I haven't seen any posts on Radial Uppercut yet.
Radial Uppercut:
This set now deals 45% of the damage dealt with Uppercut to all nearby targets, rather than 100% to only 1 nearby target.
Reduced the Perfected version's Penetration to 1190.
This is probably a welcomed change from PvE players, but it seems to me this is 100% useless in PvP now. Doing that little AOE damage in team fights is not going to be worth sacrificing for a (2) set. At least before you could have highly limited AoE with efficiency, now it's just completely useless in PvP. For it to even be in line with Cleave it would need to do ~65% damage to nearby targets, and even Cleave isn't good/used in PvP.
Why not make it similar to (the opposite of) Titanic Cleave? Where Titanic Cleave increases the damage done per enemy in its cone, make Radial Uppercut decrease its damage done per nearby enemy down to a minimum of 49%. That way you aren't gutting it for PvP. I'd Propose:
Radial Uppercut:
Uppercut deals 100% of its damage to one enemy near your primary target. For each additional enemy, the damage is reduced by 17%, down to a minimum of 49% to all nearby enemies.
Then you would have: 2 enemies = 100% (current), 3 enemies = 83%, 4 enemies = 66%, 5 or more enemies = 49%
This way the weapon can still actually be used in PvP, like other Arena Weapons. For example, the new Spectral Cloak (which I think should only refresh on front bar tbh, digression) which causes you to deal 10% more damage and take 10% less damage, this set works for both game styles. However, recently it seems like PvP is just deteriorating, so I wouldn't be surprised to see this nerf missed.
Before anyone mentions "too much math will cause lag", the same amount of math is being done for Titanic Cleave (number of players -> damage calculation).