Hey everyone, my name is King Stefan from Balmung, Aether DC and I want to make a series of threads that cover the entire scope of my feedback for The Feast: Season 1. I'm going to be dividing my threads up by their topics, to give more concise and organized feedback so hopefully it can hit back to SE. My slight background: I have 800 matches played in The Feast and recently hit Gold today in Solo Queue. I main WHM and AST, so my point of view will be coming from that of a healer, though I feel like I have a good general understanding on the game and how it is, and perhaps should, be played. Now that introductions are out of the way...
I do not like or agree with the changes made to Limit Break (Adrenaline) in patch 3.26. The rate at which LB grows is way too high, and even those that never touch the box (Tanks, healers, ranged) can LB twice per match. That's too much. It is also very common for those with middle box control to limit break FOUR times per match (melee)! Now, let me say that IF LB HAS TO STAY IN THE GAME, ABSOLUTELY, IF IT MUST, that...
Tank, Healer, and Ranged LB's are all well tuned and balanced. They feel they have an impact without really deciding the game any more or less than other abilities.
HOWEVER...
Melee LB is WAY TOO STRONG. Only very skill healers (with multiple fending accessories) can live through a Melee LB at full life, and that is only if they do not have ANY stacks of heavy medal. It is absurd that this literal "One shot kill" ability that is very difficult to interrupt can be used FOUR TIMES A MATCH! This is on top of DPS burst CDs, and honestly there is just no way for a healer to be able to keep up.
Knowing that no matter how well you play, you are going to die, is not fun or engaging gameplay, and has absolutely no place in a competitive game format.
This change has also created the opposite effect as was intended. In a recent post, Yoshi P said this change was to make the game flow better, and end quicker. It has done just the opposite. What it has created is a game of near skill-less "hot-potato" like gameplay where the teams are just melee LBing back and forth, and you hope that yours is the team that melee's someone with stacks in the last seconds of the match to take home a win.
As for how I would change it, it comes down to this. Adrenaline needs to not only be reduced to its original growth rate, but Melee LB in particular needs to REALLY be reconsidered. My personal suggestion would be to give it a longer cast time, so that it is easier to interrupt. While it has been suggested to me and others that the damage should be reduced, I think that would make the ability pretty bad, and ultimately not worth it. However, in addition to this casting change: DAMAGE AMPLIFICATION CAUSED BY HEAVY MEDAL SHOULD NOT BE CALCULATED INTO LIMIT BREAK DAMAGE. It is one of the main causes of this "un-fun" and "un-skilled" gameplay. The fact that you can literally one-shot ANY class with 1 stack (non-tank) and any tank 5 stacks or higher is insane.
Thank you for reading, and please let me know what you think of my feedback, or if you agree, in this thread. I'd like for it to be an open discussion about Adrenaline(Limit Break) as it is currently in the Feast patch 3.26.