ssg will nerf Legen Strength of Arms in 3 month right when most players start to enjoy it and ppl will be mad

Teh_Troll

Master of Baiting
It is still more dangerous to be a melee with Strength at Arms than it is to be pew-pewing nowhere near the target.

Does it make stuff potentially too easy on low skulls? Low skulls were already easy so it doesn't matter.
 

Concavenator

Well-known member
It's fairly useless against trash mobs, so it's for boss fights. You aren't going to become R10 solo capable with this unless you were already on the cusp of it.
it is 100% useful against trash mods, nobody can cc the whole group every time. i never said it can let the average player solo R10, i actually said the exact opposite right from the start.
 

Concavenator

Well-known member
It is still more dangerous to be a melee with Strength at Arms than it is to be pew-pewing nowhere near the target.

Does it make stuff potentially too easy on low skulls? Low skulls were already easy so it doesn't matter.
i play a throw monk and a chain monk. this feat is the tipping point for me, im now having a easier time solo r10 on my chain than throw it has never been the case before.
 

Sarlona Raiding

Well-known member
It is still more dangerous to be a melee with Strength at Arms than it is to be pew-pewing nowhere near the target.

Does it make stuff potentially too easy on low skulls? Low skulls were already easy so it doesn't matter.

I agree, it allows a beefy melee to solo easier and potentially at a higher skull. But for the most part many people avoid melee because it's more dangerous.

As always there is too much emphasis on what the top 10% of players are doing and not enough on the middle 80% by the forum community. I think it helps the middle 80% of melee players quite a bit. The top 10% don't need SSG's help and figure out how to optimize post-nerf - so it's just wack-a-mole to try and balance around that group.
 

Bjond

Well-known member
i play a throw monk and a chain monk. this feat is the tipping point for me, im now having a easier time solo r10 on my chain than throw it has never been the case before.
Huh. I never thought about it, but do SDK chains actually work with handwraps? It would be beyond silly, but they are on the "light weapons" list.
 

Concavenator

Well-known member
Huh. I never thought about it, but do SDK chains actually work with handwraps? It would be beyond silly, but they are on the "light weapons" list.
hah its a dagger monk. u can swing the chain with wraps but its not gon get anyway without swf
 

erethizon1

Well-known member
R10 already feels like R4-R6 of 2024. Save your judgement for after the reaper/caster balance pass. Melee, in my experience, are still even with this feat less useful in r10 questing of new content than ranged and tricksters without it - because we already had strong melees who didn't die in R10s be less useful than powerful other classes. This feat isn't the ruination you're framing it as, imo.

We just need harder difficulties.
We need harder difficulties with no increase in reward. R11+ should have the exact same RXP and the exact same chance for reaper bonuses on items as R10. I've got nothing against higher difficulties, but the rewards keep increasing which pushes more people into difficulties they don't really want to play, which makes more desire for power creep so those difficulties can be easier. If R1 gave the exact same rewards as R10, most players would stick with R1. Because R10 has better chances of getting reaper gear, we benefit from R10 being as easy as possible so we can run R10 for gear.
 

LurkingVeteran

Well-known member
Huh. I never thought about it, but do SDK chains actually work with handwraps? It would be beyond silly, but they are on the "light weapons" list.
You could last time I tried years ago. It's maybe better than WWA due to the larger area, but it was a casual build. Chains have been borderline busted for a long time.
 

Bjond

Well-known member
we benefit from R10 being as easy as possible so we can run R10 for gear.
Or add an "extreme reaper" leaderboard for R11+: score goes up for less time, rxp earned, and divided by players in group. Increased progression is simply a chase feature, but not the only chase that could exist.
 

woq

Well-known member
We need harder difficulties with no increase in reward. R11+ should have the exact same RXP and the exact same chance for reaper bonuses on items as R10. I've got nothing against higher difficulties, but the rewards keep increasing which pushes more people into difficulties they don't really want to play, which makes more desire for power creep so those difficulties can be easier. If R1 gave the exact same rewards as R10, most players would stick with R1. Because R10 has better chances of getting reaper gear, we benefit from R10 being as easy as possible so we can run R10 for gear.
I think the amount of people playing r1 would be less than you think. We play r10 not because of the rxp and loot, but to make the game interesting for even moderately fleshed out characters.
 

Subtle_Rose

Dances with the daffodils.
I am not arguing against it being OP. I'm arguing about this being some groundbreaking new thing that wasn't in the game before in some other way, when it was. Barbs/shifters had *better* sources of temp hp already than this via rageswap + tribute due to not requiring hitting and it being on your own terms to get it.

SSGs past reworks in recent history (since 2024) have shown they're increasing the average power level of characters by a lot. Monk both melee and shuri, Dragon Lord, Kensei, Repeaters, Inquisitors, Tricksters... Everything they touch has seen a tremendous rise in power with the exception of casters/nukers - and this level of self-sustain has already in some ways existed in the game before this via sentient rage swaps, now it's just more universally accessible so non-barbs and non-shifters can also reach a level of tankiness previously restricted to top builds.

In that realm of power increases - attacks doing +100%/+60% with increased threat/multi profiles and multihitting, or wrap monks getting a +60 mp adjustment and full uptime 95% dodge, or a rage swap providing now 1.6k temp hp on demand - is this even that out of left field? Hence why I maintain that we just need harder difficulties.

Sorry for all the posts here I'll stop flooding the thread now.
O_O How are other monks getting 95% dodge? I only have 51, and that's with Reaper points.
 

jwukane

Active member
I personally hope it doesn't get nerfed. I play solo. Have yet to join an r10. But strength of arms effectively lets me go up to r6-7 solo from say r4-5. Just let's people who don't end up grouping get reaper points easier. I'm up to 62. Now will get more points quicker so I can group up with everyone who only does r10. As well as not die as quick. Sounds great to me. My 2 cents.
 

Shear-buckler

Master of reactions
I personally hope it doesn't get nerfed. I play solo. Have yet to join an r10. But strength of arms effectively lets me go up to r6-7 solo from say r4-5. Just let's people who don't end up grouping get reaper points easier. I'm up to 62. Now will get more points quicker so I can group up with everyone who only does r10. As well as not die as quick. Sounds great to me. My 2 cents.
You know that reads like a very good reason to nerf it, right?
 
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