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Revisit the Energy Melee nerfs


Rylas

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1 hour ago, Golden Azrael said:

1.  Revert to the pre-nerf Energy.

2.  Make BU a two minute click with the recharge time as is.

 

Fast.  Hard.  Single target.  Damaging.

 

Azrael.

I know this tactic. But don't people usually lead with the one they know they won't get and THEN ask for the one that's possible?

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Not in my Universe.  Anything is possible.

 

I have some sympathy with where Energy is as a tanking set.  (Energy gets pilloried for being mediocre on Blaster, Sentinel etc.)  I find it fun.  But on the tank?  I find it really mediocre.  I duo buddy got to play it before the nerf, I didn't.  He was addicted to the sound fx and the boom boom KA BOOM waltz of it.  

 

Post nerf.  I played on on live post nerf (I did have a pre-nerf Energy / INvul that I only got to L8-11 so never really got to test the pre-nerf E Transfer.)

 

I don't think it's game breaking to go back to pre-nerf Energy Melee.  Having tried out a Beta Tanker changes roll on both Energy Melee/Invul and Titan Weapons/Rad?  They're not in the same universe.  I died several times on my EM/INvul on +4x8.  Not so with TW/Rad which hung on doggedly.  Reverse the EM nerf is no threat to TWs.

 

Again, I say.  Energy isn't the only tanker set that is mediocre.  The one way to change it is to turn BU into a 'click' for 2 mins.  And it, coupled with the broad base and cap tanker damage changes would be transformative.  Then a stone hammer would hit hard.  A chill would hit hard.  An E Transfer would blow the doors off.

 

SS got rage.  But I get the feeling they (the original Devs) ran out of time or inspiration for the other tankers and put the 15 sec BU buff in as a catch all.  Coupled with the poor end, poor dam and slow hitting?  Meh.  So you ended up being a taunt door stop.  The only time that seemed to change was for Rage tanks re: SS tanks.  And an all too brief BU for other tanks lagging behind.

 

If you're going to hit slow?  Hit hard.  I don't really feel any of the Ice/Stone or En tankers do this.  Slow?  Sure.  Hard hitting?  Meeeehhhhhhh.

 

Campaign for 2 min click BU?  And that problem goes away on those 'fun' but old sets (they're just old and been left to rot AT and power sets.)  We're debating the Rage crash in addition.  That's a separate but related debate.  What about the rest of the tankers?  They get to stand and watch SS with a crashes Rage while they pick up the crumbs from teh tanker table?  Just give the best of them a 2 minute click.  Don't even have to swap out BU.  Just turn the time up from 15 sec 2 mins.  'Done.'  

 

Ice melee on tanks sucks.  Stone melee is fun but you have to churn the attack cycle.  It looks like you're really clobbering them.  But the damage number outside of BU are 'meh.'  And Energy?  Looks like it's been neutered at the vets.  Dink dink...the sound of some energy pomps rolling along the floor....

 

My belief is that all ATs get there in their own way and their own mechanisms.  Be it Rage, AoE, DoT, Range, Melee.  Every AT will have it's own weak link be it a glass chin, hitting slow, having to build up their damage to peak.  Every AT should have a strength and weakness.  Those design decisions weren't perhaps fully resolved in the original cast of the CoH types.  In many ways, the CoV ATs eclipsed the designs of the originals.

 

One forum member told that Jack Emmert told him that 'Fury' was originally intended for Tankers and a year later we got Brutes.

 

That's a telling remark.  I'd be quite happy with ALL tanks getting the Fury mechanism but the Tanks keeping a low cap, weaker single target damage.  If that can't be done?

 

Give ALL tanks Rage.  A single click of it as BU for 2 mins.

 

I don't see that as game breaking.  Brutes still get stronger Single Target and higher peak dam cap.  But weaker taunt and AoE efficiency.

 

Azrael.

Edited by Golden Azrael
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Em 'restored?'  (Whatever that actually means...)

 

Put ET back to it's previous (unremarkably plain) 'less showy' state.  I'd be fine with that.  

 

What else?  That it?

 

(I used the pom poms on live and was 'fine' with it.  I found the rest of the set 'light' on damage.  Focus was ok if somewhat slow.  Barrage was ok for an early power.  Energy punch sucked though.  That is the kind of power that sets up the T1 vs T2 swap agreement....well, in Energy's case.  And it worked better as a T1 on the Beta, for me.)  I spent 1 billion influence on my energy tank build on live.  It was diamond hard with great res and def' due to the invul' primary.  Energy?  I enjoyed playing it.  You have to get in there and stick with it and enjoy it for what it is.  And I did.  

 

Now?  Post live?

 

Even with all the new Tanker AT changes...Energy feels 'short' of what I'd expect.  (I guess I was happy in ignorance before....now I'm aware Energy is missing 'something' I'm dissatisfied?)  

 

Slow and Hard hitting.  (It's ok on Brutes...because the damage keeps getting higher...  Stick a couple of recharge in there and keep pumping...)
 

As for 'Rage' (mere semantics.  Perhaps the word has more in common with a Brute with 'Fury.'  Ironically, a mech' originally destined for Tanks, it seems...)  Related to the Energy 'neutered' Melee debate is the ability for tanks to break out and take it to the next level for a while.  EM isn't alone in its under performance.  (If Energy thinks its got it bad, how come nobody picks Ice melee?  Which is torturous.)  

 

In one fell swoop, there is a simple pivot that could settle 'this' debate once and for all rather than noodling here and there.  SS gets a massive boost in dam and to hit for 2 mins and it can be stacked and other sets like the mediocre EM get 10-15 sec of 'touching the face of god' ?  No wonder SS is popular.  What about EM?  Ice?  Stone?  Or the 'light' Street Justice?

 

It won't be a debate settled in the current beta server tanker AT pass.  So we won't be hitting like Overdrive or Hero 1 anytime soon.  (Having, as a brute or blaster, been on the receiving end of Hero 1's punches...he hits like a truck (near one shotting)!!!  Or stop and watch as Overdrive dishes the smack down on a small mob whilst you watch or struggle to get your attacks in...)  EM?  You can hit BU and have your 'Icarus' moment for ten seconds or 'whatever.'  It's reach far exceeds its grasp.  I'd argue it doesn't even reach far.

 

A small smudge in damage for the T2 Energy Punch and the 'back to pre nerf' ET?  Is that all we wish for?

 

Azrael.

Edited by Golden Azrael
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Before the nerfs to Energy Melee, I played a WP/EM Tank.  Loved it.  Then they gave ET a terrible (imo) animation and it's just long.

 

I wouldn't mind seeing ET return to it's original animation.

 

However, giving ET the Spinning Strike animation (from 2.904 seconds to 1.98 seconds) and TF the Crushing Uppercut animation (from 3.432 seconds to 2.376 seconds) ups the ST DPS of the set, keeps the attacks on longish animation.

 

Then maybe lower both their recharges from 20 seconds each to 18 seconds because seriously, two attacks on a 20 second recharge with long animations is kinda suck.  However, the reduce in animation time would be the most important part imo.  Lots of "Swoosh!  They're already dead!" on teams.  Not so bad solo.  😛

 

They could just speed the TF animation up to 2.376.

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4 hours ago, Golden Azrael said:

Em 'restored?'  (Whatever that actually means...)

 

Put ET back to it's previous (unremarkably plain) 'less showy' state.  I'd be fine with that.  

 

What else?  That it?

I believe my words were "how it could be improved OR restored to how it was before." I'm not trying to keep the conversation restricted. Just on topic. This thread is intended to discuss a power set and bringing it up in performance. Not a whole AT.

 

Discussing other ways of improving EM is certainly helpful, but getting bogged down in other issues isn't.

 

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19 hours ago, Haijinx said:

If they did revert the ET animation to the original fast one, how good would EM be?

Right now, ET has a DPA of 65.49.  Few Brute attacks even break 50, and those that do are typically DoTs, rather than front-loaded damage (Seismic Smash, Knockout Blow, and Crushing Uppercut are the only notable exceptions).  If it reverted to its original attack animation, that would bump the DPA up to 160.1, which is more than double what any of those other powers can dish out.  Even just swapping it to have the current animation from Stun (my preferred solution), it'd still beat the DPA of any Brute attack except for Frozen Touch.

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On 10/20/2019 at 4:29 PM, BrandX said:

Before the nerfs to Energy Melee, I played a WP/EM Tank.  Loved it.  Then they gave ET a terrible (imo) animation and it's just long.

 

I wouldn't mind seeing ET return to it's original animation.

 

However, giving ET the Spinning Strike animation (from 2.904 seconds to 1.98 seconds) and TF the Crushing Uppercut animation (from 3.432 seconds to 2.376 seconds) ups the ST DPS of the set, keeps the attacks on longish animation.

 

Then maybe lower both their recharges from 20 seconds each to 18 seconds because seriously, two attacks on a 20 second recharge with long animations is kinda suck.  However, the reduce in animation time would be the most important part imo.  Lots of "Swoosh!  They're already dead!" on teams.  Not so bad solo.  😛

 

They could just speed the TF animation up to 2.376.

Lots of swoosh.  While the team moves onto the next mob and you're up in the air....hash tag....embarrassing.  (Get that guy a coat hanger....) 😛

 

Energy melee isn't the only 'slow' set.  In fact....Radiation Melee I like.  On a brute it's very chomp worthy.  However....I....find.....the....attacks....pause.....just.....enough.....before.....each....attack....that.....they.....make.....Energy......Melee.....seem.....quick.....by.....comparison.  Not enough to be entirely annoying....just mild anxiety....(is this attack going to hit or what?)  Wait....wait.....they're she goes.  Phew.

 

Is radiation melee the new Energy Melee?  It hits really hard.  But it doesn't have the piston like chomping of Energy Melee.

 

Quote

I believe my words were "how it could be improved OR restored to how it was before." I'm not trying to keep the conversation restricted. Just on topic. This thread is intended to discuss a power set and bringing it up in performance. Not a whole AT.

 

Discussing other ways of improving EM is certainly helpful, but getting bogged down in other issues isn't.

 

Semantics.  I asked, 'what ways could energy be improved?'  Or some such.

 

I gave you my ways it could be improved.  We get it.  You don't like it.  So hold your nose.  You want your suggestions.  (Whatever they are?  They aren't in the above paragraph.)

 

Energy is an old set.  It's not alone.  Tanks as an AT whilst not 'broken' were certainly overdue for a design pass.  And Homecoming have wasted little time in addressing a handful of basic problems with base/max dam caps, aggro, range of effect and taunt caps.  Long over due.  But hardly ground breaking changes.  I could never take a tank seriously that 'love taps' the mobs.  Is he a tank or not?

 

Individual melee reviews seems like it will be further back in the queue (if the new mob res' review is going to take place....that sounds like a lot(!) of work.

 

I would have thought that just switching EM back to its pre-nerf could be done quite easily.  But I'm not a programmer.  That's a presumption on my part.

 

That's how many would fix it.  If they were happy pre-nerf?  That's the way to go.  With the new Tank AT review I guess EM fans would be like a pig in muck.

 

Me?  The AT review and having played other tanks before that review.  Ice.  Stone.  EM.  I don't think EM is alone in needing fixing.  Sure, the under pinning of that is the broad AT design pass.

 

But Captain Powerhouse did mention a 'builder' bar for a 'Fury' type mechanism.  But he backed away from the idea.  I say, 'Shame about that.'  Give me a domi button that builds.  Press button.  2 mins of 'BU' style damage.  Hardly game breaking.

 

Tanks are still 'slow' punchers.  And that's the design aspect I'm happily in agreement with.  But a lot of the noodling talk about Tier 1 and 2 swapping.  (Damage isn't enough....etc. I won't take that power, not worth it...)  The long ET animation.  Shrugs.  If you're slow.  It's got to hit harder for me.  

 

Rather than going through every melee set and tweak until the end of time and the endless 'noodle talk' about that .01%...  Even if over tanks like Ice/Stone/EM had BU for a single stack press for 2 mins with a 30-45 sec recharge in-between it would be hardly game breaking.  Rage is a 2 or 3 stacking 'Rage' toggle.  Quite different.

 

My point being, EM, ice, Stone....clearly they were in for an early design changes the the fury mechanism.  But Jack took the proposed design gimmick and gave us Brutes instead.

 

Brutes are the new tank.  The Fury mechanism eclipsed the original.  To be fair to tanks.  It wasn't the only AT eclipsed with the ATs in COV.  They were pretty much all surpassed.

 

Finally 🙂  If all you want is ET back to the original and your t1 and t2 swapped around, by all means, keep lobbying Cap Powerhouse for that.  Heck, why not give Stun an AoE effect and some high damage?  That would shake things up a bit.  Doesn't make sense that you can ET someone and then love tap someone for stun.  Surely a head knocking off stun with some damage would be nice with nice AoE gravy.

 

So yes.  Got loads of ideas for EM.  But we'll be waiting a while for any of them to take effect.

 

Azrael.

 

  Quote

'Stop trying to make Rage happen.'

Rage already has happened.  It's on a SS melee tank.  That's quite a disparity between SS and other sets.  There needs to be an equivalent mechanism for other tanks.  SS can be special and unique.  By 2-3 time more unique?  So the 80 dam and 20 to hit x2-3 more than Stone/Ice/EM?

 

Added to that.  Cap' Powerhouse has already muted (but yes, backed away from...why....oh why....) a fury like bar for Tanks.  So giving Tanks more oomph and excitement....not just the damage....but an exciting gameplay mechanic is in Homecoming's thoughts.

 

Tank ATs are no longer cast in stone.  If a good idea (maybe from this thread....) comes along....they make push forward and implement it.  

 

How true.  All those that have power are 'fraid to lose it.

 

Nerfs, I find, are a negative approach.  I can't have it?  So no one else can.  

 

Rather than that.  Let's be positive.  EM/Ice and Stone look like mere shadows compared to TWs (which sucks by the way to play....I thought that on live and still do) and SS damage wise.  Give the other tanks a single stack of 'Might' for 2 mins with a dollop of recharge in-between.  Not game breaking.  Other tanks would still be behind but not embarrassingly so.  It will make tanks more compelling to play.  Less tap.  More oomph.  Then Stone Hammer will look like it's really letting some one have it.  And Big Ice Sword will seem less ridiculous.   And if you're going to be up on that Christmas tree with ET?  You can really clobber that mob with fairies dancing around his head.

 

BU is part of the EM set.  So it's quite legitimate to discuss it in the narrow confines of EM but also in the broader window of the Tank AT.  But they are related issues.  How do I know this?  In my experience.  On beta?  EVEN with the much waited and needed for design pass.  A L50 with Inc' EM compared to TWs is embarrassing.  One resulted in many deaths (not to mobs, just to himself.)  The other brandished the justice of Gabriel himself, trouncing the mobs with AOE beyond imagining.

 

 

 

 

 

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5 hours ago, Golden Azrael said:

Rage already has happened.  It's on a SS melee tank.  That's quite a disparity between SS and other sets.  There needs to be an equivalent mechanism for other tanks.  SS can be special and unique.  By 2-3 time more unique?  So the 80 dam and 20 to hit x2-3 more than Stone/Ice/EM?

There is nothing "Tanker" about Rage. It's a feature of Super Strength, not Tankers, seeing as how Brutes get it too. And Super Strength pays for its Rage; Jab and Punch are basically a tier lower in strength than would be appropriate for their placement in the list, the set pretty much doesn't have an actual Tier 2 attack, and Knockout Blow has a five-second penalty added to its recharge times. Have you mapped out what nerfs need to be applied to every other melee set to make it appropriate for them to get Rage equivalents?

 

5 hours ago, Golden Azrael said:

Added to that.  Cap' Powerhouse has already muted (but yes, backed away from...why....oh why....) a fury like bar for Tanks.

He said why he didn't do in the same post he said he considered it; because it would change the playstyle and feel of Tankers, which was opposite to his goal with the changes.

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On 10/23/2019 at 4:52 PM, BrandX said:

I'm not a fan of Rage myself.  I don't care for the crash.  Whether it's good or not, I just found it annoying. 😛

Good stats.  But can't say I'm a fan of it.  The crash and all.  It's not that I'm a fan of Rage.  I just think when one tank melee type has access to that type of damage and to hit that (caveats noted) then creates a disparity.  I don't believe in nerfs.  I don't believe all alts should be the same.  But I think the answer with regards Energy Melee (or indeed Ice....Stone) is giving an effective speciality that is equivalent.  And I don't think EM has that single target specialism that it once had.  ergo.  The answer for me is to restore it.  Is it via a longer BU button?  A melee set review for the tanks?  By introducing something new like a builder mechanism?  Homecoming will have to decide that for themselves.

 

Brutes are popular for a reason.  Two actually.  I've asked a lot of brutes.  'Why brute?  Not tank?'  'A solo damaging tank.'  'Tanks are for teaming.'  So you not only get the damage (tEH DMRG!) but you get a good mechanism to 'get there' with it.  And if you have Rage with SS you're in triple heaven.  There's a reason, then, why Brutes and SS are popular.

 

How this comes back to EM?

 

I've tried rolling En/Invul as a Brute.  I'm L18.  An attack chain of Barrage, Energy Punch, Whirling Hands and Total Focus.  (Why no Energy Punch?  I find it a bit 'meh.'  But you do miss it from the attack chain...making things somewhat pause worthy so I may put it back in as Fury will supplement it's meh.)  I do have BU as well.

 

The damage is ok.  But it's hard to build up a head of steam on it.  It's not bad.  It doesn't feel Hero 1 or Overdrive good.  (Those NPCs really seem to clobber the mobs...)

 

My impressive of it being on a Brute is only more so of it being on a tank.  That single target damage could be pushed higher.  If you're going to be slow and plodding?  Hit harder. 

 

I did do the break down stats of EM on a Beta server Tank and Street Justice L50 on live.  Across the board EM is far ahead on each equivalent tier.  But SJ is much faster, ofc.   Yet EM didn't seem as effective to me.  You can grind the mobs on +2 x 8.  And I was slowly getting back into it.  (Memories of grinding Council mobs on live.)  I still feel those damage numbers could be pushed up higher.  The worst offender being Energy Punch.  Be nice to have an idea or schtick like 'Barrage' where your attacks could be 'doubled' via an Energy Builder.  Even if that were the case.  Hardly game breaking.  (I felt that a bit in combat.  A bit 'grindy.'  The 'Barrage' effect could be built in numerous ways.  Procs.  Building energy.  etc.  See next comment.

 

I did have one idea that dropped whilst playing it.  'Barrage.'  An energy builder instead of BU.  And when it gets to a certain point.  BAMM!  You release a barrage of energy.  Double damage.  Having a burst of double damage via a combat mechanism would be good.  There's good examples of it in Dual Blades, the Dominator Psi Button of Godliness.

 

The single target numbers were better than I thought they'd be.  But in practice.  They don't feel they're hitting hard enough.  Is a few % more damage in a melee set review going to cut it?

 

Some of these sets are just old.  Then, in EM's case, got nerfed.  It's probably on HC's list of things 'to do.'  EM could do with a shot in the arm.  They could link an 80% boost in damage to Taunt.  When you reach a certain amount of targets (the more aggro you take...) the more you dig deeper into your might to deal with the situation.  So it's based off your reason to be.  Taunting and grabbing aggro'.

 

If you added 80% based damage to tanks melee.  I'd say that was adequate given how slow they are.  EM would look far more attractive.  Ice and stone would blush less.

 

I keep revisiting this thread because I like the premise of it.  I did role an EM/INvul on live before it got nerfed but didn't get past L11 to get a sense of it's overall picture.  Before live closed I went back to it and finished it post nerf.  Fun.  In a grinding sort of way.  It needed a bit of patience for it's plodding play style.

 

It needs improvement.  It's just a question of 'how' it gets there.

 

Azrael.

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9 hours ago, Golden Azrael said:

Good stats.  But can't say I'm a fan of it.  The crash and all.  It's not that I'm a fan of Rage.  I just think when one tank melee type has access to that type of damage and to hit that (caveats noted) then creates a disparity.  I don't believe in nerfs.  I don't believe all alts should be the same.  But I think the answer with regards Energy Melee (or indeed Ice....Stone) is giving an effective speciality that is equivalent.  And I don't think EM has that single target specialism that it once had.  ergo.  The answer for me is to restore it.  Is it via a longer BU button?  A melee set review for the tanks?  By introducing something new like a builder mechanism?  Homecoming will have to decide that for themselves.

 

Brutes are popular for a reason.  Two actually.  I've asked a lot of brutes.  'Why brute?  Not tank?'  'A solo damaging tank.'  'Tanks are for teaming.'  So you not only get the damage (tEH DMRG!) but you get a good mechanism to 'get there' with it.  And if you have Rage with SS you're in triple heaven.  There's a reason, then, why Brutes and SS are popular.

 

How this comes back to EM?

 

I've tried rolling En/Invul as a Brute.  I'm L18.  An attack chain of Barrage, Energy Punch, Whirling Hands and Total Focus.  (Why no Energy Punch?  I find it a bit 'meh.'  But you do miss it from the attack chain...making things somewhat pause worthy so I may put it back in as Fury will supplement it's meh.)  I do have BU as well.

 

The damage is ok.  But it's hard to build up a head of steam on it.  It's not bad.  It doesn't feel Hero 1 or Overdrive good.  (Those NPCs really seem to clobber the mobs...)

 

My impressive of it being on a Brute is only more so of it being on a tank.  That single target damage could be pushed higher.  If you're going to be slow and plodding?  Hit harder. 

 

I did do the break down stats of EM on a Beta server Tank and Street Justice L50 on live.  Across the board EM is far ahead on each equivalent tier.  But SJ is much faster, ofc.   Yet EM didn't seem as effective to me.  You can grind the mobs on +2 x 8.  And I was slowly getting back into it.  (Memories of grinding Council mobs on live.)  I still feel those damage numbers could be pushed up higher.  The worst offender being Energy Punch.  Be nice to have an idea or schtick like 'Barrage' where your attacks could be 'doubled' via an Energy Builder.  Even if that were the case.  Hardly game breaking.  (I felt that a bit in combat.  A bit 'grindy.'  The 'Barrage' effect could be built in numerous ways.  Procs.  Building energy.  etc.  See next comment.

 

I did have one idea that dropped whilst playing it.  'Barrage.'  An energy builder instead of BU.  And when it gets to a certain point.  BAMM!  You release a barrage of energy.  Double damage.  Having a burst of double damage via a combat mechanism would be good.  There's good examples of it in Dual Blades, the Dominator Psi Button of Godliness.

 

The single target numbers were better than I thought they'd be.  But in practice.  They don't feel they're hitting hard enough.  Is a few % more damage in a melee set review going to cut it?

 

Some of these sets are just old.  Then, in EM's case, got nerfed.  It's probably on HC's list of things 'to do.'  EM could do with a shot in the arm.  They could link an 80% boost in damage to Taunt.  When you reach a certain amount of targets (the more aggro you take...) the more you dig deeper into your might to deal with the situation.  So it's based off your reason to be.  Taunting and grabbing aggro'.

 

If you added 80% based damage to tanks melee.  I'd say that was adequate given how slow they are.  EM would look far more attractive.  Ice and stone would blush less.

 

I keep revisiting this thread because I like the premise of it.  I did role an EM/INvul on live before it got nerfed but didn't get past L11 to get a sense of it's overall picture.  Before live closed I went back to it and finished it post nerf.  Fun.  In a grinding sort of way.  It needed a bit of patience for it's plodding play style.

 

It needs improvement.  It's just a question of 'how' it gets there.

 

Azrael.

A bar away from level 47 on my Em/Regen Brute.  IOs (attuned) on all but the melee attacks that I plan to have purple or winter sets in.

 

I feel my StJ/Nin Scrapper does more damage, but being a Scrapper, I do feel that's how it should be.  However, plenty of Brutes do Scrapper level.

 

EM needs to be ported to Scrappers, and maybe then they'll actually look it over, but it's slowness on it's two attacks, don't only hurt when on teams but it hurt me in getting my clicks off on Regen 😛

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  • 2 weeks later

The thing with energy melee as it stands is that it doesn't  seem to do anything very well and it doesn't have any synergies that make it perform overall. I suppose I could construct scenarios where the stuns would be better than damage or debuffs but even getting to corner cases with sets where the stun mag could stack I'm left thinking that theres much better ways to achieve a similar result.  Its a shame that when playing an EM toon  I say to myself " should have just done a fist aura on super strength" to not feel so underperforming.

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7 hours ago, Hewhorocks said:

The thing with energy melee as it stands is that it doesn't  seem to do anything very well and it doesn't have any synergies that make it perform overall. I suppose I could construct scenarios where the stuns would be better than damage or debuffs but even getting to corner cases with sets where the stun mag could stack I'm left thinking that theres much better ways to achieve a similar result.  Its a shame that when playing an EM toon  I say to myself " should have just done a fist aura on super strength" to not feel so underperforming.

Well its good on Blasters ... 

 

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2 hours ago, Galaxy Brain said:

Itd be nice if there was a way to check if targets were stunned, and then have a secondary effect (more dakka) on stunned enemies per hit.

 

That and maybe faster whirling hands / another way to do some AoE damage like Energy Transfer having splash or somethin.

Thunderstrike like, low damage aoe kd around the target? 

Thanks for D-Sync Enhancements! Just wish things like Resist/End, Heal/End and Damage/Mez had a third stat that made them more viable. Suggestions - add Recharge to Ribosomes, Range to Golgis, and Slows to Peroxisomes. These changes would allow for an endurance cost/range, recharge/endurance, and slow/mez or slow/damage enhancements.

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