I agree there's definitely a risk that comes with playing in melee range that should be rewarded, but we also have to be mindful that with any changes we suggest there's a chance it upsets balance in 1) PVE and 2)fighting ball groups. In light of that we could perhaps utilize the Reach passive in the Assault skill line. Perhaps something like this:
Current Reach passive:
Increases the range of long-range abilities by 2/5 meters while near a keep or outpost. Any ability with a range greater than 28 meters is affected.
New Proximity passive:
Increases either the range or damage of single target abilities while near an objective. When targeting an enemy at a range greater than 28 meters, increase the range by 2/5 meters. When targeting an enemy at a range less than 10 meters, increase the damage by 2/5%.
Something like that perhaps? That way PVE is unaffected by any changes, and at the same time restricting it to single target attacks, the ball groups who rely on AOE attacks would also not be inadvertently buffed.
Thumbless_Bot wrote: »There is a lot of risk in running a melee build, especially in the meta ZOS has created where most players stand 35-40 meters away and try to nuke each other down. However, there is little reward with this melee play style as the melee weapon skills do not hit much harder than their ranged counterparts. It has created a significant imbalance in the game.
For example unbuffed dizzy hits for 9719 on one of my builds. I have to be within 7 meters for this to land
Snipe unbuffed on the same build hits for 8197 plus 5 percent within 15 meters plus 1314 critical. Snipe has a 35m range unbuffed by Reach passive and 40 buffed.
This is absolutely not balanced.
Dizzy, and other single target weapon skills, should hit significantly harder given the resources required to position oneself within range of a ranged enemy before someone can actually hit them.
LittlePinkDot wrote: »Thumbless_Bot wrote: »There is a lot of risk in running a melee build, especially in the meta ZOS has created where most players stand 35-40 meters away and try to nuke each other down. However, there is little reward with this melee play style as the melee weapon skills do not hit much harder than their ranged counterparts. It has created a significant imbalance in the game.
For example unbuffed dizzy hits for 9719 on one of my builds. I have to be within 7 meters for this to land
Snipe unbuffed on the same build hits for 8197 plus 5 percent within 15 meters plus 1314 critical. Snipe has a 35m range unbuffed by Reach passive and 40 buffed.
This is absolutely not balanced.
Dizzy, and other single target weapon skills, should hit significantly harder given the resources required to position oneself within range of a ranged enemy before someone can actually hit them.
Snipe is a poor comparison because it's cast time is ridiculously slow. You cannot really spam snipe.
A more accurate comparison would be to compare skills like force pulse, magnum shot, soul wield, swallow soul, screaming cliff racer etc.
As for melee... Make gap closers great again. It shouldn't be too difficult to get close to a ranged caster if you slot a gap closer.
LittlePinkDot wrote: »Thumbless_Bot wrote: »There is a lot of risk in running a melee build, especially in the meta ZOS has created where most players stand 35-40 meters away and try to nuke each other down. However, there is little reward with this melee play style as the melee weapon skills do not hit much harder than their ranged counterparts. It has created a significant imbalance in the game.
For example unbuffed dizzy hits for 9719 on one of my builds. I have to be within 7 meters for this to land
Snipe unbuffed on the same build hits for 8197 plus 5 percent within 15 meters plus 1314 critical. Snipe has a 35m range unbuffed by Reach passive and 40 buffed.
This is absolutely not balanced.
Dizzy, and other single target weapon skills, should hit significantly harder given the resources required to position oneself within range of a ranged enemy before someone can actually hit them.
Snipe is a poor comparison because it's cast time is ridiculously slow. You cannot really spam snipe.
A more accurate comparison would be to compare skills like force pulse, magnum shot, soul wield, swallow soul, screaming cliff racer etc.
As for melee... Make gap closers great again. It shouldn't be too difficult to get close to a ranged caster if you slot a gap closer.
NB is the weakest pvp class ! Buff it ! 🤣
Seriously dude...
Thumbless_Bot wrote: »NB is the weakest pvp class ! Buff it ! 🤣
Seriously dude...
Not sure if you posted on the wrong thread...but thanks for replying anyway...
No one is arguing nb isn't broken but everyone has access to melee weapons, which is what this thread is about... single target melee weapon skills needing a buff... I mean, it's in the title.
Elendir2am wrote: »Thumbless_Bot wrote: »NB is the weakest pvp class ! Buff it ! 🤣
Seriously dude...
Not sure if you posted on the wrong thread...but thanks for replying anyway...
No one is arguing nb isn't broken but everyone has access to melee weapons, which is what this thread is about... single target melee weapon skills needing a buff... I mean, it's in the title.
Your suggestion is buffing NBs and tower runners.
Major_Mangle wrote: »Not so much that melee needs a buff rather than range damage needs a nerf.
xylena_lazarow wrote: »Remove all the cast times from melee attacks. Put cast times on all the ranged attacks.
Melee fighters need to be fast and dextrous to function at all.
Ranged casters actually have the time and opportunity to you know, cast.
They've had it absolutely backwards for a while now, i.e. the design of Wield Soul vs 2h Smash.
Major_Mangle wrote: »Not so much that melee needs a buff rather than range damage needs a nerf.
Elendir2am wrote: »Major_Mangle wrote: »Not so much that melee needs a buff rather than range damage needs a nerf.
Nerfing offense in game where tank is meta of PvP is brilliant idea rely.