Work In Progress An Update on Melee Combat and Counters

Discussion in 'Concluded' started by Mepps, May 4, 2016.

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  1. Mepps Sr. Community Manager

    Greetings Heroes and Villains!

    As you know, we are now into the late stages of our midrange balance pass, implementing midrange damage capabilities to all powers and balancing all powers' damage potential at range, midrange, and melee. Next up is weapons, followed by the final four powers (Nature, Electricity, Earth, Sorcery) in a yet to be determined order.

    Today we're here to talk with you about some frustrations surrounding certain powers not performing as well as others in content. We have uncovered a few things and want to share them with you.


    Rage, Celestial, and Hard Light

    In Game Update 58, we updated Rage to a...let's say...mixed player response. And the response from Rage players was similar to the response from Hard Light and Celestial (except maybe angrier, which fits). They noted that their parses were dead on at a sparring target with all variables removed, but that they fall behind others in terms of damage throughout the course of an instance or a boss fight.

    We had been investigating why, and continued to after Rage's update. Here's what we found.


    Melee Combat and Counters

    Many moons ago, we changed the way NPC attacks work in an effort to make melee play more viable, in response to feedback. NPC attacks were originally cones, meaning essentially anybody up close and in front of an NPC would get damaged by attacks. We changed these cones to rays, meaning only the player targeted (usually the Tank) would be damaged. This change leads us to the first inconsistency.

    Rage and Hard Light are countered by block, and over the course of a boss fight or instance spend a decent amount of time recovering from being countered, and not doing any damage while they do. Other powers are instead countered by interrupt. This was a solid system when NPC attacks were cones. Powers played differently and had to work around different counters, but overall spent about the same amount of time being countered. With this change from cone to ray attacks, NPCs stopped actually interrupting anyone but their target.

    Put another way, NPCs are block-countering powers like Rage and Hard Light as intended, but are not interrupt-countering anybody but their target, the tank. Other powers are able to step up into melee range virtually risk-free and blast away, because nothing can counter them. For those powers, that translates to more time on their feet, more time fighting, and overall more damage over the course of an instance or boss fight.


    Crowd Control

    Celestial's inconsistency is different, as the combos are not countered by block. If you have any sort of chat channel enabled in the game, you have probably seen Celestial players comment about having their combos disrupted, not just by counters and crowd control and knockbacks, but by seemingly anything that touches them. That's a slight exaggeration, but we dug into why. We found it's not actually a new issue, but one that has been exacerbated by the kinds of attacks used in modern content.

    The problem boils down to how crowd control elements of certain NPC attacks work, or rather don't work. The short version is, a bug is causing some attacks to hit you with a near-instant, tiny crowd control effect (instead of a normal, noticeable crowd control effect). This effect is so short that it doesn't do much of anything in the game except disrupt Celestial combos.


    What's Next

    We are working on a few things now:
    • First, we will fix the attacks that are currently causing the near-instant crowd control effects, so that they apply proper, noticeable crowd control effects.
      • This will make a lot more sense for everyone, and match the intent of these attacks.
    • Second, we will add the 3-second grace period to Celestial and explore the option on other powers that lack it.
      • When you do stumble in your AM, you have a chance to get right back into it like everyone else.
    • Third, we will make weapon attacks immediately drop you from your AM so that the 3-second grace period cannot be abused, where applicable.
      • We do not want to open the potential for players to slip in an extra weapon or WM attack to boost damage where that wasn't previously expected, because then THAT will be the only way to play, and that's not intended.
    • Fourth, we will add resistance to crowd control effects for Celestial players while they are executing the multi-input portion of combos.
      • For Celestial players, this means less things will knock you out of your combo, and that when you are disrupted, you will clearly see what got you and why.
    Finally, in regard to melee and counters, we have not yet settled on a plan to change or correct the inconsistency between block-countered and interrupt-countered powers, and we are still discussing options internally. Even without news to share on that front, we wanted to take the time to update you on our progress and our findings.

    Please use this thread for questions, comments, and discussion.
    • Like x 34
  2. Fatal Star 10000 Post Club

    *Screams internally*
    • Like x 6
  3. tinoman Dedicated Player

  4. ChillCat Loyal Player

    SUPER GREAT!!! Thanks for the update
  5. Zpred Dedicated Player

    Regarding weapon attacks that cancel the am, does this now mean we can no longer lunge in (hold melee) to close our gap between enemies quicker without losing our am?

    I mean I can sort of understand what's being done here but that's just a slow down, I mean dcuo was known for its great fast combat mechanics up till gu36, now this seems like it will be slowed down even more?
    • Like x 6
  6. Sage-Rapha Steadfast Player

    Yay! CC resistance and Grace period!
    Hehe. PvP might be looking brighter for Celestial healers
    • Like x 4
  7. D4rkB0w Active Player

    What about lunge attacks, when they kill 1 group of adds ppl mostly jump with it on second group and continue to do dmg. So that wont work anymore?
  8. Pults Loyal Player

    It seems like fire is avoided entirely in this pass. Does it mean it will be brought up after these changes go live?
    (For refernece fire has no CC whilst casting fireburst, anything can and will interrupt the castbar, flame cascade has no midrange damage, it only does full range level damage, supercharges are beyond unusable)
    • Like x 5
  9. Fatal Star 10000 Post Club

    I guess your cc resistance request made sense to them after all lol.
    • Like x 2
  10. Sage-Rapha Steadfast Player

    Im glad it did!
    • Like x 1
  11. Mepps Sr. Community Manager


    That's correct.
    • Like x 4
  12. Drathmor Unwavering Player

    simple solution would be to just roll back the change that gave adds the ability to counter in the first place and only allow bosses to have the counter mechanics again
    • Like x 4
  13. Zpred Dedicated Player

    Ok could we have some sort of compromise where we could have more control/speed with our characters while in combat so we can get to X enemy quicker?
  14. SkullGang Devoted Player

    Hmmm
    • Like x 1
  15. Fatal Star 10000 Post Club

    That's probably the intent of the mobility AM. Right now the mobility aspect is lacking in advantage over other AMs. With removal of the Phantom lunge I like to call it, Mobile powers will actually have a good use for their mobility.
    • Like x 3
  16. xxOMNIPOTENTxx Committed Player

    Not sure I understand how this will help a power such as Rage which is an "up-close & personal" power set. The minute you try to get close to a boss let alone a group of aggro in end game content, you're KO'd within a few seconds. When you try to range, you're stuck doing one power over and over again, and it hits like a pillow...
  17. Korlick Loyal Player

    Is this gonna be implemented before or after you finnish the mid-range updates for the powers that are left?
    • Like x 1
  18. Electrizzaro Loyal Player

    Question: When you do the weapons adjustments are you goin to bring back WM for the dps side? (To be on par with the AM's)
    Also I noticed that you said "Third, we will make weapon attacks immediately drop you from your AM so that the 3-second grace period cannot be abused, where applicable.
    • We do not want to open the potential for players to slip in an extra weapon or WM attack to boost damage where that wasn't previously expected, because then THAT will be the only way to play, and that's not intended."

    Does that mean that Electric and Nature has the possibility to not have to use weapons in their AM's? (which would make sense if you are bringing WM up to par with AM's...I mean no need to have a play style based mostly on weapon attacks and an AM that is...well based half on weapon attacks also) I know some like to supplement their damage with these powers with weapon attacks while others would rather have a way to not be forced to use weapon attacks with their AM. My suggestion would be to have SHockwave added to the AM for Electric and have the damage be equal to the damage that the weapon attacks are supposed to do for the same amount of time. IE is weapon attacks for Electric is supposed to do 5k of damage per second to supplement our AM then Shockwave would then do the same 5k of damage per second. If this is done then both parties (those that like using weapons and those that would rather not) would be happy. You can either use Shockwave instead or weapon attacks or weapon attacks.

    I give no example for Nature because I do not play or know that power.
    • Like x 2
  19. Fatal Star 10000 Post Club

    Reverting back to the "cone" mechanic which was discussed in the OP would help a lot. Especially if it effects blocks, meaning if you're standing behind the boss while they're blocking you won't fall down.
    • Like x 2
  20. Korlick Loyal Player

    The imbalance would still remains. I mean...if the damage balance is based on bosses only.
    • Like x 1
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