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Everything posted by Troo
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You are definitely not alone feeling this way.
- 366 replies
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- energy melee
- nerf
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ya but you liked the combo mechanic in Energy Assault.. not everyone does.
- 366 replies
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- energy melee
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One could argue that there is still no 'fast energy transfer'. The fast Energy Transfer requires using Total Focus (2.53 seconds) then Energy Transfer (1 second) which is close to 2.67s and possibly longer using arcanatime over two powers. I'm not sure the reason for removing the endurance from Energy Transfer but it may have to due with: "Shit! Fast Energy Transfer costs almost 40 endurance out of the box" or "Where'd my toggles go!". I love that folks are getting to see a 1 second Energy Transfer and the impact that has on the power and the set. On a high recharge build with the self damage we really could kill ourselves over using it. The current changes could be done differently without the combo mechanic and have the same benefit. The current changes could also be done with a different power as the combo initiator with better results. example: Bone Smash as the initiator and effecting Total Focus rather than Energy Transfer (give ET the old 1s animation full time)
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Whirling Hands was overdue to be brought inline. (which is great that it was addressed) Energy Punch and Bone Smash are nice surprise improvements. (if they make it to production, which they might not due to beta currently over performing) Energy Punch and Bone Smash changes DO NOT make up for part time Energy Transfer. Definitely not if someone doesn't use Total Focus combo.
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@Solarverse is it because it is on beta?
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Arguments depending on the first draft of a power set change are potential folly. I would submit that currently, the existing beta setup could be over performing. It is also only out performing the old pre-nerf EM set IF using the powers an exact or very narrow order. In order to claim a net gain we have to first establish what we are measuring. DPS, control, single hard target, enemy groups, min/max builds, average players. Is current beta Energy Punch > Bone Smash > Energy Transfer chain out performing the old pre-nerf Energy Melee? Does the current setup avoid corpse blasting with the non TF >ET combo mechanic? If a player does attack a target which is then defeated mid animation did they waste an attack? Take the blinders off, drop the bias and open our minds. If this is the change, when the final numbers are dialed in, it is a middling solution that did nothing but add an annoying mechanic to a set that did not previously have one while failing to address a number of basic issues. (granted some folks love combo mechanics, no offense intend to yall)
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I disagree
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Wow, so if folks don't agree with what you think is a good change; they are wrong, can't be helped and don't know how to play. Just wow. Energy Transfer should not require another power in order to address the long animation. A part-time fix is not a solution. For folks saying look this is better, that isn't a very high bar since any improvement would have been better. I challenge folks to do better than this.
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Just know, it's a long way from done or decided. There should be definite improvement.
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I am an EM player and while I always took Total Focus I never used it on anything other than a hard target other than by accident. This is not unusual for T9s. It's great that the animation time was reduced, but that was well over due. Energy Transfer's animation time also needed to be addressed. That the current solution is to speed it up part time is just sad. That it requires a still slow attack to activate the quick version is just disappointing.
- 366 replies
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- energy melee
- nerf
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Thanks for testing. Yep this or a similar result was going to be had regardless of the method of reducing the animation times of the heavy hitters.
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I disagree that cottage was persevered here. Bone Smash could stun before, combined with other powers it could stun pretty reliably. Stun could then be used on a different target.
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The totality of the changes seem to be an effort to shoehorn in a bad change. The need to move Energy Transfer is a result of that shoehorning. If folks want Energy Assault for melee, make that. No need to co-op existing power sets for radical changes that deviate so extensively from the originals. In my opinion such changes were not necessary, as a simpler approach that stayed true to the power set was/is available. Changes that were mentioned: Return the fast activation Energy Transfer Slight Total Focus animation time adjustment Other small changes were also suggested Of course I will try it on beta. That said, and having already tried Energy Assault, I am already disappointed with the choices that were made. Questions for the Homecoming team: What is the point of having the forums if the feedback from other venues consistently trumps the feedback here? Should we expect similar mechanics for all sets that don't have them?
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and as feared.. Powerset Revamp: Energy Melee (Focused Feedback Thread) Energy Melee has received a series of changes aimed at improving the performance of the set. Total Focus now acts as an opener for three different Energy Focus combos, including a Total Focus > Energy Transfer combo which provides fast, potent single target damage. Stun has been reworked into Power Crash, a cone attack, in order to provide a small amount of additional AoE capability to the set. I will go to Beta and test this.. First thoughts: Energy Melee players are now forced to take Total Focus and use it. (or miss out) If it is the Energy Assault mechanic it is very limiting and may not match preferred attack patterns Removing a stun for a low chance cone stun is not inline with a single target melee set. (it's possible a small aoe would have been better) Disappointment There is a link Focused Feedback Thread for 'offical' feedback.
- 366 replies
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Soon approaches.. [Beta] Patch Notes for October 24th, 2020 - Issue 27: Second Chances, Page 1 (Build 1) https://forums.homecomingservers.com/topic/23360-beta-patch-notes-for-october-24th-2020-issue-27-second-chances-page-1-build-1
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Huge Announcement - Endgame & PVP SoonTM
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might be too high recharge
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Ah, my bad. If you have mids, highlight the entire text section and copy. In Mids use the import/export > Import from forum post. Looks like I used some pvp numbers so I'll update accordingly.
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Congrats @Megawatt/ @Darkneblade / @Tyrannical / @Zepp / @discord Mainframe.. and thank you! I'll be back with some Corruptor comments. (really they are pretty good with maybe a couple outliers) Corruptor secondary T9 list
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here's a tank that does good with the resists and regen. I'll get back with a brute. Adding -res and knockdown to lightning field can help (this can add damage and mitigation) The defense +res unique enhancements from Reactive Defenses and Shield Will provide a nice boost. I'd also try to add Char and load it up with the procs you can afford. That'll add some quick good damage. Air Superiority can also be a nice add to get effectively Bone Smashers. (if there is room and you don't need Hasten) @Jaymac93 Below should provided enough hints and still be flexible enough to make your own. (leaves 24 slots for attacks) It nears S/L/F/C/E resistance caps. Increase Psi with a couple Impervium Psi Resists. Once adding attack sets you might wanna move some slots out of tactics. Happy hunting
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so mean.. troo, but still.
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Recently pop culture Storm Breaker.. Actually I do think Thor had an axe before a hammer, maybe it was an axe-hammer. Regardless the point was that Battle Axe could be the "most basic" tank set.
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debut of Superman in 1938? the Phantom 1936? Heroes have been around much, much longer. https://en.wikipedia.org/wiki/List_of_mythological_objects#Axes but I digress.. Axe could be considered "is the most basic,"
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No Rage crash to deal with.