Hey DCUO, I thought of making a before patch discussion of the new upcoming "Midrange Balance" that has been posted here and the changes they are making to the powers that heavily use Midrange. (This Thread isn't made to nerf any power but to help the rest) Before getting into Earth, Electric, Nature and Sorcery we will have to talk about the powers who currently don't use the midrange unbalance mechanic which are out performing the powers that need this unbalance these powers are: Munitions Mental Gadgets Ice NOTE* These 4 powers in any order that the Players/Devs Choose which one is overpowered against the other doesn't matter, What matters is why they make it on top the majority of the time and whats the difference between the rest of the powers that aren't named on this list. Now why did I list these 4 powers over the rest? Because they have 1 thing in common, All 4 powers have High Burst damage and fast burst damage most of which are uninterrupted the majority of the time, and Munitions and Ice have supers that also back them up with insane burst damage. Why is it different from Celestial, Atomic, Fire, Rage, Hardlight, Quantum? Lets go 1 by 1 Celestial Its technically slower against the top 4 chaining combos more interruption vs the 4 even with grace period. Hardlight yes it hits hard but the second you get off the chain of combos to reapply pi or get a supply drop trinkets supercharge you drop a lot of damage so don't move combo all day and don't stop for nothing is your best choice. Atomic Needs A Grace Period. Rage Risk is too High, just way too High, People might say use Dreadful Blast, umm just not the same without outrage. Fire Fire burst is nice, but compare to arctic gust it isn't, that and Ice elemental, and the 5 seconds of building a Kamehameha ball isn't helping. Quantum Slow and burst isn't has good as it use too ever since Amazon Part 2 So now Earth/Sorcery, I know, I know some people will be asking well why aren't they up there with the top 4 I listed? Let me explain. Earth and Sorcery don't have burst AMs, their Ams are base off of Burst Over Time unlike Electric and Nature which only have Damage Over Time, the One-Handed Flip Slash works better on pet AMs then Dot AMs. What does this mean? It means the flip slash is the Burst damage needed for this 4 powers to keep up with the top 4 I mention, But because Electrics AM is broken and Natures dots are too low and don't have Burst Over Time Pets they fall behind. One-Handed Flip Slash The flip acts like a Mass Terror, EMP, Arctic Gust etc for precision base powers, only its slower it takes additional taps and you can say slightly less damage by a small amount.The thing is it isn't a power, so mental can option out a AM but won't do what it does with it. Concluding for now If earth and sorcery are pet powers why not increase their powers while the pets are active for example jackhammer, circe of destruction do additional damage while Crystal/Fury is active or while Fortify Golem/Offering is active, or increase their solo attack buffs enough to compare the burst AM powers. Now i know the CR to Skill point update will ruined the pets damage and Bricks/Watchers Support might have to only keep them at CR or Base them off stats as well by a percentage. As for Electric and Nature they need to increased dots and a burst they can depend on but since they're dot AMs i don't see a burst coming. Midrange Balance The balance is going to be interesting, especially for powers like Rage, TANKS will be mad and people will try to keep close, this is the current state of the game and what powers do against others, the burst game is majority of the dpsing compare to the powers who use midrange in the first place. Let me know what you guys think.