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Buff Weapon Based Single Target Melee Damage

Thumbless_Bot
Thumbless_Bot
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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.
Edited by Thumbless_Bot on 9 September 2024 16:30
  • El_Borracho
    El_Borracho
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    Make stinging slashes great again! :D
  • Kartalin
    Kartalin
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    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.
    • PC/NA
    • Karllotta, AD Magplar, AR 50
    • Hatched-In-Glacier, DC Magden, AR 44
    • Miraliys, EP Warden, AR 35
    • Kartalin, AD Stamblade, AR 35
    • Miralys, AD Magsorc, AR 35
    • Milthalas, EP Magblade, AR 35
    • Kallenna, AD Magcro, AR 34
    • Lyranais, EP Magsorc, AR 33
    • Lemon Party - Meanest Girls - @ Kartalin - Youtube
  • Thumbless_Bot
    Thumbless_Bot
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    Kartalin wrote: »
    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.

    I think this on the right track. However, I would limit this to weapons as to not mess with class identity/skills... just a general thought from my perspective but if done right, sure. I wouldn't know what right looked like for class skills tbh.

    Also, from a done right perspective, I do not believe 5% is anywhere even close to enough. If I can track down that ranged player, spending all the resources, pots, etc. To do it, the buff should be a lot more than 5, 10 or even 15 percent.

    This is all about risk/reward. Ranged players have the reward for taking build risks by boosting their damage and skirting away unscathed. There is not enough reward for melee players when they risk running melee and use their resources to hunt down that ranged player and succeed. Our damage skills should reflect the reward and it does not, currently. Hence the current meta.
  • Kartalin
    Kartalin
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    Oh yeah, the numbers can be tweaked, absolutely. But consider the 2h weapon where all abilities are melee. It's possible either the individual skills or specifically 2h passives need a buff instead of tweaking the reach passive. In your first post you compare the damage of dswing and mention no 2h passives, and compare that to snipe + bow passives + assault passives. Are 2h passives too weak, are bow passives doing too much? Something to consider.
    • PC/NA
    • Karllotta, AD Magplar, AR 50
    • Hatched-In-Glacier, DC Magden, AR 44
    • Miraliys, EP Warden, AR 35
    • Kartalin, AD Stamblade, AR 35
    • Miralys, AD Magsorc, AR 35
    • Milthalas, EP Magblade, AR 35
    • Kallenna, AD Magcro, AR 34
    • Lyranais, EP Magsorc, AR 33
    • Lemon Party - Meanest Girls - @ Kartalin - Youtube
  • LittlePinkDot
    LittlePinkDot
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    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.
    Edited by LittlePinkDot on 9 September 2024 19:13
  • Thumbless_Bot
    Thumbless_Bot
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    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.

    I used snipe and dizzy specifically because they both have .8 second cast time. Gap closers cost resources...
  • Thumbless_Bot
    Thumbless_Bot
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    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.

    The only passive that would impact two handed skills is Follow Up which would require a heavy attack and only lasts 3 seconds. Other passives would be accounted for in tooltip
  • Cast_El
    Cast_El
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    NB is the weakest pvp class ! Buff it ! 🤣
    Seriously dude...
  • Thumbless_Bot
    Thumbless_Bot
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    Cast_El 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.
    Edited by Thumbless_Bot on 10 September 2024 01:23
  • LittlePinkDot
    LittlePinkDot
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    Nightblade isn't that bad. If you catch them they'll die.

    Trying to kill a sorc thats spamming hardened ward is busted.
  • Urzigurumash
    Urzigurumash
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    We need a skill where we can spin around and wind up and throw our 2h Hammer like we're in the Olympics
    Xbox NA AD / Day 1 ScrubDK / Wood Orc Cuisine Enthusiast
  • Thumbless_Bot
    Thumbless_Bot
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    Buff melee damage
  • Elendir2am
    Elendir2am
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    Cast_El 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.
    PvP - Recruit.
    PvE - Dragon food
    RPG - A guy who thought, that he can defeat daedric prince, yet guards still chase him off when he accidentally touches some object during daily writs.
  • xylena_lazarow
    xylena_lazarow
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    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.
    PC/NA || CP/Cyro || RIP soft caps
  • Major_Mangle
    Major_Mangle
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    Not so much that melee needs a buff rather than range damage needs a nerf.
    Ps4 EU 2016-2020
    PC/EU: 2020 -
  • Thumbless_Bot
    Thumbless_Bot
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    Elendir2am wrote: »
    Cast_El 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.

    It buffs all melee damage at least for 2h. If nbs get a buff then, perhaps nb need to be looked at.
  • Thumbless_Bot
    Thumbless_Bot
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    Not so much that melee needs a buff rather than range damage needs a nerf.

    I didn't want to say this, but it is an option.... a good one... but I'd prefer a, "if I catch you, you are dead" approach. Would be more fun.
  • Thumbless_Bot
    Thumbless_Bot
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    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.

    This is a great thought and I agree 👍💯.
  • Elendir2am
    Elendir2am
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    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 really.
    Edited by Elendir2am on 2 October 2024 19:37
    PvP - Recruit.
    PvE - Dragon food
    RPG - A guy who thought, that he can defeat daedric prince, yet guards still chase him off when he accidentally touches some object during daily writs.
  • Major_Mangle
    Major_Mangle
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    Elendir2am 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.

    Tank meta is only a thing you achieve through optimizing as a group (which is fairly easy with how strong the powercreep has been since they introduced hybridization. Scribing was the pandora´s box that unleashed crazy amount of power creep). That and CP enables for you to achieve very tanky builds. But with the change to undeath it´s very noticeable that people are a lot squishier.

    The problem with ranged damage is that you can stack and absurd amount of instances within a very small frame, which you can´t do in the same way with a melee playstyle (I´m not talking about lining up burst with skills, but rather that you can stack 10+ instances of damage in 1-2 gdc´s with stuff like status effects, enchants dmg, light attack dmg, procs etc etc).
    Ps4 EU 2016-2020
    PC/EU: 2020 -
  • Jabbs_Giggity
    Jabbs_Giggity
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    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.

    This. Can't even count how many times a sorc has double streaked out of gap closing abilities. Then turn around and nuke you from out of range of your skills, gap closers or even the ability to simply get in range with full max speed cap.
  • Bushido2513
    Bushido2513
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    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.

    This. Can't even count how many times a sorc has double streaked out of gap closing abilities. Then turn around and nuke you from out of range of your skills, gap closers or even the ability to simply get in range with full max speed cap.

    This says more about how build issues and lack of understanding how to fight a sorc can make sorc sometimes seem much stronger in range advantage than it is. Most classes have pretty good ability to counter the sorc ranged damage when built and played properly. I'm say that as someone who mains sorc and notices a big difference between those I can blow up at range and those that are prepared to defend against ranged.
  • SkaraMinoc
    SkaraMinoc
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    I know, right? Power Slam and Reverberating Bash should totally be buffed :smile:

    Edited by SkaraMinoc on 18 November 2024 14:11
    PC NA
  • Thumbless_Bot
    Thumbless_Bot
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    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.

    This. Can't even count how many times a sorc has double streaked out of gap closing abilities. Then turn around and nuke you from out of range of your skills, gap closers or even the ability to simply get in range with full max speed cap.

    This says more about how build issues and lack of understanding how to fight a sorc can make sorc sometimes seem much stronger in range advantage than it is. Most classes have pretty good ability to counter the sorc ranged damage when built and played properly. I'm say that as someone who mains sorc and notices a big difference between those I can blow up at range and those that are prepared to defend against ranged.

    It's not just sorc. All ranged damage is comparatively strong to weapon melee damage from a risk reward perspective. I dont think it's balanced, which is why I opened the thread and used snipe and dizzy as the examples. They have the same cast times and the numbers above speak to how you can do, basically, 11% less damage from 40 meters away as dizzy from stealth and or complete safety. This isn't balanced imho.
  • Jabbs_Giggity
    Jabbs_Giggity
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    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.

    This. Can't even count how many times a sorc has double streaked out of gap closing abilities. Then turn around and nuke you from out of range of your skills, gap closers or even the ability to simply get in range with full max speed cap.

    This says more about how build issues and lack of understanding how to fight a sorc can make sorc sometimes seem much stronger in range advantage than it is. Most classes have pretty good ability to counter the sorc ranged damage when built and played properly. I'm say that as someone who mains sorc and notices a big difference between those I can blow up at range and those that are prepared to defend against ranged.

    Not really sure what you mean...pretty sure I know how to fight a sorc, as I've been doing it for 10 years. Even my toons at speed cap can't keep up with a sorc that double taps streak to get within range. Aside from closing the gap, Sorcs as of late have almost no drawbacks expect fighting outnumbered. One on one a sorc can easily face tank the highest DPS toons by simply shield stacking over and over until they just get bored. On the other end Sorcs are regularly hitting 12k curses, 10k frags and the RNG on Cfrag is laughable at best....may as well just give the insta-cast high damage part as the base skill it is so easy to proc.

    The topic is melee ST damage versus ranged, the comment was on Gap closers - which are all buggy, and less than optimal range.
    Sorc's streak is easily the least buggy gap closer, as it doesn't require a target. Even a simple stone on the ground that adjusts a players height slightly is enough to mess up targeting with gap closers (however, this is a coding issue not a player issue).
    Any half decent sorc will put up wards, drop curse, double streak away behind LOS to break gap closers, then Cfrag and execute all while spamming the new scribing ranged spammable
  • Turtle_Bot
    Turtle_Bot
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    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.

    This. Can't even count how many times a sorc has double streaked out of gap closing abilities. Then turn around and nuke you from out of range of your skills, gap closers or even the ability to simply get in range with full max speed cap.

    This says more about how build issues and lack of understanding how to fight a sorc can make sorc sometimes seem much stronger in range advantage than it is. Most classes have pretty good ability to counter the sorc ranged damage when built and played properly. I'm say that as someone who mains sorc and notices a big difference between those I can blow up at range and those that are prepared to defend against ranged.

    Not really sure what you mean...pretty sure I know how to fight a sorc, as I've been doing it for 10 years. Even my toons at speed cap can't keep up with a sorc that double taps streak to get within range. Aside from closing the gap, Sorcs as of late have almost no drawbacks expect fighting outnumbered. One on one a sorc can easily face tank the highest DPS toons by simply shield stacking over and over until they just get bored. On the other end Sorcs are regularly hitting 12k curses, 10k frags and the RNG on Cfrag is laughable at best....may as well just give the insta-cast high damage part as the base skill it is so easy to proc.

    The topic is melee ST damage versus ranged, the comment was on Gap closers - which are all buggy, and less than optimal range.
    Sorc's streak is easily the least buggy gap closer, as it doesn't require a target. Even a simple stone on the ground that adjusts a players height slightly is enough to mess up targeting with gap closers (however, this is a coding issue not a player issue).
    Any half decent sorc will put up wards, drop curse, double streak away behind LOS to break gap closers, then Cfrag and execute all while spamming the new scribing ranged spammable

    Those same pebbles that mess up gap closers, also mess up streak just as much (speaking from experience as someone who has been caught by invisible pebbles multiples times when casting streak where streak just ports me in place or like barely 5m distance).
    I'd also like some of these sorcs you're fighting to share their frags rng luck with me please. I'm lucky if I get more than 1 proc every 4-5 casts in a typical fight and have had countless fights where it would take 10 casts before I got a frags proc.

    I'd also like some of this extended range that these sorcs you're fighting seem to have on their streak casts, I've had DKs and plars (you know, those immobile "defend the house" classes) easily chase me down without gap closers all while still casting abilities on me despite using streak multiple times in a row to create distance.

    12k curses also sounds like you're not blocking curse at all (FYI, it can be blocked now, that was changed a couple patches ago when ZOS made it completely AoE for PvE, so get to blocking when you see curse about to explode).

    As for frags damage, it's supposed to hit hard, it's basically a delayed burst ability with how clunky hard casting frags is.

    Back onto the main topic though, the main issue for ranged becoming so strong has been the recent changes to status effects. Most ranged abilities have strong status effects attached (some even have multiple) and thanks to how strong ZOS made status effects, ranged attacks have subsequently made up the damage gap that existed before.

    An easy way to fix this, would be to have status effects applied at melee range deal 10% more damage on the initial hit. This brings the overall damage gap back to that 10% that it used to be instead of the now ~5% or less that it became when status effects got changed about a year ago.

    As for gap closers, that one is a bit more difficult. They don't get used, partly because everyone has gotten comfortable just running the same standard CC + Spammable + delayed burst + ele sus as their "offensive rotation" that was all everyone needed for such a long time.
    Gap closers are an offensive ability and thus won't fit into the expanded utility or defense slots that everyone has gotten so used to having on their bars (DKs and sorcs being the exception due to leap being such a strong offense ability on top of being a gap closer and streak filling the CC slot on sorcs bar), so to run a gap closer means dropping CC, delayed burst or ele sus. CC is mandatory, so can't be dropped, delayed burst is the best way to close out fights due to U35, that just leaves ele sus, which is currently far too strong of an ability to consider dropping, especially since it can be combined with ice staff for equal defensive utility to sword and shield on the back bar, creating very powerful roll compression (another problem caused by ice staff being changed to be a tanking weapon instead of making a new staff line dedicated to tanking).

    Not really an easy way to fix this, the best way would be to remove the tanking aspects from frost staff and create a new staff skill line (alteration/illusion or something) dedicated to the tanking role. Combine this with an adjustment to ele sus and some small utility given to gap closers and gap closers would be worth considering again for that 4th offensive skill bar slot.
  • Thumbless_Bot
    Thumbless_Bot
    ✭✭✭
    Turtle_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.

    This. Can't even count how many times a sorc has double streaked out of gap closing abilities. Then turn around and nuke you from out of range of your skills, gap closers or even the ability to simply get in range with full max speed cap.

    This says more about how build issues and lack of understanding how to fight a sorc can make sorc sometimes seem much stronger in range advantage than it is. Most classes have pretty good ability to counter the sorc ranged damage when built and played properly. I'm say that as someone who mains sorc and notices a big difference between those I can blow up at range and those that are prepared to defend against ranged.

    Not really sure what you mean...pretty sure I know how to fight a sorc, as I've been doing it for 10 years. Even my toons at speed cap can't keep up with a sorc that double taps streak to get within range. Aside from closing the gap, Sorcs as of late have almost no drawbacks expect fighting outnumbered. One on one a sorc can easily face tank the highest DPS toons by simply shield stacking over and over until they just get bored. On the other end Sorcs are regularly hitting 12k curses, 10k frags and the RNG on Cfrag is laughable at best....may as well just give the insta-cast high damage part as the base skill it is so easy to proc.

    The topic is melee ST damage versus ranged, the comment was on Gap closers - which are all buggy, and less than optimal range.
    Sorc's streak is easily the least buggy gap closer, as it doesn't require a target. Even a simple stone on the ground that adjusts a players height slightly is enough to mess up targeting with gap closers (however, this is a coding issue not a player issue).
    Any half decent sorc will put up wards, drop curse, double streak away behind LOS to break gap closers, then Cfrag and execute all while spamming the new scribing ranged spammable

    Those same pebbles that mess up gap closers, also mess up streak just as much (speaking from experience as someone who has been caught by invisible pebbles multiples times when casting streak where streak just ports me in place or like barely 5m distance).
    I'd also like some of these sorcs you're fighting to share their frags rng luck with me please. I'm lucky if I get more than 1 proc every 4-5 casts in a typical fight and have had countless fights where it would take 10 casts before I got a frags proc.

    I'd also like some of this extended range that these sorcs you're fighting seem to have on their streak casts, I've had DKs and plars (you know, those immobile "defend the house" classes) easily chase me down without gap closers all while still casting abilities on me despite using streak multiple times in a row to create distance.

    12k curses also sounds like you're not blocking curse at all (FYI, it can be blocked now, that was changed a couple patches ago when ZOS made it completely AoE for PvE, so get to blocking when you see curse about to explode).

    As for frags damage, it's supposed to hit hard, it's basically a delayed burst ability with how clunky hard casting frags is.

    Back onto the main topic though, the main issue for ranged becoming so strong has been the recent changes to status effects. Most ranged abilities have strong status effects attached (some even have multiple) and thanks to how strong ZOS made status effects, ranged attacks have subsequently made up the damage gap that existed before.

    An easy way to fix this, would be to have status effects applied at melee range deal 10% more damage on the initial hit. This brings the overall damage gap back to that 10% that it used to be instead of the now ~5% or less that it became when status effects got changed about a year ago.

    As for gap closers, that one is a bit more difficult. They don't get used, partly because everyone has gotten comfortable just running the same standard CC + Spammable + delayed burst + ele sus as their "offensive rotation" that was all everyone needed for such a long time.
    Gap closers are an offensive ability and thus won't fit into the expanded utility or defense slots that everyone has gotten so used to having on their bars (DKs and sorcs being the exception due to leap being such a strong offense ability on top of being a gap closer and streak filling the CC slot on sorcs bar), so to run a gap closer means dropping CC, delayed burst or ele sus. CC is mandatory, so can't be dropped, delayed burst is the best way to close out fights due to U35, that just leaves ele sus, which is currently far too strong of an ability to consider dropping, especially since it can be combined with ice staff for equal defensive utility to sword and shield on the back bar, creating very powerful roll compression (another problem caused by ice staff being changed to be a tanking weapon instead of making a new staff line dedicated to tanking).

    Not really an easy way to fix this, the best way would be to remove the tanking aspects from frost staff and create a new staff skill line (alteration/illusion or something) dedicated to the tanking role. Combine this with an adjustment to ele sus and some small utility given to gap closers and gap closers would be worth considering again for that 4th offensive skill bar slot.

    You make some good points. I'd prefer to buff single target melee damage instead of nerfing anything... but only single target otherwise everyone will be running spin to win.

    Also, cc is not essential. I ran no cc on my dk for years and did really well in 1vx cyro and in bgs and I don't run a cc on my warden or my plar. I think cc is a wasted slot imho.
  • Turtle_Bot
    Turtle_Bot
    ✭✭✭✭✭
    ✭✭
    Turtle_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.

    This. Can't even count how many times a sorc has double streaked out of gap closing abilities. Then turn around and nuke you from out of range of your skills, gap closers or even the ability to simply get in range with full max speed cap.

    This says more about how build issues and lack of understanding how to fight a sorc can make sorc sometimes seem much stronger in range advantage than it is. Most classes have pretty good ability to counter the sorc ranged damage when built and played properly. I'm say that as someone who mains sorc and notices a big difference between those I can blow up at range and those that are prepared to defend against ranged.

    Not really sure what you mean...pretty sure I know how to fight a sorc, as I've been doing it for 10 years. Even my toons at speed cap can't keep up with a sorc that double taps streak to get within range. Aside from closing the gap, Sorcs as of late have almost no drawbacks expect fighting outnumbered. One on one a sorc can easily face tank the highest DPS toons by simply shield stacking over and over until they just get bored. On the other end Sorcs are regularly hitting 12k curses, 10k frags and the RNG on Cfrag is laughable at best....may as well just give the insta-cast high damage part as the base skill it is so easy to proc.

    The topic is melee ST damage versus ranged, the comment was on Gap closers - which are all buggy, and less than optimal range.
    Sorc's streak is easily the least buggy gap closer, as it doesn't require a target. Even a simple stone on the ground that adjusts a players height slightly is enough to mess up targeting with gap closers (however, this is a coding issue not a player issue).
    Any half decent sorc will put up wards, drop curse, double streak away behind LOS to break gap closers, then Cfrag and execute all while spamming the new scribing ranged spammable

    Those same pebbles that mess up gap closers, also mess up streak just as much (speaking from experience as someone who has been caught by invisible pebbles multiples times when casting streak where streak just ports me in place or like barely 5m distance).
    I'd also like some of these sorcs you're fighting to share their frags rng luck with me please. I'm lucky if I get more than 1 proc every 4-5 casts in a typical fight and have had countless fights where it would take 10 casts before I got a frags proc.

    I'd also like some of this extended range that these sorcs you're fighting seem to have on their streak casts, I've had DKs and plars (you know, those immobile "defend the house" classes) easily chase me down without gap closers all while still casting abilities on me despite using streak multiple times in a row to create distance.

    12k curses also sounds like you're not blocking curse at all (FYI, it can be blocked now, that was changed a couple patches ago when ZOS made it completely AoE for PvE, so get to blocking when you see curse about to explode).

    As for frags damage, it's supposed to hit hard, it's basically a delayed burst ability with how clunky hard casting frags is.

    Back onto the main topic though, the main issue for ranged becoming so strong has been the recent changes to status effects. Most ranged abilities have strong status effects attached (some even have multiple) and thanks to how strong ZOS made status effects, ranged attacks have subsequently made up the damage gap that existed before.

    An easy way to fix this, would be to have status effects applied at melee range deal 10% more damage on the initial hit. This brings the overall damage gap back to that 10% that it used to be instead of the now ~5% or less that it became when status effects got changed about a year ago.

    As for gap closers, that one is a bit more difficult. They don't get used, partly because everyone has gotten comfortable just running the same standard CC + Spammable + delayed burst + ele sus as their "offensive rotation" that was all everyone needed for such a long time.
    Gap closers are an offensive ability and thus won't fit into the expanded utility or defense slots that everyone has gotten so used to having on their bars (DKs and sorcs being the exception due to leap being such a strong offense ability on top of being a gap closer and streak filling the CC slot on sorcs bar), so to run a gap closer means dropping CC, delayed burst or ele sus. CC is mandatory, so can't be dropped, delayed burst is the best way to close out fights due to U35, that just leaves ele sus, which is currently far too strong of an ability to consider dropping, especially since it can be combined with ice staff for equal defensive utility to sword and shield on the back bar, creating very powerful roll compression (another problem caused by ice staff being changed to be a tanking weapon instead of making a new staff line dedicated to tanking).

    Not really an easy way to fix this, the best way would be to remove the tanking aspects from frost staff and create a new staff skill line (alteration/illusion or something) dedicated to the tanking role. Combine this with an adjustment to ele sus and some small utility given to gap closers and gap closers would be worth considering again for that 4th offensive skill bar slot.

    You make some good points. I'd prefer to buff single target melee damage instead of nerfing anything... but only single target otherwise everyone will be running spin to win.

    Also, cc is not essential. I ran no cc on my dk for years and did really well in 1vx cyro and in bgs and I don't run a cc on my warden or my plar. I think cc is a wasted slot imho.

    Depends on the CC I guess, can be true though.

    I know I have ran sorc without streak (running RaT instead) in the past (admittedly I also run a lot of niche builds on sorc too, never sticking to just mag stacking or wards).

    Against good players, especially if you want to land a combo, some form of CC is (almost) mandatory for that, not really for the stun, but more for the stam-check pressure, from my experience at least. Although that has gotten significantly harder with all the sustain being given out.
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