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attack range standardization

kalunte
kalunte
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Hi there, i whould like to adress it here. i've spent a few minutes in pts and a few years on live so far and if there is something you should be looking at when it comes to standardization it definatly is attacks range.

so far we have:
- 3differents range for single target melee attacks, some are 5, light attacks are 6m while some ults are 7m.

-self casted aoes and cleaves can vary between 4m to 9m. (+20m for arrow spray which could fit in this case)

-gapclosers are 22m

-brand new "utility taged skills" got to 22m (major mistake btw)

-ranged skill are 28m, snipe is 35/40m...


for me this makes the game clunky for basic weaving at melee range on moving targets in both pvp and pve.

for pvp only it is even worse. when you try to create a combo using particular skills it ends up being a mess because half may not land (ppl using dizzy know it very well) which leads in aoe-ing in order to get a better landing rate with the skills you use (and light and heavy attacks are collateral loss).


Last thing for the "utility skill range nerf" (mostly bumping skills, lets call them gap creatorz) this is the biggest mistake so far. while some of those skills got nerfed and others didnt, they are all CC skills, which mean they can be negated by CC-immunity making them un-spammable while gap closers are spammable.
long things short, if you can bump back a threat before it reaches danger it is usefull, if you can bump it back once you're already screwd, well, it's pointless.

  • kalunte
    kalunte
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    i forgot to ask for a basic 5/6or7m range for melee, 22m for gapclosers, 28m for ranged attacks.
    ground based aoes can vary it does not have much to do with this issue since the player can aim it wherever he wants.
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