Agreed; Its a few other things like how range damage burst (SGB, GRICO, Rapid fire, snap shap and DBOW) with BOLG in death swiftness can do crazy damage.
Melee Berserk damage range varies wildy without max crit buffs and bleeds can be timed wrong vs burst damage of range above.
Melees got hurricane, EOF Claws/long, Zuk overpower and Punish when enemy is below 50% health for burst damage. Which is nice; but laughable compared to SGB or GRICO, plus rapid fires ability to maximize damage hit caps being 8 lower hits vs 4 large hits; meaning range can theoretically hit with Grim 8 15k crits in the same time Lengs could crit 4 20k max crit buffs (80k vs 120k).
Only way to keep up is berserk; which the mentioned above bursts are used up relatively fast vs GRICO or SGB and while in berserk is a shorter time and more damage intake.
Berserk should make sure to get around 300k but its doubtful; more like lucky if 100k+ if not using crit buffs.
Melees got bleeds but only if they can be used (boss mechanics/phase changed negate bleed damage) ; but they still need some enhancements; As they should be able to get off atleast 150k+ total dpm with Ezk and 200k+ with scourge but Im sure its far less.
Part of why I believe Split soul should be added to melee; so the bleeds can become much stronger and more effective; plus reduce risk/need for berserk all the time.
Easy suggestions would be for berserk:
Leave the intake damage for berserk; but if using EXPENSIVE grimoire with Biting 4 should ALL be critical hits. No 4k hits during berserk... So berserk should have like an added 50% crit chance when active.
Another would be to Fix meteor strike so its cheaper adrenaline cost to activate before berserk; so the andrenline up keep can be maximized so after all threshold's are used players can EOF D claw/ Dlong spec for maximized damage.
Love Melee as well but it does need some fine tuning.
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12-Aug-2023 19:17:09
- Last edited on
12-Aug-2023 19:22:07
by
Sheepman