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Posted (edited)
5 hours ago, ZemX said:

Two things I hope they revert a little:

1. I want the arc width buff back (sunk into the powers individually with no base damage change, just like PBAoEs now).  The over-cap nerf is still there to keep it from over-performing when more than 5 targets are hit but as it stands now, in many cases it's flat impossible to hit more than 5 with a standard melee cone even when standard sized enemies are clustered shoulder-to-shoulder.

 

2. But also that over-cap nerf is probably too severe given I think the above alone would put us at parity with Brutes even in the best soloing conditions.  I hope this can be tweaked back up after we get more of a look at how this is performing.  That 1/3 over-cap damage is a kick in the teeth (and elsewhere).


1) I don't enjoy trying to catch multiple melee foes within narrow cones; and I think that increasing the Arcs again probably makes sense given that the Devs increased AOE radiuses again. However one thing to keep in mind is that if they increase the Arcs on a power-by-power basis rather than as a global buff then it'd negatively impact proc activation rates in those Cone attacks. So anyone who uses Procbombed Cones in their Single Target attack chain (and there are a fair number of sets that have at least one decent melee Cone) might notice a bit of a loss in Damage.

2) Agreed. I'm still of the opinion that a -50% flat "overcap" reduction would be more balanced than a -67% one.

That said, whilst I think they overcorrected Tanker performance slightly; IMO it's not off balance by a huge amount now.
Frankly if they just make the Overcap reduction 50% and then reworked the Brute ATOs I'd actually be pretty content now with the overall melee AT balance.

[EDIT: Except for the Tanker Inherent. It's a bit lacking as it stands currently with just "Small AoE Punchvoke". Let it increase their aggro cap slightly too, please!] 😉
 

Edited by Maelwys
Posted
44 minutes ago, Ultimo said:

Damage REDUCTION?  I'm already on the brink of abandoning all my Tankers because they're so incapable of doing any damage.  If they reduce their damage even MORE, why would anyone play a Tanker?

 

Exactly what we've been asking (and testing... and posting) about.

 

Nothing warms your opponent like Fiery Melee.

Tanker Tuesday and Tanker Tuesday Tour Info:

1st Tuesday-Excelsior  |  2nd Tuesday-Torchbearer  |  3rd Tuesday- Everlasting  |  4th Tuesday- Indomitable

Special weekend runs for Reunion (3rd Sat) and Victory (1st Sat)

Posted
9 minutes ago, Maelwys said:

However one thing to keep in mind is that if they increase the Arcs on a power-by-power basis rather than as a global buff then it'd negatively impact proc activation rates in those Cone attacks. So anyone who uses Procbombed Cones in their Single Target attack chain (and there are a fair number of sets that have at least one decent melee Cone) might notice a bit of a loss in Damage.

 

Hmm... am I doing the math wrong?  This looks to be a pretty small difference in proc rate for something that might be used in an ST chain like, say Sweeping Cross.  

3.5 PPM, 8s MRT (i.e. No recharge, say just acc/dmg and procs), 1.67s cast, 75 degrees base arc, 7ft radius = 45.5% proc chance.

Expand that to 112.5deg arc (+50% arc) and you get... 43% proc chance.

 

For that 2.5% hit to proc chance you get a much better chance to knock the teeth out of bad guys to the left and right of your intended victim as well.

Posted (edited)
34 minutes ago, ZemX said:

Hmm... am I doing the math wrong?  This looks to be a pretty small difference in proc rate for something that might be used in an ST chain like, say Sweeping Cross.  

3.5 PPM, 8s MRT (i.e. No recharge, say just acc/dmg and procs), 1.67s cast, 75 degrees base arc, 7ft radius = 45.5% proc chance.

Expand that to 112.5deg arc (+50% arc) and you get... 43% proc chance.

 

For that 2.5% hit to proc chance you get a much better chance to knock the teeth out of bad guys to the left and right of your intended victim as well.


Depends on the cone, but yeah it's comparatively minor unless you're using *lots* of procs.

Crowd Control's the biggest (180 degrees) and from what I can tell a +50% arc increase would bring it from 54.30% to 47.98% base activation chance for 3.5PPM procs.
That's about 4.535 average damage per activation, per proc... so realistically worst-case with 4x 3.5PPM Procs it'd be a loss of about -18 damage per activation.
The likes of Innocuous Strikes (90 degrees) would go from 54.36% to 50.53%.
That's about 2.748 average damage per activation, per proc...  so realistically worst-case with 4x 3.5PPM Procs it'd be a loss of about -11 damage per activation.

That's barely double figures; and obviously anytime you're not just fighting a single big sack of HP the wider arc itself would more than make up for it; but you just know certain pockets of the playerbase would start getting extremely irate about a few seconds difference on their pylon times... 🙊
 

Edited by Maelwys
Posted
1 hour ago, Ultimo said:

Damage REDUCTION?  I'm already on the brink of abandoning all my Tankers because they're so incapable of doing any damage.  If they reduce their damage even MORE, why would anyone play a Tanker?

Psst…

 

it’s because you don’t slot damage

What this team needs is more Defenders

Posted
59 minutes ago, Maelwys said:

Crowd Control's the biggest (180 degrees) and from what I can tell a +50% arc increase would bring it from 54.30% to 47.98% base activation chance for 3.5PPM procs.

 

Crowd Control wouldn't change at all because it was never allowed to be bigger than 180 degrees even before the nerf.  Like Foot Stomp, some Tanker AoEs were always disallowed from Gauntlet's arc/radius buff because they were deemed "large enough" already.  No cone, that I'm aware of, manages more than 180 degrees and many weren't allowed to go bigger than 120 or 135.  Flashing Steel, for instance is 130 degrees and a 50% bump would have put it over 180 degrees, so it was disallowed.

 

So if they were to do for cones what they did for spheres and add to arc radius 50% on each power, I assume they'd follow the same rules Gauntlet did back before the nerf.

 

Also, I expect shared pool powers like Cross Punch wouldn't be customized for Tankers and thus would stay at the same arc radius as other ATs even though I'm pretty sure they benefitted from Gauntlet previously.  This is the rule they followed for pool sphere AoEs, it seems.  

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Posted (edited)
On 6/2/2025 at 3:14 PM, Snarky said:

they are not

 

 

I definitely do. Yes, it requires the ATO1 proc in an always-on PBAOE aura, but it is possible. Staying above 90  past the duration the temp is on though? HAH! Not a thing. 

 

Brutes definitely need love. Make it possible to go to 100% fury and STAY THERE when active, up their damage cap, and adjust the amount Fury contributes to dmg % as it climbs. As of TODAY my ele/tw tanker and tw/ele brute are only 16% different in ST DPS. That isn't factoring in anything else. Considering tankers are STILL the kings of melee AOE and are stupidly survivable...yeah. Still no reason to roll a brute over a tanker if you have the choice.

 

Scrappers and stalkers straight up dog walk brutes in terms of DPS. Tankers say "thats cute" at a brute's survivability. Whoever said that tankers, brutes, and scrappers are interchangeable doesn't know how this game works. Seriously ignorant statement.

 

*I can't think of a decent solution to weaken tankers, but brutes definitely need love. They are supposed to be an in-between of Tankers/Scrappers and they are NOT. 

Edited by SomeGuy

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