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Elemental Weapon, Crystal Weapon, and 'Ranged' Spammables

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So as I understand it, there is a damage standard used for ranged spammable abilities, and melee spammable abilities have a baseline higher tooltip.

The issue with this as it pertains to Elemental/Crushing Weapon and Crystal weapon, is that these abilities aren't strictly ranged abilities. If a melee Weapon user wants to use these abilities as their spammable, they will be dealing less damage than they should.

Is there any way these abilities can be changed or compensated to make them better for melee builds? Surely there is some way to add extra damage as a proc if the ability is used within a certain range of the target.
  • MashmalloMan
    MashmalloMan
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    I agree.. however, to play devil's advocate you can say the same thing about skills like Silver Shards, Cliff Racer, or Skulls which aren't tied to a weapon type, but are sometimes still used in melee range.

    Really, take it 1 step further, you can say that about any ranged skill on a ranged weapon, that gets used in melee range.

    It's just a flawed idea to begin with to nerf ranged spammables and light/heavy's by 10% in a game where gap closers and high movement speed exist. I fully understand there has to be something given for having that increased range, it just feels like the current design isn't 100% logical and a more nuanced approach would of been better.

    Like what about most melee spammables being attached to soft CC's or more utility instead of having more raw damage across the board to support the idea that they need to stay on their target instead of the ease of access from range.. I don't know.
    Edited by MashmalloMan on 4 August 2022 02:41
    @MashmalloMan - PC NA

    PC Beta - 2400+ CP
  • Didgerion
    Didgerion
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    The best solution is to make ranged skills hit as hard as melee skills and add a distance debuff instead.
    The further the target is the less damage your light attacks and skills do.





  • MashmalloMan
    MashmalloMan
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    Didgerion wrote: »
    The best solution is to make ranged skills hit as hard as melee skills and add a distance debuff instead.
    The further the target is the less damage your light attacks and skills do.

    Very interesting... I love that.

    Have a scaling factor of damage reduction from 100% at 5m or less, up to 90% at 20m.

    You could say it's more server calculations, but come on, anytime a potential solution to a problem gets brought up we make excuses for why it couldn't work based on what we're told by ZOS and their hyper focus on numbers. This is esentially how the VAT Bow and the Bow passives work already.
    @MashmalloMan - PC NA

    PC Beta - 2400+ CP
  • Didgerion
    Didgerion
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    Didgerion wrote: »
    The best solution is to make ranged skills hit as hard as melee skills and add a distance debuff instead.
    The further the target is the less damage your light attacks and skills do.

    Very interesting... I love that.

    Have a scaling factor of damage reduction from 100% at 5m or less, up to 90% at 20m.

    You could say it's more server calculations, but come on, anytime a potential solution to a problem gets brought up we make excuses for why it couldn't work based on what we're told by ZOS and their hyper focus on numbers. This is essentially how the VAT Bow and the Bow passives work already.

    Exactly! the server already calculates the distance of the projectiles. All they need to do is to add a plain mitigation coefficient based on the distance. There are so many mitigation filters already that one extra will not affect the performance.
  • Mr_Stach
    Mr_Stach
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    Didgerion wrote: »
    Didgerion wrote: »
    The best solution is to make ranged skills hit as hard as melee skills and add a distance debuff instead.
    The further the target is the less damage your light attacks and skills do.

    Very interesting... I love that.

    Have a scaling factor of damage reduction from 100% at 5m or less, up to 90% at 20m.

    You could say it's more server calculations, but come on, anytime a potential solution to a problem gets brought up we make excuses for why it couldn't work based on what we're told by ZOS and their hyper focus on numbers. This is essentially how the VAT Bow and the Bow passives work already.

    Exactly! the server already calculates the distance of the projectiles. All they need to do is to add a plain mitigation coefficient based on the distance. There are so many mitigation filters already that one extra will not affect the performance.

    Basically what I was going to say. I think "can't handle the calculations" is a bit of a cop out
    Altoholic, Frost Warden Sympathizer and Main

    Glacial Guardian - Main - Frost Warden Zealot
    The Frost Man Cometh - PC Frost Backup
  • MashmalloMan
    MashmalloMan
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    Mr_Stach wrote: »
    Didgerion wrote: »
    Didgerion wrote: »
    The best solution is to make ranged skills hit as hard as melee skills and add a distance debuff instead.
    The further the target is the less damage your light attacks and skills do.

    Very interesting... I love that.

    Have a scaling factor of damage reduction from 100% at 5m or less, up to 90% at 20m.

    You could say it's more server calculations, but come on, anytime a potential solution to a problem gets brought up we make excuses for why it couldn't work based on what we're told by ZOS and their hyper focus on numbers. This is essentially how the VAT Bow and the Bow passives work already.

    Exactly! the server already calculates the distance of the projectiles. All they need to do is to add a plain mitigation coefficient based on the distance. There are so many mitigation filters already that one extra will not affect the performance.

    Basically what I was going to say. I think "can't handle the calculations" is a bit of a cop out

    Almost makes it feel like the boy who cried wolf.

    After years and years of being told we need to reduce tick frequency, server calculations, reduce CP and race multipliers to better support the server and fix lag, a simple server update fixed the majority of problems.

    Who knew that a 10+ year old server could cause problems?... well everyone, we constantly asked for it and were told it wouldn't fix anything countless times. Surprise, it worked.

    So when someone tells me we can't get new classes, new weapons or spellcrafting because "old game go kablooey" I question the logic.

    We can't have nice things anymore because "reasons" is entirely a scape goat at this point.
    Edited by MashmalloMan on 4 August 2022 19:46
    @MashmalloMan - PC NA

    PC Beta - 2400+ CP
  • Urvoth
    Urvoth
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    The whole ranged vs melee playstyle differential doesn't really exist in ESO and it mostly never has in both the majority of PvE encounters AND PvP. 9/10 times players will be right on a boss or only temporarily away from it to do mechanics, and with a slight exception for Snipe spammers and magsorcs, PvP is majority melee range also. This just is another change that goes to show ZOS doesn't understand their own game.
  • Mr_Stach
    Mr_Stach
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    Urvoth wrote: »
    The whole ranged vs melee playstyle differential doesn't really exist in ESO and it mostly never has in both the majority of PvE encounters AND PvP. 9/10 times players will be right on a boss or only temporarily away from it to do mechanics, and with a slight exception for Snipe spammers and magsorcs, PvP is majority melee range also. This just is another change that goes to show ZOS doesn't understand their own game.

    That and just go look at the life cycle of Cliff Racers. They make the "Mechanic" behind a ranged determined Off-Balance Proc. So in PvP, unless you are a "Snipe Spammer" you just don't get that special mechanic
    Altoholic, Frost Warden Sympathizer and Main

    Glacial Guardian - Main - Frost Warden Zealot
    The Frost Man Cometh - PC Frost Backup
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