Don't forget, most ranged options include light/medium armor which has to also be taken into account.
If melee is to be buffed, I'm fine with that (they do need it). But if you buff it, you also have to take into consideration survivability or the pendulum just swings to the other side.
Food for thought
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Risk vs Reward. Pretty simple stuff here. In every situation 2hand and Duel Wield should be out dpsing Destro and Resto staff. Why? Because they require melee range to land attacks.
Im fairly confident in saying you devs in this game are not elite melee players, the imbalances between light armor and medium armor alone tell me all I need to know about your preferred playstyles.
To balance your game you MUST increase the raw damage of melee beyond that of ranged to compensate the inherrent difficulty of staying in melee range to dps. In the game's current state Destro/Resto out dpses 2h/DW while also being easier to use, this is the opposite of risk reward, it is poor game design.
Wake up guys.
Don't ranged attacks give more time to block or dodge?
Melee should out dps Range - Pve 101
Risk vs Reward. Pretty simple stuff here. In every situation 2hand and Duel Wield should be out dpsing Destro and Resto staff. Why? Because they require melee range to land attacks.
Im fairly confident in saying you devs in this game are not elite melee players, the imbalances between light armor and medium armor alone tell me all I need to know about your preferred playstyles.
To balance your game you MUST increase the raw damage of melee beyond that of ranged to compensate the inherrent difficulty of staying in melee range to dps. In the game's current state Destro/Resto out dpses 2h/DW while also being easier to use, this is the opposite of risk reward, it is poor game design.
Wake up guys.
poodlemasterb16_ESO wrote: »Oh sure some idiot with a sword is gonna just destroy a Master Wizard.
poodlemasterb16_ESO wrote: »Oh sure some idiot with a sword is gonna just destroy a Master Wizard.
In TES. A Legendary Warrior can very well destroy a Master Wizard. Well, destroy being a strong word. But it's not as one-sided as you suggest.
And this is coming from someone whom plays a mage/conjurer in all TES games 75% of the time.
This logic is lost on Zenimax. It's sticks and dresses at a distance, from now to the distant future.Risk vs Reward. Pretty simple stuff here. In every situation 2hand and Duel Wield should be out dpsing Destro and Resto staff. Why? Because they require melee range to land attacks.
Im fairly confident in saying you devs in this game are not elite melee players, the imbalances between light armor and medium armor alone tell me all I need to know about your preferred playstyles.
To balance your game you MUST increase the raw damage of melee beyond that of ranged to compensate the inherrent difficulty of staying in melee range to dps. In the game's current state Destro/Resto out dpses 2h/DW while also being easier to use, this is the opposite of risk reward, it is poor game design.
Wake up guys.
Don't forget, most ranged options include light/medium armor which has to also be taken into account.
If melee is to be buffed, I'm fine with that (they do need it). But if you buff it, you also have to take into consideration survivability or the pendulum just swings to the other side.
Food for thought
This ^
It's not as simple as it was in old games when melee classes did more damage than range classes because melee classes took more damage while range classes could hide while attacking.
Now adays the range classes are squishy which makes up for the fact that they can kite things. IMO they should both do about the same DPS.
NorthernFury wrote: »
Melee should out dps Range - Pve 101
Nope that's just your OPINION and not remotely the way is should or has to be to make sense. If anything ZoS IS trying to bring Stamina based builds in line with Magicka based builds for DPS. It's a good start (the 1.3 set bonus changes) and only time will tell if they need to do even more. BTW, have you bothered to look at the PTS changes to soft caps? Like where Physical damage cap is WAY higher than Spell damage cap. It's like 185 compared to 131 or something close to that, which in itself is a soft nerf for Magicka DPS builds.
If melee is to be buffed, I'm fine with that (they do need it). But if you buff it, you also have to take into consideration survivability or the pendulum just swings to the other side.
Don't forget, most ranged options include light/medium armor which has to also be taken into account.
If melee is to be buffed, I'm fine with that (they do need it). But if you buff it, you also have to take into consideration survivability or the pendulum just swings to the other side.
Food for thought
NorthernFury wrote: »