Siphon or Dark Consumption ( You drain some of your foe's energy and transfer it to yourself ).


 

Posted

Quote:
Originally Posted by herotoonefan View Post
As someone who's main is an EM tanker, I have to say PLEASE DON'T RADICALLY CHANGE OR RE-DESIGN THE LOOK OR FEEL OF THE SET
I agree, the reason I really want to see this set is because I think it looks amasing.


Princess Darkstar - Proud Member of the Handprints of Union, the #1 ranked SG in Europe!
British by act of union, English by grace of God, Northern by pure good fortune!
Quote:
Originally Posted by Aggelakis View Post
PrincessDarkstar: "RAAAAAAAAARRRRRRRRRGHHHHHHHHHH SOMEONE IS *WRONG* ON THE INTERNET!"

 

Posted

I play /EM tanker.

My main objection is the tier 9 (Total Focus) is basically the same as the tier 8 (Energy Transfer) - only NOT AS GOOD.

Now I have incarnate level recharge I have dropped Total Focus all together. (yes, I know it has more stun, but since I'm unkillable anyway, who cares?)


I really should do something about this signature.

 

Posted

What I'd like to see:

~Give Energy Punch the "rushing punch" animation that Heavy Blow from Street Justice has. This is a very small nerf, for the sake of buffing elsewhere.
~Give Energy Punch's current animation to Stun, allowing it to come out and control an enemy quickly. Possibly raise the magnitude to 4 to make up for Total Focus losing it many many moons ago, but if so, it'd probably need a slight bump to Endurance cost to go along with it.
~Give Stun's current animation to Energy Transfer. Keep the damage where it is, but raise the self-damage a bit to encourage careful use.
~Give Energy Transfer's current animation to Total Focus. No balancing out, straight-up buff.

and/or:

~Remove the chance to Stun from Whirling Hands. Keep its minimal range, but have it make a similarly small TAoE on every target hit, thus expanding the range if a large number of enemies are bunched around you. There would probably have to be some sort of check to prevent multiple TAoE portions from hitting the same enemies, lest it be a too overpowered, but it'd be a kind of neat effect, I think, and a unique way to improve a power that, in itself, probably shouldn't have a huge range.


 

Posted

UP THREAD : Revamp EM !!! (OMG its sooooooooo damn slow set come on be serious, try it and see how boring it is now and unless a GM or AV it's not efficient : the T9 attack energy transfer is so bad in game practice that I wonder how can it be a T9 ??? !!!)


Chaos War God, xX-Chaos-Team-Xx
Satan's friend, Death Dealer

 

Posted

One thing I will say that is relevant to this thread:

Any power that was changed due to PvP needs to be reversed back to what it was before, since PvP and PvE can work differently now.

The animation and cast time of Energy Transfer was changed, if I recall correctly, because the 1 second hard hitting power was too strong as a follow up to Assassin Strike in PvP, effectively allowing it to circumvent the anti-one-shot code.


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

It can't take the devs very long to just give ET it's old animation back. Then Energy Melee will actually be good at something again (and not overpowered, like Claws said just alter it in PvP if they have to). And if they're feeling nice just bring Whirling Hands up to par with every other Brute mid-tier AoE.


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Posted

Another idea to further differentiate Energy Transfer from Total Focus -- maybe be give Energy Transfer an additional secondary effect of transferring some energy to the user -- stealing some endurance while it bashes?


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Posted

Quote:
Originally Posted by ClawsandEffect View Post
One thing I will say that is relevant to this thread:

Any power that was changed due to PvP needs to be reversed back to what it was before, since PvP and PvE can work differently now.

The animation and cast time of Energy Transfer was changed, if I recall correctly, because the 1 second hard hitting power was too strong as a follow up to Assassin Strike in PvP, effectively allowing it to circumvent the anti-one-shot code.
To start, I agree with the majority that Energy Transfer's change was heavy-handed and it had a negative effect on the overall performance of the Energy Melee set that has yet to be addressed, BUT...

If I remember correctly, it was changed because it was considered a long-standing anomaly (having ridiculous DPA) and they finally had the time to go back and review it. In fact, I remember Castle stating that he still had an internal email from when he was first hired about Energy Transfer because he noticed right away how far ahead it was compared to other powers.

PvP was not the reason for it's change. The only role PvP played was as a data point that players could easily see for themselves. That is to say, back then, if you intended to use any other melee set for PvP, it was almost universally considered "not as useful as Energy Melee would be", and most of that was attributed to the very quick burst damage of Energy Transfer.

The reason it's not fair to blame PvP has to do with this line of thought:

Quote:
Any power that was changed due to PvP needs to be reversed back to what it was before, since PvP and PvE can work differently now.
Almost every power that ever worked in PvE by targeting a Foe was already able to work differently in PvP since Issue 4 when PvP was introduced. If Energy Transfer's PvP damage was the real cause for concern, it could have been done separately between PvE and PvP long before the change to Energy Transfer's animation.

Damage values, debuff values, and mez durations have always been able to have separate values based on whether the target is a "Critter" or a "Player". That's how we had things like non-resistable damage in Blaster attacks and Scrapper criticals, non-resistable debuffs in Defender primaries, and triple damage on players in Controller primaries back then.

The Issue 13 changes simply gave the devs the tools to do something similar with all powers.


Trickshooter's Characters | @Trickshooter @Brightside

 

Posted

I don't want to see Stun's animation given to anything, especially not ET. I like ET's animation.

I want to see TF's animation given to Stun, and Stun turned into a clone of Thunder Strike (i.e., a small AoE), except with a high chance to Disorient instead of a low chance for KB/Disorient/End drain.

Then TF could be given, say, Cross Punch's animation, and ET could simply get a shortened version of the animation it has now.

Voila. All the set's perceived problems solved - more AoE, shorter animation times on the two biggest single-target attacks.


 

Posted

Quote:
Originally Posted by Trickshooter View Post
[...]
Thing is, all of this is really under the assumption technical hurdles could have been the only reason changes like this didn't happen.

Considering the extent of the I13 changes, it seems to me it could have been a design choice to keep PvE and PvP as identical as possible, up until when it wasn't, as there were many more powers than just ET that presented an imbalance in one aspect of the game but not in both. Having a single attack power be significantly weaker while everything else would have remained the same could have been considered counterintuitive enough to not be worth doing it that way.

Unsuppressed movement was also nerfed right after the arena was introduced, and despite the official reason being given for it is "jousting", kiting simply wasn't efficient in PvE due to AoE being king.

Honestly though... I think you're right and the power wasn't changed for PvP, but I don't think it was changed for PvE either, but rather because of a lack of ability to see the bigger picture, comparing power to power rather than sets as a whole. I'm willing to bet the devs undervaluate the -HP effect just as much as most of the playerbase seems to.