Unclear what you mean, ranged gankers are no threat to 12 person ball groups, but even in a smallscale group with cross heals, constantly being chunked for 20k+ by untouchable enemies is NOT FUN, even if I'm a tryhard who can technically deal with it. It severely limits your ability to engage, to say nothing of average players who finally get up the courage to go outside the zerg, only to get immediately deleted by the untouchable finger of god.Just_Attivi wrote: »HOWEVER, counterpoint: with so many groups of sorcs and arcanists with 20k+ shield stacks, and 50k HP polar wind spamming wardens running around.... it is really nice to have a tool to handle that without being a massive zerg.
DrNukenstein wrote: »Procs are for big strong melee players with lots of Weapon damage. Not tiny effete ranged players who sacrifice stat density to lay back and play easy mode.
DrNukenstein wrote: »
TechMaybeHic wrote: »
At least they are talking about weaving. I see people just holding down the mouse button heavy lightning full time
Some of the heavy attack guys I've talked to mentioned having physical injuries or disabilities that limited their apm. That playstyle is plenty fair though, it's pretty easy to counter. These ranged stealth gankers? You've got high apm tryhards sitting in perfect safety, zero risk, chunking people for 20k with one button from 41m away, just because they can. I'm still gonna tell myself to hate the game, not the player, because it's on ZOS for enabling such a heinous playstyle.DrNukenstein wrote: »That sounds so boring why would you want to play like that?
xylena_lazarow wrote: »chunking people for 20k with one button from 41m away
Indeed, these are not bad players, they can do better. But why put yourself in a situation where a mistake in melee range gets you killed by some sweatlord like me? Range lets you play like a potato and suffer no consequences, because you're invisible, 41m away, behind a zerg, and only 8 seconds until your next brainless ranged proc stack is ready to go.DrNukenstein wrote: »But they could be destroying people for 40k from 7 meters away while being part of the tank meta. Instead they are thinking small and playing small.
I love fighting melee gankers. If I don't react, they get me. But if I do, I get to hunt them down. It's high risk, high reward, intense PvP. The complete opposite of this low risk, low skill ceiling, ranged proc clown festival.DrNukenstein wrote: »ranged crouch heavies don't stun. can't get that incap damage buff for the axe and follow up from downtown. melee enjoyers get to throw the axe twice as often and with half the travel time.
Ganking used to be high risk, high reward; you'd have to stealth right up to someone, and if your gank failed, you were dead (before the huge Healthy Offerings buff made NB so tanky).
With this ranged ganking plus stealth, its low risk, high reward.
Just another example of how PvP has gotten out of balance. Sorc is another example of this, with Hardened Ward Sorc is very effective at ranged fighting. Since U41 I've only played my Mag Sorc, it is simply way too strong. Mag Sorc used to take some skill, now it is easy mode
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
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.
Best is to use dual wield frontbar and froststaff with elemental suspectability backbar and still get all the debuffs if you have meele class skills/spammable or master dual wield. Ranged weapons itself still has less damage than meele weapons, but they get carried by proc sets(although proc sets also have lower weapon dmg to scale on range weapons but not enaugh to destroy range advantage).Destruction staff debuff that lasts for 16 years and procs damage at no cost is to good and pushed destruction staff above all melee damage atm.
-Duel wield has a great AOE execution. That's about it.
-Two handers you have Dizzy that is heavily affected by lag. It's very easily avoided. The execution is strong only at very-low health but misses often.
- Sword and Shield < Ice staff.
There has been a damage creep over the past few years with ranged abilities with no drawbacks while Melee has a huge drawback it's only 6 to 7 meters!
The game is turning into a first-person shooter and ball groups.