A reminder about finishing Midrange update.

Discussion in 'Testing Feedback' started by VioletSorceress, Oct 4, 2016.

  1. VioletSorceress Committed Player

    So beside the melee damage increase, there were few things left out for some powersets:

    1. Atomic never got Grace period for its 1234 AM.
    This is in case grace periods are staying. It is still a mystery to me how are 1234 AMs going to work after the update. Little more info would be nice. Increased damage of the finishers is the only thing that constitutes 1234 AMs, if that is taken away how are these abilities going to be connected with the finishers?

    2. Nature, Electricity, Sorcery, Earth didnt get their AMs to work in support role:
    - Including powers like Savage Growth, Harvest, Electrogenesis and Circle of Destruction dealing damage in support role.
    - For Earth, Id like to see Crystal being able to CC adds in tank role if player has enough Dominance for the instance.
  2. Owl Devoted Player

  3. somethindarkside Well-Known Player

    Mid range is done been done since like a month ago. now its revamp time
  4. krytine Loyal Player

    First cc or tanking adds is brick not crystal second only nature had a power return in support role midrange will be scrapped the extra damage of AMs will be gone
  5. krytine Loyal Player

    There is no need for grace period once the am is gone so what is your point it sounds like you are confused
  6. VioletSorceress Committed Player

    Like the OP says, Midrange updates were including more than just "melee" damage increase for Dps-ers so its not really done.

    Devs saids multiple times that they wont exactly remove AMs but only their damage bonus.
    I have a pretty good idea what that means for DoTs, Combos or Channeling AMs since these existed before AMs were a thing. 1234 is a different story since it was created only like 2 years ago, starting with Gadgets. There is a lot of room for interpretations how the whole thing will work out.
  7. Owl Devoted Player

    A few sections from this link:
    https://forums.daybreakgames.com/dcuo/index.php?threads/development-update-the-stats-revamp.279504/
    There will not be any damage bonus for the final power in 1234 rotations. The final power in the rotation will do the same damage as it does when it is used by itself. Combos will not get a damage bonus. Pets will not get a damage bonus. DOTs will not get a damage bonus.
    There will not be any "Mid-range" bonus damage for using powers within a certain range from an opponent.
    Melee powers will only damage opponents within 7m while Range powers will also damage opponents from further than 7m.
    • Like x 1
  8. spack2k Steadfast Player

  9. VioletSorceress Committed Player

    You dont know that for sure.
    Finisher power might not receive the same damage bonus like now but base and PI damage for that power might be greatly increased compared to normal powers in 1234 rotation. There might be cool time added for these finisher powers to prevent spamming or 100 others things can happen. Only a green name can say for sure.

    @others
    Making previously non damaging abilities like Savage Growth, Harvest, Electrogenesis and Circle of Destruction dealing damage in support role is part of bringing Damage and non-Damage roles closer to each other in terms of damage potential. It happened for other power sets just not to compound power sets since they never got actual mid range updates. These changes need to happen as part of Stats Revamp now.
  10. HideTheBodies Loyal Player

    The advanced mechanic is the damage bonus.
    • Like x 1
  11. Mepps Sr. Community Manager

    Both of these would be removed with the stats revamp.
    • Like x 6
  12. VioletSorceress Committed Player

    Ok, thx for the reply.

    Not exactly what I was hoping for though.
    So beside Celestial, all other healers will be left only with weapon damage. Thats a step back in the wrong direction imo.

    And powers like Ice' s Bitter Winds will only deal damage in Dps role and not absorb any incoming attacks and for tank role would not deal any damage but only absorb damage?
    What is the harm if abilities like these are doing more than 1 thing but role buffs + stats determine which part is more efficient?
  13. Fatal Star 10000 Post Club

    Clipping.

    :)
  14. Savior Prime Dedicated Player


    My question is when will it hit test? You said it would be the next thing on test in the live cast.
  15. VioletSorceress Committed Player

    I now fear that all of this will bring Nature and Electricity back in dark ages.
    Considering that right now these are not on par with other powers, removing anything will result in Nature and Elec always and forever under performing.

    Is DoT stacking/refreshing staying even for Dps ?
  16. Elusian Crowd Control

    You do realize nature and elec were pretty good pre-gu36? Dark ages? Thats where they are in right now and "statsmatter" will indirectly address this issue.
    • Like x 4
  17. Fatal Star 10000 Post Club

    Shhh. Just let him find out the hard way.
    • Like x 2
  18. VioletSorceress Committed Player

    Hard to talk about Electricity cause it was nerfed multiple times before and after gu36. So Im not really sure where it will stand after the update.

    The only time Nature dps was viable was in PW but only with the appropriate OP weapon for the time = 1 Handed.
    So was Nature good or was it just 1 handed charged attack ? Hmm

    Truth is that pre GU36 all power sets were BAD.
    The only good things were Rifle's phantom Grenade, 1Handed and Dual Wield's charged attacks, also we had Phase Dodge, Jump Canceling and Whirlwind Dervish.

    Can u say that anything was actually good if everything needed a clutch to perform at top level ?

    Condescending comments like this one are not appreciated.
  19. Crimson Mayhem Loyal Player

    DoT stacking and refreshing isn't extra damage so yes, it will stay. Which means that Nature and Electricity will be able to play DoT based and compete with other playstyles, but they will also be able to play burst focused with their PI powers. Removing AM damage is the best thing that could happen to Nature and Elec since then 1) they don't need to use a 5 second setup time and 2) if they do, they don't lose out on as much damage in the 5 seconds since other powers won't do AM level damage in that time.

    And since you aren't forced to use the 5 DoT AM, you can as well use a burst loadout for trash fights and a DoT loadout for bosses to get the most out of both combat styles.
    • Like x 2
  20. HoiiowDreamz Dedicated Player

    • Like x 1