Quote Originally Posted by AnduinLynn View Post
All it really takes is one LB, because most games aren't a flat out domination. If two teams are combating one another and we're winning by a fair amount, even if the tank who has most medals (as is intended) gets not but a few percent under full health with defense buffs up, then they will be one shot by an LB due to the amount of damage they deal plus the increase based on medals.
This is a problem with the current perceived play style, not the mechanics of the fight.

The reason why a lot of people are having a problem with LB's causing immediate turn arounds late in the match is because people aren't thinking ahead. I wish there was a more polite way of saying this, but there is no way in hell that one person, even if they are a tank, should be holding the majority of the medals. You are flat out asking for a loss if the Tank is carrying more than 4 (and even that is pushing it if they enemy team knows what they're doing). Split it up, though, and the match can play very differently, even if someone gets one-shot by an LB. Quite frankly, people need to start putting a little more thought into how they play. It's a team based match, after all, not a game of tag.

That said, LB's are, most certainly, overpowered in this context.

Quote Originally Posted by Dimitrii View Post
Which is why it would be nice if they could at least make it so the heavy medal debuff doesn't apply to
^ This 100%.

Melee limit breaks are pretty devastating all on their own and can one-shot pretty much everything that's not a tank even without a debuff. They definitely don't need any boosts to their effectiveness. So,, if at all possible, I would very much like to see their potency adjusted to ignore the Heavy Medal Debuff or be scaled back accordingly.