omfgitsbatman wrote: »Risk and reward
If you are saying this in response to swords vs staves, there is no risk involved in going with swords over staves.
If you are saying this in response to melee vs ranged, I have already explained why there is very little risk and almost no negative for going melee vs going ranged.
Also, I completely support melee being able do more dps when they can stand still and do nothing. I am simply saying that they can do this in almost every single fight, so they will always be doing more damage than ranged. Ranged should have a few fights where they can do more damage because the melee get interrupted. This is absolutely not the case right now.
Yeah Stacking the aoe healing etc so they can stand in red circles negates their time spent running from it aka losing dps vs a ranged etc. Trickle effect causing the dps to outdo the ranged in these situations. A fix is making the circles 1 shot. but it feels retardedly cheap to be 1shot b/c u missed a circle by an inch. What they need to do is add debuffs for these circles. Thus its not so cheap. You wont be 1shot and your dps will go down so youre being punished for failing. This would balance it out a little more. Of course adding some sort of same effect for ranged etc. As it stands now though it doesnt work.
omfgitsbatman wrote: »omfgitsbatman wrote: »Risk and reward
If you are saying this in response to swords vs staves, there is no risk involved in going with swords over staves.
If you are saying this in response to melee vs ranged, I have already explained why there is very little risk and almost no negative for going melee vs going ranged.
Also, I completely support melee being able do more dps when they can stand still and do nothing. I am simply saying that they can do this in almost every single fight, so they will always be doing more damage than ranged. Ranged should have a few fights where they can do more damage because the melee get interrupted. This is absolutely not the case right now.
Yeah Stacking the aoe healing etc so they can stand in red circles negates their time spent running from it aka losing dps vs a ranged etc. Trickle effect causing the dps to outdo the ranged in these situations. A fix is making the circles 1 shot. but it feels retardedly cheap to be 1shot b/c u missed a circle by an inch. What they need to do is add debuffs for these circles. Thus its not so cheap. You wont be 1shot and your dps will go down so youre being punished for failing. This would balance it out a little more. Of course adding some sort of same effect for ranged etc. As it stands now though it doesnt work.
I like your idea about the debuff if hit by the circle a lot.
chevalierknight wrote: »Op post is point less dev have said its intended and never changing plus 99% are fine with it
BrassRazoo wrote: »Shh don't upset the Nightblades, remember they have suffered for to long and require some serious buffs.
FriedEggSandwich wrote: »I know the op was directed more at pve, but from a pvp perspective destro staff heavy attacks hit hard on live. Anywhere from 4-8k, and upto 15k on vamps, and I don't have any cp in staff expert.. Ok so they're slow and obvious but they're also free and quick to charge. I'm not tempted to dual wield simply because I like my destro heavy attacks, I don't even use any destro skills.