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

Jack Jarvis Esquire

Well-known member
Not so sure this will get nerfed,or that it necessarily should. 🙄

It helps close the risk gap between melee and other play styles. That's a good thing IMO.

There is also generally a bit of, for want of better phrasing, forum hysteria around new style/class specific buffs, particularly when they are useful on paper. For example the legendary trick shot feat, which really isn't a game breaker at 40 RP in a context when you can be sitting at 600+ anyway has been subject to this IMO.

Much of these over egged concerns tend to come from other players without access for some reason or other. There may be something to them of course, but caution should be applied to avoid any premature knee jerk reactions IMO, something us forumites are much more prone to than the Devs, thankfully. 👍
 

Oliphant

Well-known member
I almost never play melees but I like the idea of an action button, kind of like old Meld, that folks can tap every so often to deal with crazy number based attacks for those with enough situational awareness to do so. I don't think it breaks the game based on what I'm hearing (its a great heal in reapers effectively).
 

Shear-buckler

Master of reactions
Alright then, since self healing in R7-R8 is now supposed to be easily achievable, can we get rid of the reaper self healing penalty?
It goes directly against the new direction we are taking.
 

jwukane

Active member
You know that reads like a very good reason to nerf it, right?
Nope. Just saying I like the feats. I have 140+ lives to go with it and am talking about sharn IOD not the new content. A little quality of life to go with my play style, only melee. So not game breaking at all IMO. I'm not soloing R10 unlike first life range builds on YouTube.
 

Rage

Well-known member
It's kinda funny self healing is limited in reaper, so devs need to use temp hp as a means to circumvent their own roadblock.
It’s intentional. So R10 becomes much harder. on a melee it’s ridiculous relative to the *pew* *pew*. Hence why the devs are trying to corrrect the situation.

Hint: people are still gonna go for the *pew* *pew*
 
Last edited:

Lotoc

Well-known member
you could give melee 1k temp HP a second and it does not even touch the gap in survivability and dps uptime that not needing to be in melee range gives.

Melee getting to be survivable as long as they're meleeing is fine, the real question is why similar deep investment defensive tools like Unholy Feeding in shadowdancer and Vampiric Bond in occult slayer have been so weak they may as well not exist in comparison.

On top of that, look at how irrelevant Rejuvenation Cocoon has become, and how bad Mantle of Sound and Fury is.
 

Darksteel

Well-known member
To the crowd asking for the nerf of these feats let me say it again: wont move the needle from ranged to melee even a bit. If you think melee toons will be accepted in R8+ raids going forward because of these feats, I have a garden bridge in LA to sell.
 

Mechgraber

Well-known member
Ranged is still the meta, but this feat does help swing the balance.

Sure, it's a help with my solo r10 project where there's that -96% healing penalty. I do run with mid 300s to low 400s MP though (depending on blessed purpose stacks), and have other temp hp defenses layered in. It's enough to tip the balance in some tough fights where I couldn't do r10 before.

I'd say it adds about a skull, MAYBE two to what I could do, AT MOST.

Even through 500 PRR, many mobs or bosses hit near 1k damage a swing in harder content...and you need a lot of AC to avoid it. I did the Invitation to Dinner dragons solo on R10...old content, still tough even with the shield procs. It's not trivializing things, if a boss or group of mobs can't get though the shield, I would have handed it to them anyway. They were never going to win.

Gut instinct is that this helps marginally but not as much as a lot of people think, especially in group play (just heal each other). If you were already pushing the difficulty, the mobs/bosses are tough enough that the temp hp shield won't stack up enough. It'll make people running easy content find that content even easier. That's not game breaking, that's a personal choice to not push the difficulty. r1 is already a snoozefest. But is this going to take a group that was barely ready for r2 and have them crushing r10? No. Again, it'll maybe add a skull or two.

Ranged, sentient weapons, epic moments, epic strikes etc are all way more impactful. The reason some groups trivialize r10s is not this type of thing, it's that some builds are putting out darn near (or over) 100k ranged damage/second.

You get a couple of those guys in your group and you can't even get to the mobs to proc your shield anyway...
 

Mechgraber

Well-known member
Oh, the other day someone said they saw a 1.4m (yes, that m stands for million) hunts end shot on a certain (debuffed) dracolich in TON.

From afar. From safety. It's not a mystery why most high skull raids take certain types over others.

And people are clamoring for nerfs of a few hundred temp hit points? Cmon.

I'm not calling for nerfs either but let's be serious about which situation is more problematic.
 

Concavenator

Well-known member
And people are clamoring for nerfs of a few hundred temp hit points? Cmon.
a nerf is coming not because me or anybody else calling for it, its because thats how ssg react to this type of meta shift every time. i dont want see ppl getting the rug pull from under their builds AGAIN so im giving them a heads up. guess we will find out in a few month
 

Shear-buckler

Master of reactions
Ranged is still the meta, but this feat does help swing the balance.

Sure, it's a help with my solo r10 project where there's that -96% healing penalty. I do run with mid 300s to low 400s MP though (depending on blessed purpose stacks), and have other temp hp defenses layered in. It's enough to tip the balance in some tough fights where I couldn't do r10 before.

I'd say it adds about a skull, MAYBE two to what I could do, AT MOST.

Even through 500 PRR, many mobs or bosses hit near 1k damage a swing in harder content...and you need a lot of AC to avoid it. I did the Invitation to Dinner dragons solo on R10...old content, still tough even with the shield procs. It's not trivializing things, if a boss or group of mobs can't get though the shield, I would have handed it to them anyway. They were never going to win.

Gut instinct is that this helps marginally but not as much as a lot of people think, especially in group play (just heal each other). If you were already pushing the difficulty, the mobs/bosses are tough enough that the temp hp shield won't stack up enough. It'll make people running easy content find that content even easier. That's not game breaking, that's a personal choice to not push the difficulty. r1 is already a snoozefest. But is this going to take a group that was barely ready for r2 and have them crushing r10? No. Again, it'll maybe add a skull or two.

Ranged, sentient weapons, epic moments, epic strikes etc are all way more impactful. The reason some groups trivialize r10s is not this type of thing, it's that some builds are putting out darn near (or over) 100k ranged damage/second.

You get a couple of those guys in your group and you can't even get to the mobs to proc your shield anyway...
More like 3-4 skulls, at least.

The argument that more massive power creep is fine because the game is so easy anyways is completely backwards. It will only make the problem worse.

While it is true that ranged is very strong, the way to deal with that is not to introduce a pair of feats that is far stronger than all other feats and also makes essentially all class based self healing completely pointless.

It is bad and lazy design. The thrill of the massive power spike will fade and we will be left shackled to these feats forever.
 

Concavenator

Well-known member
To the crowd asking for the nerf of these feats let me say it again: wont move the needle from ranged to melee even a bit. If you think melee toons will be accepted in R8+ raids going forward because of these feats, I have a garden bridge in LA to sell.
so we went from the feat is needed to help to average player to its not good in r10 raids lol. i do agree with u tho, its not good in r10 raids but r u saying that the game should be balanced on r10 raids now?
 
Last edited:

Rosze

Well-known member
I honestly don’t see this feat as the problem some people make it out to be. I think it allows for similar power that ranged builds have enjoyed for some time. Also removing the need for rage to get any good temp hp.

I know some will call the nerf hammer but it’s honestly seems fine. I might even choose to play melee again.
 

Vua

Well-known member
More like 3-4 skulls, at least.

The argument that more massive power creep is fine because the game is so easy anyways is completely backwards. It will only make the problem worse.

While it is true that ranged is very strong, the way to deal with that is not to introduce a pair of feats that is far stronger than all other feats and also makes essentially all class based self healing completely pointless.

It is bad and lazy design. The thrill of the massive power spike will fade and we will be left shackled to these feats forever.
Three to four skulls at least? Filter more hyperbole through AI did you? Get out of here.
 

Jack Jarvis Esquire

Well-known member
I honestly don’t see this feat as the problem some people make it out to be. I think it allows for similar power that ranged builds have enjoyed for some time. Also removing the need for rage to get any good temp hp.

I know some will call the nerf hammer but it’s honestly seems fine. I might even choose to play melee again.
Honestly, I don't think it comes close. It will help to close the risk gap for sure, but it's nowhere near parity. You'd need something like the old Uncanny Dodge and probably with much reduced cool down to get close enough IMO.

Avoidance>>mitigation every time, especially in high R content. 👍

Suffice to say it's an improvement, but I'll certainly not be going back to melee on the strength of it.
 

Graceunderpressure

Well-known member
I mean I've been seeing most people that take it getting an extra 2k+hp.
There must be a Significant bump from using the 1st feat along with the second vs just using the new legendary feat alone.

I’m just under 300MP and average temp HP l saw was in the 300’s with a high in the 400’s.

Really didn’t seem to make sense, but like l said, l only have the one feat, not both.
 
Top