The biggest problem isn't the single target factor. It's the cleave factor, that's it and survivability. Stam DK's hit very strong, but have little to no cleave damage, Stam Sorcs have a lot better cleave damage, but less single target damage, etc. A lot of trial based situations is cleave damage. If all you had to do is hit a single target, stam wouldn't be as bad as a choice, which they weren't in the past. I agree they need a buff, but a huge factor is still the cleave aspect, which the new caltrop "buff" isn't going to help either, especially with sustain... unfortunately.
They should just honestly buff everything to hit about the same, so there is more variety in what you can choose for endgame content, so it's not just running the min/max meta.
Could be there staff buffs to AOE/single target DMG from last patch are helping close the gap.
Though in PvP, I'm seeing 8k-9k frags/dark flares, 9k wrecking blows, 9k Snipes, 9k incaps, 6k surprise attacks. All while my fire staff heavy crits for 4k, eclipse bursts for 3k and 1k Vamps bane . I'd say the DMG is there currently, depending on if the ability is instant cast or a cast time.
In Bgs, I was seeing similar results. I can't say for pve, I never run it willingly.
I don't think risk is really a thing. Certainly not in PvP where range has no distinct advantage because of gap closer galore (apart from NB cloak maybe). In PvE the "risk" is not inherent to playing melee but it's bad game design. Some encounters have just so bad telegraphs and tells that it's hard to react to the damage unless you've done the same fight a hundred times. It's why mechanics are easier when you're ranged in PvE - because even the bad telegraphs take longer to connect.
I'd rather have ZOS fix PvE rather than increase melee damage which will cause severe issues in PvP.
@Destruent
They'd have to significantly reduce the cost of purges then or it's all Templars in Cyro.
@Destruent
They'd have to significantly reduce the cost of purges then or it's all Templars in Cyro.
I don't think they'll have to change the values by that much...just some minor adjustements. Increasing the length of the DoT from acid spray to something like 8...10 Seconds would be an example to increase stam-cleave-DPS and could help.
Most DoTs you don't even notice that much (atleast that was my experience when i pvped last time).
Crafts_Many_Boxes wrote: »Granted I don't even think I've done every dungeon yet, and only one vet dungeon, but from what I've seen of endgame bosses, they're very melee prohibitive. This is disappointing, since MMO developers have been making this simple mistake ever since the early days of WoW.
Simply put, there are far more mechanics, especially bad aoe, happening to players in melee range of the boss than those at range. Melee players have more to move out of the way of, and less time to react. Rift had this problem as well, but they at least buffed all the melee souls (trees) to be ~15-20% stronger.
Having melee and ranged do roughly the same dps in a game where playing melee is like pulling your own teeth doesn't make a whole lot of sense to me, so I'd be on board with any changes to improve this. I'd love to be able to make my stamdk viable lol
Bad idea. If someone's DPS is higher - everyone will only take that. Risk vs reward is not an argument for endgame groups, they will simply practice and there will be minimal risk. Also, stamina dps is fine, it's not DPS that's their problem. Melee dps should be equal to ranged DPS with the uptime on the target taken into account.
Crafts_Many_Boxes wrote: »Granted I don't even think I've done every dungeon yet, and only one vet dungeon, but from what I've seen of endgame bosses, they're very melee prohibitive. This is disappointing, since MMO developers have been making this simple mistake ever since the early days of WoW.
Simply put, there are far more mechanics, especially bad aoe, happening to players in melee range of the boss than those at range. Melee players have more to move out of the way of, and less time to react. Rift had this problem as well, but they at least buffed all the melee souls (trees) to be ~15-20% stronger.
Having melee and ranged do roughly the same dps in a game where playing melee is like pulling your own teeth doesn't make a whole lot of sense to me, so I'd be on board with any changes to improve this. I'd love to be able to make my stamdk viable lol
You generalize too much imo. Some Bosses are harder for melee, some are easier. Easiest DPS-position for vMoL/Hm is for example one of the 2 melee-only spots. Playing ranged on this boss is definitely harder. On 2nd boss it doesn't matter that much. On the first boss ranged is easier to play bc of the cleansing pads, but other than this it doesn't matter.
Mantikora, Warrior and Stone-Attronach are kinda "harder" for melee...for the other bosses i didn't notice a real difference tbh.
edit says, lightning attro is also melee-unfriendly
I'd rather have ZOS fix PvE rather than increase melee damage which will cause severe issues in PvP.
I don't think risk is really a thing. Certainly not in PvP where range has no distinct advantage because of gap closer galore (apart from NB cloak maybe). In PvE the "risk" is not inherent to playing melee but it's bad game design. Some encounters have just so bad telegraphs and tells that it's hard to react to the damage unless you've done the same fight a hundred times. It's why mechanics are easier when you're ranged in PvE - because even the bad telegraphs take longer to connect.
I'd rather have ZOS fix PvE rather than increase melee damage which will cause severe issues in PvP.
Crafts_Many_Boxes wrote: »Granted I don't even think I've done every dungeon yet, and only one vet dungeon, but from what I've seen of endgame bosses, they're very melee prohibitive. This is disappointing, since MMO developers have been making this simple mistake ever since the early days of WoW.
Simply put, there are far more mechanics, especially bad aoe, happening to players in melee range of the boss than those at range. Melee players have more to move out of the way of, and less time to react. Rift had this problem as well, but they at least buffed all the melee souls (trees) to be ~15-20% stronger.
Having melee and ranged do roughly the same dps in a game where playing melee is like pulling your own teeth doesn't make a whole lot of sense to me, so I'd be on board with any changes to improve this. I'd love to be able to make my stamdk viable lol
You generalize too much imo. Some Bosses are harder for melee, some are easier. Easiest DPS-position for vMoL/Hm is for example one of the 2 melee-only spots. Playing ranged on this boss is definitely harder. On 2nd boss it doesn't matter that much. On the first boss ranged is easier to play bc of the cleansing pads, but other than this it doesn't matter.
Mantikora, Warrior and Stone-Attronach are kinda "harder" for melee...for the other bosses i didn't notice a real difference tbh.
edit says, lightning attro is also melee-unfriendly
old_mufasa wrote: »Hmm.. most range wear light armor.. most melee wear med and heavy.. you have more protection.. most boss fights have ranged one shot mechanics...
In pvp.. melee have extremely fast and spam able gap closer, most are stamina based so that can run ranged down, dodge more, bock more... and you can have a bow to do range and melee dps.
It easy to over exaggerate issues.. I mean we should buff range if the above is true.. as stamina melee have more defense, more maneuverability, and sustain movement....
Ghost-Shot wrote: »There isn't much more risk to melee in this games instances though.