Quote Originally Posted by Esmoire View Post
I think the damage reduction changes are a net negative, and I hope these are just a bandaid solution for the later FL changes. IMO melee should be no higher than 40%, and range get no DR at all. That said, I also think some limit breaks and the way CC works has to change. Fixing Miracle of Nature and the limit break scaling is a good start either way!
Agree.

For my money, I'd reduce melee to 20% DR, no DR for ranged or casters, and tanks retain 40% DR. Remove the global damage down for SMN etc. Reduce Guard and Purify cooldowns by half. All LB charge timers doubled (1.5x for 3rd place and 1.75x for 2nd place.) And all AOE effects have 33% damage fall-off (that is, it would be "12000 potency on the first target, and 33% less for all others," as you see on many BLU skills, Foul, Afflatus Misery, etc.) For ground targeted effects like Megaflare, "the first target" would simply be the target closest to the exact center of the circle (randomly chosen if two or more targets are equidistant.)

Resilience would have 1/3 uptime with a 15 sec timer on Purify, and 15 sec on Guard along with fewer LBs means it's a more reliable tool for protecting yourself from groups. Fall-off damage ensures people can't just spam AOE to win, and reducing global DR would prevent classes from being too strong.

Understand, I don't think melee should *ever* be able to just dive into an enemy team. Not even tanks should be able to do that, but tanks generally have less mobility than melee so they get more DR. If you dash into a group of 10 players, you should absolutely get obliterated as soon as your Guard and Purify run out... unless your team goes in with you and protects you.

FL changes should encourage and require teamwork and not reward lone wolfing. Lone wolves shouldn't be queuing for team-based games.