
Originally Posted by
FreeKingStefan
1: Melee Limit Break.
A large issue with MLB is that it is not counterable in many situations, either, due to the snapshot nature of the ability. Abilities like Testudo, Tank LB, or other damage reduction abilities, must be used a second or two prior to the MLB being casted, or else the reduction in damage does not apply. This gives an advantage to the MLB user, as theyhave the ability to spot those buffs and choose not to MLB until after they’ve expired. Side note: For some reason, MLB has a unique snapshot of its damage, where even if you create a very far distance or line of sight (LOS) between you and the caster, the spell still goes off. It’s an odd behavior considering moving out of a ranged LB, for example, is much more forgiving.
Suggested change: While I am admittedly an extremist and wish for LB/Adrenaline to be removed from The Feast entirely, I can agree on one of two changes that may fix MLB to make it less of a deciding factor of wins and losses.
Lengthen the cast time of MLB by 1 second, to make it easier to interrupt and/or get away from, and/or attunement in to.
Lower the damage and make it do a % of a player's maximum HP. This specific change would do good measure in fixing the issues created by heavy medal. Nobody enjoys losing in the last 30-10 seconds of a match because the opposing melee uses MLB on your tank and 1 shots them, winning the game they had otherwise been losing up until that point. If MLB instead always did (70)% of a player’s maximum HP, my opinion is that it would be in a better place.
Attunement[/U] - (since often damage will still register for the full amounts a second or two after the attunement buff is applied to the caster.)