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

Mechgraber

Well-known member
Have you used the feat? It is not a few hundred temp hp every 8 seconds. It is 2000-3000 temp hp every 6 seconds, with no extra action required.
It can easily take a character from R1-4 to R5-8.

No, it is not, because...
If you are between fights, you lose all stacks within 10s.
If you can't hit something in that fairly small 4 second window between the cooldown and when stacks disappear, you lose all stacks.
If you already have max stacks, it's not "getting 2k temp hp" because you already have it. This is so obvious I shouldn't have to point it out, but here we are.
And if you get hit a couple of times in high skulls and lose your stacks, you have to build back up.
There are a lot of situations in which it's very far from the "2000-3000 temp hp every 6 seconds, with no extra action required" descriptor you put out. Normally I wouldn't respond to your trolling but I know there's going to be someone who's never used the feat who will now think it's Godmode or something. it's good, but if you cut it in half, it's suddenly not even worth taking at endgame.

Heck, "3000 temp hp" would require 500 sustained melee power. How often do you see that? I'm geared to the t!ts and haven't gotten anywhere near that. Most people are probably closer to half.

It tips the equilibrium of combat in your favor but if you are trying to run content far above your paygrade, you just won't build up stacks at all in dangerous situations, making it about 600 temp hp every 10 seconds. The idea that this takes a player who was on the fence in r1 and just barely getting by to having the same feeling in r5 is just laughable. The r6 to r10 comparison is even more wrong.

Is it possible to take over 600-800 hp in 6 seconds at endgame? Yea, that's very possible. A Barbazu farts harder than that.

You don't have to apologize or get on your knees for being wrong. It happens all the time. But don't embellish what this feat does.
 

Skulz

Well-known member
People want to nerf Strenght of Arms?
What about reducing rangeds damage first?
What about the 150+ DC necromancers that are the new top killers in R10 runs?
 

Shear-buckler

Master of reactions
nah it totally works the way he says if you by some miracle don't take any damage for the 18 seconds it takes to build up full stacks and then somehow never take more damage than you get temp hp per stack.

But then again, if you're taking damage that sparsely the feat probably isn't making a difference.
It not a miracle to build and play around a specific mechanic.
 

Vua

Well-known member
That's right folks. Just smack on some temp hp and you can go from struggling on elite to soloing R10. Just stand there swinging with your 120AC and 15 dodge and you'll never ever die due to the magic invincibility granted to you by these 2 feats. Act now, supplies are limited.

AI approved this message.
 

Shear-buckler

Master of reactions
No, it is not, because...
If you are between fights, you lose all stacks within 10s.
If you can't hit something in that fairly small 4 second window between the cooldown and when stacks disappear, you lose all stacks.
If you already have max stacks, it's not "getting 2k temp hp" because you already have it. This is so obvious I shouldn't have to point it out, but here we are.
And if you get hit a couple of times in high skulls and lose your stacks, you have to build back up.
There are a lot of situations in which it's very far from the "2000-3000 temp hp every 6 seconds, with no extra action required" descriptor you put out. Normally I wouldn't respond to your trolling but I know there's going to be someone who's never used the feat who will now think it's Godmode or something. it's good, but if you cut it in half, it's suddenly not even worth taking at endgame.

Heck, "3000 temp hp" would require 500 sustained melee power. How often do you see that? I'm geared to the t!ts and haven't gotten anywhere near that. Most people are probably closer to half.

It tips the equilibrium of combat in your favor but if you are trying to run content far above your paygrade, you just won't build up stacks at all in dangerous situations, making it about 600 temp hp every 10 seconds. The idea that this takes a player who was on the fence in r1 and just barely getting by to having the same feeling in r5 is just laughable. The r6 to r10 comparison is even more wrong.

Is it possible to take over 600-800 hp in 6 seconds at endgame? Yea, that's very possible. A Barbazu farts harder than that.

You don't have to apologize or get on your knees for being wrong. It happens all the time. But don't embellish what this feat does.
You can drop the attitude, I explained all that on page 1 already: If you take less than MPx6 damage every 6 seconds the ability is ridiculously strong, and if you take more than MPx6 damage every 6 seconds the ability is fine.

The point is that the "take less than MPx6 damage every 6 seconds" scenario is not as rare as you make it out to be. If you build for it and play around it it is not that hard, and at that point it is pretty much god mode and it invalidates pretty much all class based self healing. Obviously it does not let every character roflstomp R10, but that is not the only requirement for something to be broken. For solo play it is usually sustain/heal that is the bottleneck for your character, and that is why this feat can let you jump multiple skulls.
Even if it is never strong in R10 or push raids it still destroys vasts amounts of design space and character customization choices outside of that.


An easy and obvious fix would be to just have it refresh one stack at the time regardless how many active stacks you have.
 
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Dogbreath68

Well-known member
People want to nerf Strenght of Arms?
What about reducing rangeds damage first?
What about the 150+ DC necromancers that are the new top killers in R10 runs?
My necro dc already made me the top killer in r10. I have barbs and fighters running so far ahead to out run my enlarged sniper kills it was laughable. To make everyone rush rush rush to beat the poor terrible useless wizard in kills in r10. Ranged always shoots and pull agro, melee with the mass pk enhancement, all running to get that kill. Melees yeah, you can have the bosses all you want, that's not my job, my job is clearing everything else so you guys don't need me to rez you.
 

Graceunderpressure

Well-known member
there's a 21+ feat and a 30+ feat, you need the first one to take the second.
Ah!!! Now l gotta look back and see which one l actually took!!!

I thought one was Heroic and one Legendary.

Just did ER and took it fairly early, like pre L30, so now l’m thinking l only have the First one.
 

Concavenator

Well-known member
That's right folks. Just smack on some temp hp and you can go from struggling on elite to soloing R10. Just stand there swinging with your 120AC and 15 dodge and you'll never ever die due to the magic invincibility granted to you by these 2 feats. Act now, supplies are limited.

AI approved this message.
get a new AI yours is bad at strawmanning
 

woq

Well-known member
Reduce the self heal penalty to 75% in R10.
Give temp hp the same reduction.

Making self heals so very poor and temp hp so very good is an awful design.
They'd have to significantly boost all the existing bad sources of temp hp from class features, and this would effectively remove even the remaining melees from high end raiding content.

75% would be way overkill for temp hp as they are laid out currently in the game.
 

drjoans

kinda-known member
Having used this on 2 different builds at end game here's what I noticed. The internal cooldown as stated in the feat seems to work only some times. More often than not you acquire full stacks with a singe quick cutter. Then sometimes you just get a single 2x your melee power and then don't get another stack for 6 more seconds. Will this automagically make you able to solo high reaper? no. Does it drastically boost your survivability? Yes.

The two toons I used it on were a monk with 49%dodge mid/high 200's ac 300+fort, and a Swashlord 30%dodge low/mid 200s ac 300+fort. Both toons were just over 300mp. Not uber geared with perfect curses/reaper/mythic etc, Just smartly built and some sets that make sense. Both builds could already run r6 solo before and solo r8 at a much slower pace. Now they both feel like r6 is r1 and can do r8 at about the pace of the old r6.

Being able to take a hit from a doom/champ without your actual hp being docked is a huge help. It's why people make a bloodtribute swap to get temp hp. Now you don't even have to waste time doing a swap/primal shout for temp hp unless you really want to and double up temp hp effects.

All in all I freaking love the feats on melee builds.
 

Lazuli

Well-known member
My necro dc already made me the top killer in r10. I have barbs and fighters running so far ahead to out run my enlarged sniper kills it was laughable. To make everyone rush rush rush to beat the poor terrible useless wizard in kills in r10. Ranged always shoots and pull agro, melee with the mass pk enhancement, all running to get that kill. Melees yeah, you can have the bosses all you want, that's not my job, my job is clearing everything else so you guys don't need me to rez you.
Dealing with trash used to be the casters' job. Notice the past tense. Currently, casters have no role, and judging by the design direction of the last few months, including this update, I'd say SSG wants to remove them from the game.

Yeah, what a joy to be a wizzie with 145+ Necromancy DC. Even snails are faster than you, nobody needs your crowd control, and melees and rangeds have probably killed all the trash before your Enlarged spells can even touch it. Oh, but we're still struggling with bosses.

Why are these feats bad for the game, and overpowered? Because it's another thing that breaks the interdependence of classes on high difficulty, leaving other classes with no role at all. What SSG should have done was the opposite: make everyone less survivable on High Reaper, so that a group with varied skills would be needed to succeed. Instead, they've made it even easier for melee classes to stroll through high reaper like they own the place, while casters... uh... what are we supposed to do?
 
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Sarlona Raiding

Well-known member
People want to nerf Strenght of Arms?
What about reducing rangeds damage first?
What about the 150+ DC necromancers that are the new top killers in R10 runs?

I personally do not think Strength of Arms needs to be nerfed. I think it amplifies some other broken things in the game, but by itself it's doing exactly what it's intended to do - help with melee survivability which is obviously an issue as we see so few melees these days.

But I do think kill count is one of the most misleading stats in the game. It used to be that a good necromancer/enchanter would lead in kill count and help reduce the length of the quest by a 1/3 or more.

In the current game it's very possible for a necromancer to lead in kill count and be the least contributing and least important member of the party - resulting in minimal net change in quest length. This is because the party would kill all the stuff quickly without the necromancer anyhow.

In the current game kill count is all about who gets to the enemies first which is usually all about who actually wants to play the mini game of leading kill count. I am always baffled that it keeps coming up on the forums as a metric for build strength.
 

Skulz

Well-known member
My necro dc already made me the top killer in r10. I have barbs and fighters running so far ahead to out run my enlarged sniper kills it was laughable. To make everyone rush rush rush to beat the poor terrible useless wizard in kills in r10. Ranged always shoots and pull agro, melee with the mass pk enhancement, all running to get that kill. Melees yeah, you can have the bosses all you want, that's not my job, my job is clearing everything else so you guys don't need me to rez you.
If it was just specced Wizzies I would understand, but with the DC changes + new items, everyone can do it. Talking about sorcerers and death domain clerics. They are top killers, they cc (sorc), they heal (both), and they can steal your wife if they want to. If in autumn casters damage is boosted as well, everyone will just play them at cap.

In the current game kill count is all about who gets to the enemies first which is usually all about who actually wants to play the mini game of leading kill count. I am always baffled that it keeps coming up on the forums as a metric for build strength.

Everyone here is a human and loves kill count and/or dps, that's why is full of rangeds atm.
 

Lazuli

Well-known member
If it was just specced Wizzies I would understand, but with the DC changes + new items, everyone can do it. Talking about sorcerers and death domain clerics. They are top killers, they cc (sorc), they heal (both), and they can steal your wife if they want to. If in autumn casters damage is boosted as well, everyone will just play them at cap.
lol Seriously, lol
 

Sarlona Raiding

Well-known member
If it was just specced Wizzies I would understand, but with the DC changes + new items, everyone can do it. Talking about sorcerers and death domain clerics. They are top killers, they cc (sorc), they heal (both), and they can steal your wife if they want to. If in autumn casters damage is boosted as well, everyone will just play them at cap.

I believe all they did is look at the scaling of enemies and the scaling of DC gear and adjust the gear so it matched how scaling works with enemies.

That seems like a good change as casters aren't exactly top-tier these days. With that said, yeah it does help alot. In my case I went from not taking any of the spell focus feats on my warlock to taking all 4. This by no means bring casters to universal no-fail DCs though.
 

Dogbreath68

Well-known member
Kill counts are for the " look at me" folks. I get 0 kills or 100, I get the same xp and or reaper xp than the next person. I could really care less about that, I just eliminate threats, and complete quests.
 
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