Test Discussion GU 57: Light Mid-range Adjustments

Discussion in 'Testing Feedback' started by Tunso, Jan 26, 2016.

Thread Status:
Not open for further replies.
  1. Kuroki Honoo Committed Player

    10Mil says otherwise if you're villain side.
  2. Telos Usr Dedicated Player


    Its still 4 seconds, the change made was that if you get interrupted it now takes less time for the AM dmg to kick in again as long as you break out and restart your rotation within 3 secs.

    I said it before and I'll say it again, basing HL improvements on how well it does against Sparring Targets is absolutely pointless. They cant knockback/stun/counter. Right now the best example is trying to fight Jesse in Deep Desires solo at 155 on live, its an absolute joke. Most of your dmg has to come from Weapon attacks as every time you start a rotation you get knocked back or countered and will go through your entire power pool in about 15 seconds restarting rotations while doing terrible dmg waiting for the AM to kick in.
  3. HarpieGirl New Player

    Kinda awkward situation for HL again.
    Midrange numbers wont be much different than they are at Live. The real damage buff was for melee constructs alone. So this was more of an update addressing melee than midrange. :oops:
  4. Kuroki Honoo Committed Player

    Or you can just range him so his cc doesn't affect you..
    • Like x 2
  5. loupblanc Dedicated Player

    So just a 3 sec interrupt buffer window? Kinda sad
  6. Telos Usr Dedicated Player

    So a mid-range change comes into effect for HL after all this time and your best solution for this 1 outta 200 situations is to fully range the guy in a small room you cant range him in? Even if that were possible, you dont see anything wrong with suggesting ranging something after mid-range changes come in? Not trying to argue with ya, but that solution is completely counterproductive. I dont want HL to be OP or the FOTM power, but considering its sooooo easily countered we need better solutions than just Parser results vs a Sparring Target. If the variables arent factored in then the power is right back where it started, which judging by each recent patch is whats happening anyway.

    Trying to "fix" HL based on Sparring Targets is as useful as saying a Cop who's only ever done target practice in a gun range against stationary targets would be a good shot against moving targets. Forget the variables and you can forget any "fix".
  7. ErnieB Loyal Player

    pretty much the same I've noticed with my testing on 10 secs, though what I did notice was that clipping MG to Ram I got better crits than letting it run, I would thing if you let the combos run I would get better crits than just clipping it, but the damage seems consistent. I use ST because I really hate the effect of Impact, but overall both combos seem to be very close in damage, which is good, that means I can at least have that option when deciding which combo to use.
    • Like x 1
  8. jr1nc Dedicated Player

    I think my days are over with Hardlight.... I just don't understand how such a great and unique power can play like crap....it has so much potential and yet nothing is working out... anyways there is no reason to test anymore if the tweaks are getting worse... this is torture
  9. ErnieB Loyal Player

    I tested it on the DD solo, used melee on Jesse just to see if the counter window helped at all, and it did. Melee is putting out tremendous damage, with the risk of being 0m, haven't tested on raids but so far the changes are helping when it comes to the ridiculous countering abilities NPC have now.
  10. ErnieB Loyal Player

    what was the last tweak?
  11. SixSigma Well-Known Player

    I did notice that sometimes you have "feel out" how long you should let it run. That's why I say 3-4 secs per LB/MG because you're right. Sometimes I let it run longer when I see more crits and other times I just cycle to the next power cause the crits aren't happening. It's mostly the inconsistencies I'd like to see fixed and from what I've seen in other people testing, I think it'll be fine. I know I'll do well.
    • Like x 1
  12. jr1nc Dedicated Player

    Dont mind me... I'm still trying to come to terms with what hardlight is on test lmao... there isn't anything we can do
  13. ErnieB Loyal Player

    lol ok, because last I checked the only recent change was the tick count for LB and MG
  14. MEBegnalsFan Devoted Player

    Longer time in combo means greater chance to be interrupted. In solo and duos that is not a good thing. This update is a failure. Might as well not even touch light. As least right now in solo and duos we can skip the animation and reduction the of being interrupted by channeling LB and MG.

    I also stated the higher damage would be nerfed and that this change to LB and MG really ruined Light.

    I am now no longer in control of how long I hold LB or MG, now I have to hold them.
  15. ErnieB Loyal Player

    You don't need to run the whole combo, damage is still there when clipped. And I ran DD with melee only, and it wasn't such a bad thing, as long as I got back up within the 3 seconds along with the immunity I did fine. Also ran First Piece, and it was actually quite easy, even with interrupts I never lost damage except when I left combat. The power is not as bad as "clip only" people are making it out to be.
    • Like x 1
  16. SixSigma Well-Known Player

    The longer chance to get interrupted is based on your group and how well you are placing yourself during battle. I hardly every get interrupted by enemies and the only reason my combo breaks is when I can't just walk over to a better spot and I have to roll to avoid the one shots or big hits.
    • Like x 1
  17. Delta796th Loyal Player

    I'm having issues posting pics on a Parser but here's the difference between HL and Mental (both done on test using Tunso Test specs)
    HL: after test update using traditional ranged loadout and playing out animation of LB & MG

    Total, 4,514,613 / Time 150.7 / DPS 29,957.6 / Hits 846 / Crit % 27.3

    Mental : Standard Grandeur loadout at same range
    Total 7,273,075 / Time 202.2 / DPS 35,969.7 / Hits 1,116 / Crit % 33.5

    Mental : Invisibility loadout (melee)
    Total 10,166,699 / Time 268.5 / DPS 37,864.8 / Hits 1,455 / Crit % 36.9

    I wanted to post this for a couple reasons... Prior to update on HL we were getting roughly 35k in midrange (with ending LB & MG early) and people said that was too high so it was effectively nerfed to bring it "IN - LINE)
    BUT you can do the same testing right now with mental and hit for almost 6K per second higher


    Even at melee with 40K that HL is producing , just one knockback will put you behind a Mental toon that can still sit back a few feet.
    I thought this was about balance...Yet the number I just posted don't show balance.

    What bothers me even more is that on live while Mental is a strong power it doesn't compete w/ Sorcery, Gadgets, Earth or Ice when in content when 2 people of similar skill play.

    Where is the balance? Cause it obviously isn't here...
    • Like x 1
  18. MEBegnalsFan Devoted Player


    I am not talking about the clipping aspect. They updated the time needed to hold LB and MG. On Live you can skip the animation and get a few hits out. From what the update notes state, that is no longer the case. Now you have to hold LB and MG to produce your max damage.

    My daughter just got a PC for Valetine and I'm already using it...I'm downing load testing and will run some test on Light today. Another 2 hours and I will be on testing.

    This is what they have given light with this update...

    The good..

    • 3 Second window after interruption
    • Increase damage
    • Can stop rotation and use a trinket and go back into rotation without any damage lose
    The bad...
    • Cannot stop rotation to use a self buff (other powers have this option)
    • Cannot stop rotation to use a SC (other powers have this option)
    • LB and MG animation cancellation during combo removed
    • No melee damage for Light beyond 3M range
    • Cannot stop rotation to use a protective ability prior to going into melee without taking a damage loss
    This update only solve two of the many issues with Light, than the devs reduced our damage if we go through the animation too fast.
    My testing tonight will also include Gadgets and Ice so I can do a melee, mid range and range comparison. I have a gut feeling my testing will show that Light is indeed behind Ice and Gadgets, at least for mid range. I have that gut feeling. And the reason for that is, unlike Light, Gadgets and Ice melee rotation can be used at mid range or should I state their mid range rotation can be used in melee range. This provides powers with a melee/mid range rotation an unfair advantage due to the range and if one of the targets get in the melee range these powers will produce bigger numbers. Light has no option here expect to produce mid range damage unless you go melee.

    Speaking of melee, I did some test with some friends this past weekend in PB, BD, and BN. Overall you can melee; however, Light Barrier and Triage is needed to sustain you as a DPS. You cannot rely on the healer. Without these powers in your tray you will be an open target for quick deaths.

    I pugged and tested our Light melee as well. Not vialbe. PERIOD! You will be kicked, yelled at or not picked up. This makes the risk of higher damage to high to justify when pugging. And most players pug at some point, making Light melee AM almost worthless.

    I am seeing more bad coming from this update.

    I know that prior to the recent changes..
    Melee DPS: 37.5K
    Mid Range: 33.5K
    Range: 26.5K

    I wonder how I will fair with these changes on test. If my average is below 30K for mid range this update is a failure. If melee damage sits at 35K it is a failure and range we all can agree 25K is fine for almost all powers.
    I will state this once again, Light mid range should produce around 32-33K given that it does not have a melee range option in the 4-7M area like other powers. Or give Light melee damage when in melee range with the Range Combo.
  19. MEBegnalsFan Devoted Player

    I did warn that any post about Light producing damage above Tunso threshold would be adjusted.

    As for other powers production level, these powers produce like damage at mid range: Gadgets, Mental, Ice, and Atomic. The reason is that these power mid range rotations are also the melee rotation. Light is not so fortunate it to have a 4-7M rotation to produce melee damage, therefore its mid range test fall behind these other powers.
  20. MEBegnalsFan Devoted Player


    Holding any animation can result in an interruption, plain and simple.

    They really turn light into a boring and once again under performing power.
Thread Status:
Not open for further replies.