Ranking up lunges should increase their ranges, because as it stands there is literally no reason to do so, I'm thinking
r1: 60ft
r2: 80ft
r3: 100ft
sound reasonable?
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Yeah some things are broken... no I don't use/abuse them.. where would be the fun in that?
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Bigger damage increases would be fine.
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Member of Paragon Dawn: Because some people like friendly helpful communities.
Yeah some things are broken... no I don't use/abuse them.. where would be the fun in that?
My super cool CC build and how to use it.
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The Gravitic Teleporter lunge device power seems like a good reference point.
Your Gravitic Teleporter deals 3309 Particle Damage to Test Dummy
Crits look like:
Your Gravitic Teleporter deals 7205 Particle Damage to Test Dummy.
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So yes, increase the range with rank, but there is no need to increase their damage. Accept what a lunge is and deal with it. Not every power in the game has to be about raw DPS. Utility powers exist for that very reaason, UTILITY. Lunges are a utility.
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Member of Paragon Dawn: Because some people like friendly helpful communities.
Yeah some things are broken... no I don't use/abuse them.. where would be the fun in that?
I'd rather if at base all lunges had a fixed 0.5 sec cooldown.
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Although, there are many situations where enemies can be quite spread out and hacking your way through them with enemies attacking like VIPER Soldiers, in combat speed reductions, snares / movement reducers can make it a lot harder when you're trying to cut down a Brick Buster before he completes his initial attack rotation before firing off an MK II.
^ May have been a bit dramatic, but I've been and seen situations like that. Not fun.
I guess lunges should just generally be more accessible to melee builds. I think they should be a little more dynamic and having lowered cooldowns for lunges would really help.
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lunges don't need heavy damage... they are not meant to be damage abilities, they are pure utility. I'm not opposed to the suggestion of having a downrange disaster type damage bonus to them though, where the further you lunge from the more damage you deal...
Lunge duration is already short, and as somebody pointed out you can take multiple lunges if you really need them. Personally I just use my travel power if something's being kited around a bunch ( then again I build in a versatile manner so I always have mobility options on hand for these situations ).
Much more than repeatedly spamming lunge every half second and still not solving the issues you're talking about... I'd much rather that my lunge itself do a good chunk of damage to the target. That way it doesn't matter that I didn't get to them, the damage I wanted to deal was applied just because I activated the lunge.
Just imagine how frustrating it would be if you were spamming lunge every half second and you still didn't manage to do anything meaningful to that target that's getting knocked all over or kited away constantly. Now imagine how satisfying knowing that just using the lunge itself guaranteed some meaningful effect every few seconds, regardless of if you actually got to the target or not.
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Giving lunges the potential to deal decent damage makes both game balance (ranged>melee), and real-world physics, sense.
I like the downrange disaster idea. Lunges doing decent damage at (and near) max range would make for some fun builds and play-styles. It annoys me how static melee is, when melee in comics is (generally) anything but.
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