Compared to how powerful casters are . . . this is not OP at all.
De-nerf stat-damagers in epic. let us get mobs in a helpless state faster and keep them that way. 0 CON doesn't kill anymore, you still need to beat down all the HP.
Compared to how powerful casters are . . . this is not OP at all.
De-nerf stat-damagers in epic. let us get mobs in a helpless state faster and keep them that way. 0 CON doesn't kill anymore, you still need to beat down all the HP.
This would give us rapier and scimitar users a boost too...
Since you nerfed Puncturing and Enfeebling, and changed Banishing and Smiting, there hasn't been as much use for the big crit-range (but low crit multiplier) weapons...
It would be nice to make rapiers and scimitars somewhat more competitive with khopeshes again.
I think main reason this isn't likely to be implemented is because that would make a single class of weapons very overpowered.
Though, I'm all for it - denerf stat damagers, perhaps even vorpals (only issue here is that CC scimies have vorpal, and there is that ring too...); put life-stealing back into crafting - and balance them all on being even with each other.
For what was it.. 2 years, melee were over powered compared to casters even though if you follow PnP, casters are the more powerful of the bunch.
So in maybe 2 years... Melees have only been crying for a few months.
BTW, range physical (as compared to range magical) has been crying since release.
And quite frankly I really don't see any need to boost melee dps. I do see a need for an AC pass, however. Those mobs get in close, that caster is toast. Not so much for a melee where that is in the job description.
Vorpals to, they need the HP limit raised but I'm not sure what it should be. 1000 HP is too low, at that the only vorpals worth using at all are the pink ones.
Give us a "Vorpal Weekend" or something where the HP limit is lifted on Vorpals, we can run a bunch of EDAs or something and see if melees can come close to casters in kills.
My bet is still on the casters
So youre solution to a dumb in-game situation is to tell people to shut up? That's smart.
Turbine's past slowness to react to things is not a good rationalization for keeping the game in a silly state. You shouldn't enable them and give them excuses. Giving casters insta-kills at the same time the ability is REMOVED from most melees was a very bad call on the part of Turbine and they should have their feet held to the fire for this silly decision.
So? Start another thread. heck, there's a pretty good one right now going on about that, take it up over there.
This doesn't boost real DPS, it boosts trash-killing ability. And regarding your second point . . .
I absolutely agree that AC should remain relevant in ALL content, but that has nothing to do with what we are talking about.
Definitely a good idea. Also think vorpals need to be un-nerfed, not back to where they were but a good bit better than they are now. Either give the vorpal effect some type of save, or have a 10% chance on a natural 20 to insta kill, raise the hp damage done on a vorpal to 500-1000 when no insta kill......something to make them more useful.
This would give "support DPS" people more options to use. Increased options and strategies. I'm all for it.
make melles to have AOE CC
add enhancement to stunning fist and trip to be AOE
or add enhancements to cleave tobe tripping or stunning.
or add another feat "stunning cleave" or "cleaving trip" or whatever
this will make melee characters have some kind of CC viable for epics
Weakening of Enfeebling - AC gap closure
Maladroit of Bone breaking - to-hit gap closure
Wounding of Puncturing - damage gap closure
I could see benefits.
Regardless of what is done to stat-damaging weapons Vorpals need to change.
The reason banishing / smiting / disruption are still being used is because of the 4d6 damage per swing in addition to the insta-kill chance. Vorpal did not get this extra damage, yet the same hit point cap was placed on it and the same bonus damage was given to it.
Vorpals need to either have 4d6 bleed type damage added to every swing (not ideal, vampires etc) or have the 1000 hit point cap raised to 2500~5000 and the bonus damage raised to 250~500
Vorpal is an iconic weapon effect that needs to find some balance. As it stands now, unless you get vorpal from the cove scimitars or the epic chaosblade just don't bother... its a sad state of affairs if you ask me.
~ Rukan 4/3 pal/mnk(Past Life mnk x3) ~ Ignavus 16 wiz(Past Life sor/wiz) ~ Styphon 20 Game Deformer(Past Life Clr) ~~ Wyek 7/6 mnk/ftr ~ Lystara 5/6/2 ftr/rng/mnk ~ Tinder 12 brb ~~ Broken Talons ~
I'm glad you think it is and we agree.
Now that both of us have the smart ass cracks out of our system (and you are correct, I do apologize.)
If you don't remember my past stand on the issue at large, I have always been against mass immunities, esp those that didn't make sense. Wizard King. Why shouldn't he be able to be tripped? Can't be stunned? Sure, but tripped? Unless he has something like "levitate" placed on him, no. Trip and end that existence.
Now the thing is, casters have a near limited supply of power. Melees have an unlimited comparative. Melees can go for as long as their weapons hold out, let alone they get enhancements for making certain their weapons get damaged less. Casters don't have anything that compares to that. Let alone if melees actually got tired, all that would happen is that they'd chug a pot of lesser restore and continue.
So, lets remove the stat damage from having a save on epics... quite frankly while not as over powered due to the can't kill, they are still quite powerful.
So maybe... any prefex stat damager gets their hardness cut by half.
Any suffix stat damager gets their HP cut by 25%-33%.
Melees have two options open to them. 1. pull out another weapon, 2. use an anvil. Casters don't have option 1, but do have option 2 in the form of pots. That should even it out a bit. Yes anvils don't drop often, but weapons are prolific comparative to pots.
And just so you know, I've got more melee than I do caster.
Actually I'd be fine with an arching trip attempt. That falls into what I call fair play. If mobs can, we can, and vice versa. Hobs do a mass trip all the bloody time, let alone through doors. In my opinion, Improved trip should be an arc in conjunction with the rest of what it does.
What about if they put vorpal back to where it used to be, but you only had 10 charges per rest or something? Maybe more with "greater vorpal" .
Just throwing it out there! Really I'm for just about anything that will bring melee's more in line with casters as far as killing things goes!
Which really should have reduced its market value to a +4, but that wasn't done. Let alone I don't think making it a +4 value should be done to something so iconic. I'd only say a +3 myself given how restrictive it is, but a +3 I think is where prefix stat damaging is.
How about 2d6 untyped every swing, with 20 still being the kicker? Sort of like a one way vicious.
Or, on any crit like you suggested it does 500, fort save for 250. 20 still being the auto 1,000.
Vorpal as is, is NOT worth market value of +5.
/Signed.
This will give melee edge, and also help not all out dps toons to contribute.
I also support raising HP limit on vorpals.
I always thought it odd that the update where they removed the immunity to insta-kill spells they hit vorpal with a major nerf.
If the problem was that everyone was insta-killing trash mobs, why let casters do it?