Originally Posted by
Chai
Not with you guys on this one, so far. Youre inventing an entire new system in order to be smoke and mirrors for what really is causing the issue here, which is large arbitrary percentage increases in damage . Instead of removing the large arbitrary increase and replacing it with something more sustainable, you add more damage to one style, nerf the other, then add more stats, and more formulas.
Concepts like adrenaline are OK because you get one huge hit then its back to normal, but when someone runs around with 250% always on damage increase, where did you think melee and ranged were going to flock to? Making it melee only doesn't balance the game better. It gives melee one great option, one good option, and a bunch of terrible options. Ranged will be in the same boat, and if you remove its ability to work with those arbitrary damage increases, youre just making it mediocre. This is not balance.
In order to balance to occur, you must remove the arbitrary damage increases that are for one archetype only, then replace them with sustainable damage options for all, and an epic moment that allows characters to be user for ~30 seconds or so then they come back to reality. The fate singers epic moment is a perfect example, and should be used as a blueprint for other epic moments as a design blueprint.
Turbine gave too much power in sustainable arbitrary damage multipliers, then left it in the game too long, then announce what will effectively a nerf which doesn't even address what the real issue is in the first place. If you want to get this right, youll stop putting all of the melee power in one place, then wondering why other archetypes flock there too.