i24 and Energy Melee


Blue_Centurion

 

Posted

Quote:
Originally Posted by Starflier View Post
One fix for Energy Melee I would heartily endorse would be fixing the power order for Tankers so it matched the other AT's. Wouldn't be drastic, but getting a heavy hitter 7 levels earlier, 28 rather than 35, would be nice for Tankers. No one takes Stun anyway, so it would also let them get an APP selection earlier as well.
Won't happen. Changing power orders is dangerous now, apparently.

And Energy Melee's problem -is- it's speed. It's a corpse blaster set on any team, outside of AV/EB fights.

The only thing the set "needs" is for [Stun] to get the same buff [Cobra Strike] got in Martial Arts.

It could do with TF and ET being sped up, but that will never happen because too many people have irrational bad memories of original ET.


 

Posted

I'd reduce barrage animation and replace it by Smite's from dark and replace Whirling Hands by Burst.

I think Total Focus should have the animation time slightly reduced, pretty much what they have done to Propel from Gravity, only problem here would probably be TF in other sets such as /EM blasters making it somewhat too powerful.

And why not make stun a pbaoe attack? (something like fault)

But before looking at EM please revamp Ice Melee, the only use for it was back when ice/fire tanks were popular.


50 Ice/Ice/Force Blaster *
50 Ice/Fire/Fire Tanker
50 Kin/Sonic/Power Defender
50 Ice/Storm/Psi Controller
50 Stone/WP/Soul Brute
50 Spines/SR Stalker

Pinnacle | Virtue

@Black Heart

 

Posted

Quote:
Originally Posted by Haetron View Post
And Energy Melee's problem -is- it's speed. It's a corpse blaster set on any team, outside of AV/EB fights.
Not everything in the game needs to be spastic, and "corpse-blasting" has never been a reasonable argument. If your team is killing everything before your animations complete, they probably don't need your damage contribution to begin with.

*edit*
I'm sorry if this sounds like an ******* thing to say, but I do believe it. I know City of Heroes is an easy game and I know some sets' contribution can get lost in the shuffle. That doesn't make the sets bad, so much as it means the team is fighting enemies well below their power level.


Quote:
Originally Posted by Arcanaville View Post
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.

 

Posted

Quote:
Originally Posted by Samuel_Tow View Post
Not everything in the game needs to be spastic, and "corpse-blasting" has never been a reasonable argument. If your team is killing everything before your animations complete, they probably don't need your damage contribution to begin with.
True, but even more to the point, think about what would happen if ET was super fast and killed the enemy before your teammate's attack. Yay!

Then your teammate's attack is wasted blasting that corpse. Either way one of you wasted an attack, a big one, too, if the soon-to-be-corpse had enough life to justify using ET. One or the other of you has grounds to complain about "corpse-blasting."

And if both of you hit simultaneously somehow and the game assigns you "split credit" for the kill, you'd still be "overkilling" the enemy and have something to complain about.

It'll happen more often the faster the team is mowing through content, so as Sam said, raising the difficulty will reduce the number of times it happens, but it will never be eliminated. All sets "corpse blast" from time to time. Talk to me about the times I hit Aim and/or Build Up just before someone else kills, knocks away, or phases all the enemies in front of me.


If we are to die, let us die like men. -- Patrick Cleburne
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The rule is that they must be loved. --Jayne Fynes-Clinton, Death of an Abandoned Dog

 

Posted

Quote:
Originally Posted by Haetron View Post
Quote:
Originally Posted by Starflier View Post
One fix for Energy Melee I would heartily endorse would be fixing the power order for Tankers so it matched the other AT's. Wouldn't be drastic, but getting a heavy hitter 7 levels earlier, 28 rather than 35, would be nice for Tankers. No one takes Stun anyway, so it would also let them get an APP selection earlier as well.
Won't happen. Changing power orders is dangerous now, apparently.
Besides the issues with changing power order - which breaks a lot of things on a character, you can't "match the other ATs" anyway.

The order that the attacks appear is closest with Tankers and Stalkers, since Assassin's Strike replaces Whirling Hands as an attack and they all line up in the same order if you ignore the rest of the powers. But then you still have issues since Assassin's Strike is a tier 4 (Taunt in the Tanker version), Stalker Build Up is tier 5 instead of 7, Placate is tier 6 where Whirling Hands is at, and Stalker Stun is tier 7 instead of 6. The Brute version has Total Focus at tier 7 with Stun moved to tier 8 and Energy Transfer at tier 9, so you wouldn't get either in place of where Stun is for Tankers at tier 6.

As for corpse-blasting... yes, the team probably doesn't need your damage if there's nothing left to hit before your attack finishes animating. So since your damage is irrelevant while playing EM, you'd have no problem at all with changing the animations for both Total Focus and Energy Transfer to finish in half the time (with half the damage to keep the DPA consistent), right? After all, since that slow, huge burst of damage is utterly meaningless it doesn't matter if it hits for less much earlier... and there's a chance that you might contribute while taking your self-damage for trying to use ET!


Quote:
Originally Posted by PleaseRecycle View Post
it has gone from unconscionable to downright appalling that we have no way of measuring our characters' wetness.
Quote:
Originally Posted by Brillig View Post
It's hard to beat the entertainment value of Whackjob Wednesdays.

 

Posted

Quote:
Originally Posted by Sailboat View Post
All sets "corpse blast" from time to time. Talk to me about the times I hit Aim and/or Build Up just before someone else kills, knocks away, or phases all the enemies in front of me.
I've lost count of the times I've Footstomped at nothing because someone blew the things around me out of range, or a Blaster nuked. Corpse-blasting will happen. I'm playing Street Justice right now and I corpse-blast half the time on a team just because their attacks were almost done animating when I hit the button. Corpse-blasting itself isn't a problem, at least not now that enemy drain powers will still drain even if the target dies mid-animation. It's the symptom of another problem altogether, which is that your team has considerably more outgoing damage than the enemies really need to take down.

I've seen this happen a lot. I usually solo at +0x2, so when I invite another person to the team, we now have two people fighting my solo spawns (since difficulty doesn't increase with people until the number of people exceeds the enemy number setting). With my Titan Weapon Brute, I could usually take out a whole spawn in about three attacks, which left my team-mate corpse-blasting a lot even with a fast set. My solution, when I don't forget to do it, is just to raise the difficulty to +0x3 so we're still fighting for one man over what we have.


Quote:
Originally Posted by Arcanaville View Post
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.

 

Posted

I made this suggestion in another thread, but it was buried:

Change Total Focus's animation to Super Strength's KO Blow alternate animation (the two-handed axe uppercut) or possibly Cross Punch's animation, then give the former TF animation to Stun, and turn it into a copy of Thunder Strike (but with only a high chance to Stun as its secondary effect instead of TS's hodgepodge of Knockdown, Sleep, and Stun).

That also indirectly fixes Whirling Hands by making it one of two AoE attacks in the set rather than the only one. (Whirling Hands' radius, number of targets, and damage is actually exactly the same as similar PBAoEs in Sword, Axe, Mace, Dual Blades, Martial Arts, and even Kinetic Melee, so I don't think it should be changed without also changing those sets to match)


 

Posted

The slow (actually not that slow) huge damage on ET is far from meaningless. It is, in effect, a tanker Assassin Strike, making the set number one for bust damage, and allowing dangerous minions and lts, like sappers, to be one shotted.


I really should do something about this signature.

 

Posted

Quote:
Originally Posted by StratoNexus View Post
Even with Build Up, the ET on my stalker does not one shot +1 sappers. They have strong resistance to Nrg and good resistance to Sm.
Shush, you. Clearly his Tanker is far superior in damage to your puny Stalker.

And the long ET animation still lets the Sapper get the shot off before it drops, so even if it was one-shotted it's still going to cause the same problem. With the one second animation that wasn't the case (on a Brute, where Fury means that yes you can one-shot the Sapper).


Quote:
Originally Posted by PleaseRecycle View Post
it has gone from unconscionable to downright appalling that we have no way of measuring our characters' wetness.
Quote:
Originally Posted by Brillig View Post
It's hard to beat the entertainment value of Whackjob Wednesdays.