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Tauntless Melee Energy Builders

raighnraighn Posts: 2,339 Arc User
edited December 2013 in Suggestions Box
I've been thinking about this for quite a while... and I've posted a couple times in the past about this as well... I thought it might be a good time to try to bring it up again...

When I first mentioned this it was before the Earth power set was added and I was met with reactions about it not being possible to have an energy builder function as both melee and ranged with damage for each... but since the Earth set's release such a limitation isn't present anymore...

So to put it simply I'd like to see one of the following done.

1) replace the taunt function of melee energy builders with a suitable ranged energy builder for each

2) add a 0pt advantage to each melee energy builder to replace it's taunt with a damaging ranged energy builder

3) make a second melee energy builder for each set that has a ranged damage component instead of taunt

I don't know what they all should be but I have a couple general ideas working off other powers within the powersets...

Ego Blade - Kinetic Dart ~ possibly the most obvious one...
Clobber & Bludgeon - Iron Chain ~ Might already has ranged attacks with Iron Chains so this wouldn't be a bad option... alternatively it could have a shockwave ranged component
All Martial Arts EBs - Shuriken ~ Like with Might, this isn't a bad option though some alternatives may exist
Bestial Fury - Infernal Chain ~ again, already within the powerset...
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Post edited by raighn on

Comments

  • flamingbunnymanflamingbunnyman Posts: 2,035 Arc User
    edited December 2013
    I don't really see the need for this. That said, I wouldn't complain if it was implemented, as long as it made sense.

    That said, I would despise the chain being added to Bestial. It is NOT part of the set, and I personally have no clawed characters where pullung out a demonic chain would be even close to appropriate. The same is truefor some of my Might characters as well.
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  • raighnraighn Posts: 2,339 Arc User
    edited December 2013
    I don't really see the need for this. That said, I wouldn't complain if it was implemented, as long as it made sense.

    That said, I would despise the chain being added to Bestial. It is NOT part of the set, and I personally have no clawed characters where pullung out a demonic chain would be even close to appropriate. The same is truefor some of my Might characters as well.

    As i mentioned... those are just general ideas. I'm sure there's better options for each of them to use as ranged counter parts, I just don't really know what they are.

    The only one that I'm certain on is Ego Blade w/ an Ego Dart ranged counterpart

    Beyond that... I'd like to see a Chains option with both Clobber & Bludgeon like EBs... but i'm not opposed to having multiple variants either...

    Like perhaps a Clobber with a ranged attack that throws chunks of earth

    or a Bludgeon that hurls your weapon like a boomerang at the enemy at ranged

    I submit to everyone to suggest some ranged counterparts for each melee EB

    as for my 3 options... personally I'd like to see Option 2 or 3 as to how this is implemented.
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  • crypticbuxomcrypticbuxom Posts: 4,629 Arc User
    edited December 2013
    My biggest issue with melee energy builders is that they don't grant as much energy as the range builders do at a range. Sure it has taunt (which is worthless), but its not doing any damage at the time.
  • rugrothrumborrugrothrumbor Posts: 534 Arc User
    edited December 2013
    Hmmm I'd rather see there be a distinction between melee and ranged energy builders. Like melee energy builders can grant more energy, do more damage the downside is you have to be up close and personal to get your goods.

    I mean putting ranged powers that people don't want on their melee energy builders can break the theme of the character for example if I made a boxing character who uses just his fists and suddenly he's throwing a chain or sending a shockwave (if there is a melee/ranged hybrid Clobber power I think it should be a shockwave).
  • chaosdrgnz43chaosdrgnz43 Posts: 1,674 Arc User
    edited December 2013
    You know, Wield earth is the only melee/ranged energy builder in the game. I'm not really sure that the melee should have a ranged attack. Melee is usually close-combat. I do get you point though. A lot of builds here are either ranged or ranged/hybrids, making melee have a huge disadvantage.
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  • gynomightgynomight Posts: 93 Arc User
    edited December 2013
    Hmmm I'd rather see there be a distinction between melee and ranged energy builders. Like melee energy builders can grant more energy, do more damage the downside is you have to be up close and personal to get your goods.

    I mean putting ranged powers that people don't want on their melee energy builders can break the theme of the character for example if I made a boxing character who uses just his fists and suddenly he's throwing a chain or sending a shockwave (if there is a melee/ranged hybrid Clobber power I think it should be a shockwave).

    I totally agree with this, and I would also add that melee taunts should give energy. Why do we have to necessarily HIT the enemy to receive energy? Taunting should give energy at a range.
    Trying to get energy from a moving target is a pain when you can't touch them.
  • edited December 2013
    This content has been removed.
  • spinnytopspinnytop Posts: 16,450 Arc User
    edited December 2013
    raighn wrote: »
    1) replace the taunt function of melee energy builders with a suitable ranged energy builder for each

    2) add a 0pt advantage to each melee energy builder to replace it's taunt with a damaging ranged energy builder

    3) make a second melee energy builder for each set that has a ranged damage component instead of taunt

    1) I like the taunt animation personally, I think it has a lot of "cool factor" and adds both to immersion and gameplay fun. If my character wants to do some ranged attacks, they can just use a ranged power... no need to force every melee energy builder to become a ranged/melee hybrid, because then they would no longer fit many character concepts.


    2) Would be neat... problem is, which animation do you use? No one animation could fit everyone's character concept.

    3) could be neat... assuming it doesn't take up much of their time since I wouldn't want them putting too much time into adding more... energy builders :S


    Personally I think the easiest solution here is to just directly address the gameplay issue by making melee EBs build energy at range at the same rate they do in melee. There's really no reason for melee EBs to have poor energy generation at range... seeing as melee already can't do a single point of damage in that situation; at least let them build energy at a decent pace for when they do get back in there.

    Animation-wise if it bugs you that your character is pointing instead of throwing/shooting, then just tap a ranged attack; if they fix that energy issue, then you'll be able to do that.
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