Ok looking at the detailed info it seems to me Aspect of the Machine is inferior in every way to other forms except maybe IDF. First of all it seems that the bonus per stack is less than other forms as per the advanced description in game looking at forms scaling off of ego and str for their specializations, but also the lesser bonuses for melee with concentration and ranged with unstoppable will be higher due t the higher stack counts as well. The lower stack count overall is also low and thus even when at full stacks any other form seems to be better for damage. While this is coupled with the kill to stack aspect it really has no redeeming qualities. Am I missing some advantage it has? going off base numbers 6.8 bonus per stack at 5 stacks is 34 while the 4.8 bonus for melee on concentration at 8 stacks is 38.4.
I don't duel anymore since the level 6 hit my level 8 for 15k in one shot instantly
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Formerly @Seschat pre PWEmerger. @Seschat on the Titan boards.
Supporter of the Titan Project.
This is, the whole "Equal damage to both melee and ranged" is something people often claim is important to them, but it never seems to be important enough for them to sacrifice anything for it. AotM was a great experiment in testing if people mean what they say about what they want.
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All that being said, it would obviously be better to have a ranged/melee form that offered energy and the ability to use its full potential in all content.
If it was instead based on int or dex, both of which would make more sense for machines as well as both being ranged/melee neutral, only then would it truly be an equal boost to melee and ranged.
Of course, then there's the ranged vs melee role selection to contend with.
If that's the case, it was conducted poorly, both because of what I mentioned above as well as the fact that it doesn't stack as reliably or even in the same way as other forms.
If you really want a "great experiment" regarding the mixture of melee and ranged, and to see if people really wanted that, then the following would need to happen:
Aspect of the Machine
Scales with the higher of int or dex. Stacks up to 8 times. Every time you charge or maintain a power all the way, gain a stack. When using the hybrid role, damage bonuses are increased enough to compensate for the gap between hybrid and ranged/melee damage roles.
And there you have it, a real, legitimate option to see if people actually want to use ranged and melee together.
Spoiler: I don't use the current Aspect of the Machine because it's a terribly designed form with a lousy stacking condition and stats that encourage a choice between range and melee, not because I have no interest in mixing ranged and melee.
My super cool CC build and how to use it.
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Defending AotM is futile, we all know its trash tier.
My super cool CC build and how to use it.
Formerly @Seschat pre PWEmerger. @Seschat on the Titan boards.
Supporter of the Titan Project.
My super cool CC build and how to use it.
There is a lot more stopping range and melee working together in this game than a toggle form like AoTM, tbh.
Overall I disagree the power is trash. It may be "sub-optimal" from a Spreadsheets Online point of view but from a theme and gameplay perspective it's actually quite fun. The damage stacks are added quickly, and they drop off quickly, which promotes an aggressive style of gameplay not found elsewhere. It should be made to give more of a "feast or famine" effect in keeping with the theme of a machine which feeds off the defeat of others but lapses when there is nothing to feed on; generating energy and perhaps even giving bonus rewards if maintained at 5 stacks for a significant period of time, giving nothing if the enemy is not killed.
The new Automaton AT is a right laugh if played ultra-aggressive, btw: (toggle on your EB and you'll have to attack everything in your path...) and a reformed AoTM would go nicely with it.
Adding a hundred points of STR gets you 7.4% from stats, and gets you 26.4% from enrage.
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Used to be coach on the forums. Still @coach in game.
Why do people need to "give up something" in this particular case? That's completely nonsensical. Let's say I want a ranged single target attack but a melee pbaoe attack. I choose concentration as my form, but it just as easily could've been any other ranged form. Alright, so why does the melee attack need to be weakened by my form choice when instead, I can just take a ranged sphere attack like Lightning Storm and then say "I'm only going to use this when things are within melee range of me." Should my Lightning Storm be weaker when things are in melee range? If anything, I'm already "giving something up" by choosing a melee-range PBAoE over a ranged sphere attack. Or with my ranged ST attack. I'm already "giving something up" by choosing something that's probably rooty and more energy intensive due to being a ranged attack.
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They do, but it's pretty easy to maintain them, whereas with AoTM it's not. If I use Concentration it's child's play to keep adding one stack here and there to keep the whole eight stacked. With AoTM they would drop off unless I moved fast and was aggressive, and they'd drop off completely against bosses if they didn't spawn adds.
If you wanted to take the concept to the extreme (and to be honest, I think they should) AoTM's stacks should give even bigger bonuses so that there's a real surge feel to it..... almost like an AO effect.
The "giving something up" has already happened.
Consider the possibility that you're defending the ranged vs melee segregation in this game because it's something you've grown used to, not because it's an actual balancing factor in a well-designed system.
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I suspect you'd know better than I would, but with melee attacks being stronger in single target, does that mean most people who take cosmics seriously use melee attacks?
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My super cool CC build and how to use it.
It's not that I wouldn't put up with sacrifice. I could live without the energy return that other forms have. I could live with having a lower maximum damage bonus compared to other forms. But to have a condition that actively goes against the current gameplay direction (team play and boss fights) is a bit much of a sacrifice. It's that condition that had kept me away from the power besides using it on the original Automaton progression.
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Also, ranged absolutely gives advantages, huge ones in fact. That's so basic to the game that it's mind boggling how anyone could not know that. It's like someone saying "Oh the fire flower in super mario bros doesn't give you any advantage over just jumping on things".
My super cool CC build and how to use it.
You think the only issue is getting into range to attack your current target? Interesting. I'll add it to the list.
My super cool CC build and how to use it.
I mean sure, maybe there's other disadvantages melee has. Feel free to share instead of trying to "gotcha" me.
"The list?" Oh wait, you're doing "it" again.
- Many NPCs do higher damage in melee than at range.
- Time to engage target. This is usually not an issue in boss fights, as bosses tend to be immobile, but it can be a significant hassle if rapid target switching is needed or if the boss is fond of moving about.
- Target motion. Most bosses don't move around much, but lower ranked stuff does, and it doesn't take a lot of motion for attacks to miss.
- Alpha strike potential. The effective range of melee powers is less than the aggro radius of foes, so if you run up and try to charge an attack, there's a good chance you'll be attacked before it goes off. Ranged can easily charge an attack without drawing aggro. Again, this is mostly not an issue for boss fights.
- Area attack splash. Some bosses have PBAoEs, tank-centered spherical AoEs, or zones that ranged can get out of range of, but melee cannot.
- Pushing and crowding. The space available for melee to stand at a boss fight is often quite limited, resulting in crowding, as well a problems with area powers that target random characters hitting other nearby melee.
- Area attacks. A 10' radius just isn't that big.
Is it perfectly balanced? Probably not. However, there are real drawbacks to melee.Epic Stronghold
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But, just because I don’t use the advantages doesn’t mean they aren’t there. Panta and spinny pretty much covered it, and spinny’s QWZ videos do a pretty great job of showing some of them in action.
So yeah, for that Soul Siphon alert against Viper X, it pretty much doesn’t matter if you’re at 100’ or giving him a hug. But, many situations in game offer a real discernible advantage to fighting from range. Melee/ranged difference is real, and the raw damage numbers do/should reflect that in some way.