xylena_lazarow wrote: »Tarnished, Anthelmir's Construct, Scavenging Demise, etc... even as a dot and proc enjoyer, I'm gonna say these should all be restricted to melee range, and/or not allowed to proc off dots. When people talk about damage procs being "set and forget" or "playing the game for you" this sort of thing is what they mean, because you can deal absurd amounts of stacked burst proc damage every 8 seconds from absolute safety (range + stealth + behind zerg) with nothing but a heavy attack and a poison arrow. It also flies in the face of previous design decisions, like all that work they did adding a one second cooldown to a curated burst proc list that they seem to have forgotten about.
Bushido2513 wrote: »But on the other side you have tons of proc heals and self heals. Depending on group composition all of the above can hit a player and they won't even really feel it.
There's also a good amount of players that obviously enjoy the ranged damage they can deal that allows them to enjoy some level of combat without as much risk. It's a careful interesting balance situation.
The scariest individual gankers are the good melee ones, but melee ganking is also fair because it requires high risk on the ganker's part. The problem with the range gankers is the sheer number of them running around, and the lack of risk involved. It's never just one guy shooting you from absolute safety with 20k proc stack bursts.I personally prefer melee ganking as the damage output is much higher than at range
JustLovely wrote: »Bushido2513 wrote: »But on the other side you have tons of proc heals and self heals. Depending on group composition all of the above can hit a player and they won't even really feel it.
There's also a good amount of players that obviously enjoy the ranged damage they can deal that allows them to enjoy some level of combat without as much risk. It's a careful interesting balance situation.
Not everyone in Cyrodiil runs in a group.
Players enjoy the range proc (usually from stealth) because it's too effective. They get kills without having to even engage in a fight. They enjoy the risk free ganking, not actually engaging in fights.
I personally prefer melee ganking as the damage output is much higher than at range. In a lot of cases, though, even ranged burst ganking is high risk. Once you unload, you are going to get targeted with detect pots and sentry (which are great counter plays that need to be in the game). As a ganker, I try to minimize reinforcements to zergs and/or ball groups (which, in my opinion, are also totally fine. Organized groups are fun and require a lot of work, too). I agree that some of the tools need to be toned down, though. The issue is, with healing where it is at, it’s hard to say what will and won’t work. Some folks can go from 5% health to 100% instantly. Truly a pickle regardless of what side of the fence you are on.
xylena_lazarow wrote: »The scariest individual gankers are the good melee ones, but melee ganking is also fair because it requires high risk on the ganker's part. The problem with the range gankers is the sheer number of them running around, and the lack of risk involved. It's never just one guy shooting you from absolute safety with 20k proc stack bursts.I personally prefer melee ganking as the damage output is much higher than at range
I usually run in 3-4 player smallscale groups with cross healing. There's just that much range spam, because players figure out they can launch 20k+ ranged proc stack bursts from absolute safety every 8 seconds with 2 buttons. You aren't nullifying this until you run full ball group, which is a ridiculous demand just to counter 2 button ranged proc stacks.Bushido2513 wrote: »This is true though a bit more notified l nullified when you also have a group.
Right? Melee gets nerfs and cast times, and you still gotta aim. Range gets instant attacks, buffs, and auto aim.The game is turning into a first-person shooter and ball groups.
xylena_lazarow wrote: »I usually run in 3-4 player smallscale groups with cross healing. There's just that much range spam, because players figure out they can launch 20k+ ranged proc stack bursts from absolute safety every 8 seconds with 2 buttons. You aren't nullifying this until you run full ball group, which is a ridiculous demand just to counter 2 button ranged proc stacks.Bushido2513 wrote: »This is true though a bit more notified l nullified when you also have a group.
Bushido2513 wrote: »xylena_lazarow wrote: »I usually run in 3-4 player smallscale groups with cross healing. There's just that much range spam, because players figure out they can launch 20k+ ranged proc stack bursts from absolute safety every 8 seconds with 2 buttons. You aren't nullifying this until you run full ball group, which is a ridiculous demand just to counter 2 button ranged proc stacks.Bushido2513 wrote: »This is true though a bit more notified l nullified when you also have a group.
The problem is that no matter what you do in this game players and take the path of least resistance. If you want to survive in a smaller group you will still have to figure out ways to deal with groups of players that are going for the easiest kill.
You'll have to stay close to groups of your faction, keeps, los, build tankier, etc. I'm not saying the game should be built that way just that the direction of the game has been going this way for quite some time now.
Nope. Incap is fair because the NB has to take a big risk, so there should be a big reward. These ranged stealth guys are taking absolutely zero risk, no you don't see DKs doing it but you definitely see Sorcs doing it. If there's no risk, there should be no reward, that's why rooftop light attack spam is such a meme (and should be).I think the problem is that a nb wearing 3 procsets will still incap you for 13-15k thru 30k res and rallying cry up.
These procs op mentioned are strong but theres a reason you dont see templars or dks rocking tarnished anthelmir.
xylena_lazarow wrote: »Nope. Incap is fair because the NB has to take a big risk, so there should be a big reward. These ranged stealth guys are taking absolutely zero risk, no you don't see DKs doing it but you definitely see Sorcs doing it. If there's no risk, there should be no reward, that's why rooftop light attack spam is such a meme (and should be).I think the problem is that a nb wearing 3 procsets will still incap you for 13-15k thru 30k res and rallying cry up.
These procs op mentioned are strong but theres a reason you dont see templars or dks rocking tarnished anthelmir.
There's a really heinous play pattern I've noticed with the spectral bow lately. NB charges it up with ranged light attacks from absolute safety, goes invis, then dumps a stealth spectral bow combo on a player on the other side of the field who the NB never even had to risk engaging. Still somehow feels more fair than ranged burst proc stacking.TechMaybeHic wrote: »Im assuming he meant the bow proc and not incap, but I could be wrong
xylena_lazarow wrote: »There's a really heinous play pattern I've noticed with the spectral bow lately. NB charges it up with ranged light attacks from absolute safety, goes invis, then dumps a stealth spectral bow combo on a player on the other side of the field who the NB never even had to risk engaging. Still somehow feels more fair than ranged burst proc stacking.TechMaybeHic wrote: »Im assuming he meant the bow proc and not incap, but I could be wrong
Yeah that's why I said it still feels more fair than ranged burst proc stacking. Between having to actually aim your attacks and dealing with idiotic cast times, huge burst damage seems justified for melee. Meanwhile, ranged players get auto aim and instant cast. Aren't the CASTers supposed to be the ones with CAST times because range makes it safe to CAST? While melee fighters are supposed to be fast, strong, and dextrous, the opposite of these clumsy slow melee cast animations?TechMaybeHic wrote: »Well, if they want that 20% buff to it from their ultimate, they have to get in close.
TechMaybeHic wrote: »Really getting ridiculous how often I hear something is balalanced if you have higher numbers to counter it.
Range damage is just too close to melee damage and that just should not be if you intend to have a game that has melee used at all
Q4 PvP update: new weapon class: Assault RifleBushido2513 wrote: »Just really depends on what the game designers are balancing for.
xylena_lazarow wrote: »Q4 PvP update: new weapon class: Assault RifleBushido2513 wrote: »Just really depends on what the game designers are balancing for.