All of this discussion is pointless until we see how badly each class is wrecked by the AOE nerfs.
brandoncoffmannub18_ESO wrote: »Any melee build/class should deal more damage than a ranged build/class, this is due to ease of access for ranged, lack of mobility for melee, and needing to stay in the thick of damage to deal damage.
brandoncoffmannub18_ESO wrote: »Any melee build/class should deal more damage than a ranged build/class, this is due to ease of access for ranged, lack of mobility for melee, and needing to stay in the thick of damage to deal damage.
That would be true if gap closers did not exist.
brandoncoffmannub18_ESO wrote: »brandoncoffmannub18_ESO wrote: »Any melee build/class should deal more damage than a ranged build/class, this is due to ease of access for ranged, lack of mobility for melee, and needing to stay in the thick of damage to deal damage.
That would be true if gap closers did not exist.
Does gap closers make you not take damage from the stomps in vHoF?
Or keep you in range while kiting in vAS?
Or keep you out of AoE range of most bosses?
Or keep you from an awkward pathing cleave when your tank messes up or the game just *** itself?
Or stop things from hitting you with melee attacks?
No, it just closes the gap in PvP builds but aren't even that useful compared to range and not useful at all in end game PvE on a DPS especially for magicka. Even in PvP you have to be next to your target and someone can spam you from range.
Czekoludek wrote: »brandoncoffmannub18_ESO wrote: »brandoncoffmannub18_ESO wrote: »Any melee build/class should deal more damage than a ranged build/class, this is due to ease of access for ranged, lack of mobility for melee, and needing to stay in the thick of damage to deal damage.
That would be true if gap closers did not exist.
Does gap closers make you not take damage from the stomps in vHoF?
Or keep you in range while kiting in vAS?
Or keep you out of AoE range of most bosses?
Or keep you from an awkward pathing cleave when your tank messes up or the game just *** itself?
Or stop things from hitting you with melee attacks?
No, it just closes the gap in PvP builds but aren't even that useful compared to range and not useful at all in end game PvE on a DPS especially for magicka. Even in PvP you have to be next to your target and someone can spam you from range.
1. Major Evasion from DW is better there then any shield.
2. Passives from medium armor increase your speed which help you with kitting
3. Again in PvE you have Major Evasion + in trials you usually stay close to the boss at most cases. Dungs are quite different, stamina there have much harder job to do.
4. On boss if tank dies magicka will die probably too as everyone will stay close for olo.
5. You have a tank for that? For weaker mobs you have vigor as magicka have shields for that.
Stam should deal more dmg if magicka use range setup. If magicka is melee then it should deal the same amount of damage
brandoncoffmannub18_ESO wrote: »brandoncoffmannub18_ESO wrote: »Any melee build/class should deal more damage than a ranged build/class, this is due to ease of access for ranged, lack of mobility for melee, and needing to stay in the thick of damage to deal damage.
That would be true if gap closers did not exist.
Does gap closers make you not take damage from the stomps in vHoF?
Or keep you in range while kiting in vAS?
Or keep you out of AoE range of most bosses?
Or keep you from an awkward pathing cleave when your tank messes up or the game just *** itself?
Or stop things from hitting you with melee attacks?
No, it just closes the gap in PvP builds but aren't even that useful compared to range and not useful at all in end game PvE on a DPS especially for magicka. Even in PvP you have to be next to your target and someone can spam you from range.
brandoncoffmannub18_ESO wrote: »Czekoludek wrote: »brandoncoffmannub18_ESO wrote: »brandoncoffmannub18_ESO wrote: »Any melee build/class should deal more damage than a ranged build/class, this is due to ease of access for ranged, lack of mobility for melee, and needing to stay in the thick of damage to deal damage.
That would be true if gap closers did not exist.
Does gap closers make you not take damage from the stomps in vHoF?
Or keep you in range while kiting in vAS?
Or keep you out of AoE range of most bosses?
Or keep you from an awkward pathing cleave when your tank messes up or the game just *** itself?
Or stop things from hitting you with melee attacks?
No, it just closes the gap in PvP builds but aren't even that useful compared to range and not useful at all in end game PvE on a DPS especially for magicka. Even in PvP you have to be next to your target and someone can spam you from range.
1. Major Evasion from DW is better there then any shield.
2. Passives from medium armor increase your speed which help you with kitting
3. Again in PvE you have Major Evasion + in trials you usually stay close to the boss at most cases. Dungs are quite different, stamina there have much harder job to do.
4. On boss if tank dies magicka will die probably too as everyone will stay close for olo.
5. You have a tank for that? For weaker mobs you have vigor as magicka have shields for that.
Stam should deal more dmg if magicka use range setup. If magicka is melee then it should deal the same amount of damage
Yet melee magicka is a fair bit behind.
brandoncoffmannub18_ESO wrote: »brandoncoffmannub18_ESO wrote: »Any melee build/class should deal more damage than a ranged build/class, this is due to ease of access for ranged, lack of mobility for melee, and needing to stay in the thick of damage to deal damage.
That would be true if gap closers did not exist.
Does gap closers make you not take damage from the stomps in vHoF?
Or keep you in range while kiting in vAS?
Or keep you out of AoE range of most bosses?
Or keep you from an awkward pathing cleave when your tank messes up or the game just *** itself?
Or stop things from hitting you with melee attacks?
No, it just closes the gap in PvP builds but aren't even that useful compared to range and not useful at all in end game PvE on a DPS especially for magicka. Even in PvP you have to be next to your target and someone can spam you from range.
If melee range is such a HUGE problem in pve, why was BfB so meta?
Onefrkncrzypope wrote: »brandoncoffmannub18_ESO wrote: »brandoncoffmannub18_ESO wrote: »Any melee build/class should deal more damage than a ranged build/class, this is due to ease of access for ranged, lack of mobility for melee, and needing to stay in the thick of damage to deal damage.
That would be true if gap closers did not exist.
Does gap closers make you not take damage from the stomps in vHoF?
Or keep you in range while kiting in vAS?
Or keep you out of AoE range of most bosses?
Or keep you from an awkward pathing cleave when your tank messes up or the game just *** itself?
Or stop things from hitting you with melee attacks?
No, it just closes the gap in PvP builds but aren't even that useful compared to range and not useful at all in end game PvE on a DPS especially for magicka. Even in PvP you have to be next to your target and someone can spam you from range.
If melee range is such a HUGE problem in pve, why was BfB so meta?
Cause it almost did a third of a toons dps.
Czekoludek wrote: »brandoncoffmannub18_ESO wrote: »Czekoludek wrote: »brandoncoffmannub18_ESO wrote: »brandoncoffmannub18_ESO wrote: »Any melee build/class should deal more damage than a ranged build/class, this is due to ease of access for ranged, lack of mobility for melee, and needing to stay in the thick of damage to deal damage.
That would be true if gap closers did not exist.
Does gap closers make you not take damage from the stomps in vHoF?
Or keep you in range while kiting in vAS?
Or keep you out of AoE range of most bosses?
Or keep you from an awkward pathing cleave when your tank messes up or the game just *** itself?
Or stop things from hitting you with melee attacks?
No, it just closes the gap in PvP builds but aren't even that useful compared to range and not useful at all in end game PvE on a DPS especially for magicka. Even in PvP you have to be next to your target and someone can spam you from range.
1. Major Evasion from DW is better there then any shield.
2. Passives from medium armor increase your speed which help you with kitting
3. Again in PvE you have Major Evasion + in trials you usually stay close to the boss at most cases. Dungs are quite different, stamina there have much harder job to do.
4. On boss if tank dies magicka will die probably too as everyone will stay close for olo.
5. You have a tank for that? For weaker mobs you have vigor as magicka have shields for that.
Stam should deal more dmg if magicka use range setup. If magicka is melee then it should deal the same amount of damage
Yet melee magicka is a fair bit behind.
Not really true without gloves and BfB nerfed
Strider__Roshin wrote: »Death Stroke and Veiled Strike need to have their range increased to 7m which is the standard melee range. Currently you can land your light and heavy attacks reliably, but then misfire because your target is between 5-7m away. It's one of the many easily fixable issues that make combat feel clunky.
Change the psijic spammable to an actual spammable attack. Don’t leave it as a clunky spammable buff for light attacks. Do the same for stam sorcs with their new stam frags.
Change the psijic spammable to an actual spammable attack. Don’t leave it as a clunky spammable buff for light attacks. Do the same for stam sorcs with their new stam frags.
This very much...simply change the skill to replace your light attacks with a resource cost instead of the buff then use concept.
WuChiWuGen wrote: »Server load testing id like to see.
test 5. Take out spell or skill weaving. That would stop 1/2 of the server load. I don't think for a moment people are imputing commands that fast for hours to cancel animations.
test 6. add aoe skill caps like we had to do in gw2 for wvw. All aoe skills should only affect 12 players and would need to be in a group.
test 7. Max of 80 players each side on a map-server. Or whatever cap the server can handle.
test 8. smaller large scale faction maps. A lot of new players don't want to spend 5 to ten minutes mounted between fights just to get killed in a few seconds. Time to ride across the cry maps is what 20 minutes way boring.
With changing so much it might be time to look at eso2 .
MashmalloMan wrote: »Strider__Roshin wrote: »Death Stroke and Veiled Strike need to have their range increased to 7m which is the standard melee range. Currently you can land your light and heavy attacks reliably, but then misfire because your target is between 5-7m away. It's one of the many easily fixable issues that make combat feel clunky.
The standard melee range is based on 5m not 7m. This applies to all instant melee ranged attacks. Light attacks included.
These are the known exceptions and they mainly apply to any melee attacks with cast times to help with targetting:
- Channeled/Cast Time melee attacks: Uppercut/Flurry/Heavy Attacks
- Conal instant Melee Skills: Cleave/Death Scythe/Fiery Breath
- DK's Elder Dragon passive: +2m to instant melee attacks, including light attacks
So you're not really pointing out something thats busted, this is in line with their current ruleset which for the most part, seems logical. If you're saying those 2 skills need to change to 7m then what you're actually saying is ALL instant melee skills need to change to 7m which is frankly bonkers or the opposite... everything needs to be reduce to 5m which makes these cast time melee attacks unbareable to use.
DK's have an exclusive passive for this exact situation, attack animations don't even line up with the target, you swipe at the air. So many times in pvp I'm getting hit by someone behind me from melee attacks I can't even on my screen because they're a DK at the 7m threshold.
Allthough it's sometimes annoying, it's one of the most unique and interesting passives in the game and I'm okay with only DK having it. I think it fits their playstyle well. I wish more passives were made like this.
The reason channeled/cast time attacks have the extra range is to help with the fact that a lot can happen during that cast time. It also goes hand in hand with charging up an attack while you go into true melee range (eg. 7m to 5m) by allowing you to get a hit in on your way to your target.
Here are some notes for when this was touched on that I can remember of:
Update 19:
- Decreased the range of Two Handed, Dual Wield, One Hand and Shield, Unarmed, and Werewolf Heavy Attacks to 7 meters from 10 meters.
- Developer Comments:
- The range for melee Heavy Attacks now matches other melee cast time and channeled abilities, such as Uppercut and Flurry.
Update 20:
- Dragonknight
- Ardent Flame
- Lava Whip: Decreased the range of this ability and its morphs to 5 meters from 8 meters.
- Draconic Power
- Elder Dragon: This passive ability now also increases the range of all instant-cast melee abilities 1 meter per rank, in addition to granting Health Recovery for each Draconic Power ability slotted.
- Developer Comment:
- This change was made to help standardize the range of all DK melee attacks. It also matches the melee light attack range to the range of their abilities. This additional range helps distinguish melee DKs from other melee classes.
brandoncoffmannub18_ESO wrote: »Any melee build/class should deal more damage than a ranged build/class, this is due to ease of access for ranged, lack of mobility for melee, and needing to stay in the thick of damage to deal damage.
brandoncoffmannub18_ESO wrote: »Any melee build/class should deal more damage than a ranged build/class, this is due to ease of access for ranged, lack of mobility for melee, and needing to stay in the thick of damage to deal damage.
That would be true if gap closers did not exist.
I wouls add that LA weaving is tedious for a melee cause of the range. Many adds/bosses have small area around them larger than 5m which make LA weaving impossible. I play both Stam&Mag templar and it's way easier with the MagickaDD.
That's just a side note, and my opinion. ZOS dosent care anyway
brandoncoffmannub18_ESO wrote: »Any melee build/class should deal more damage than a ranged build/class, this is due to ease of access for ranged, lack of mobility for melee, and needing to stay in the thick of damage to deal damage.
Sure, the day:
- one of the BiS monster sets for ranged DPS is not a melee set.
- healers don't have to position just out of melee and ranged DPS have to sit even closer to get their buffs.
This is not WoW. Bosses don't create a "deadly red circle" around themselves, but rain and spread damage everywhere. Ranged DPS have to dodge and block as often as melee. Try doing even just the trash in the latest trial without blocking / dodging as ranged DPS and see how often you have to smash that ress button.
Last but absolutely not least: melee have GREAT frontloaded damage and burst. There are ranged classes that have to build and stack DoTs etc. over time and some main skills are ground targetted. With today's dynamic fights, the bosses can walk around. Or, worse, bosses throw damage that must be dodged, good luck keeping up slow building, ground targetted damage stacks while moving around.
Then there's the usual "BUY EXPANSION, we give you a class that will stay overpowered till next expansion", but that's marketing, not game balance.
brandoncoffmannub18_ESO wrote: »Any melee build/class should deal more damage than a ranged build/class, this is due to ease of access for ranged, lack of mobility for melee, and needing to stay in the thick of damage to deal damage.
That would be true if gap closers did not exist.
Gap closers don't permanently close a gap and require sacrificing an ability slot. Melee should always, always have higher single target damage/pressure than ranged, as has been the case in basically every MMO in existence. There has never been a good argument for ranged specs being better in every aspect than melee and there never will be. ESO is pretty imbalanced in this situation but the ability limit and sacrifices that have to be made to slot gap closers just exacerbates the issue. We also see outlier abilities like streak which only make the situation worse, as there is no direct counterplay to streak besides being ranged yourself, due to the fact that it's a gap closer, escape, and unblockable stun, meaning a simple gap closer is not "enough" to fully counter it.
Atherakhia wrote: »brandoncoffmannub18_ESO wrote: »Any melee build/class should deal more damage than a ranged build/class, this is due to ease of access for ranged, lack of mobility for melee, and needing to stay in the thick of damage to deal damage.
That would be true if gap closers did not exist.
Gap closers don't permanently close a gap and require sacrificing an ability slot. Melee should always, always have higher single target damage/pressure than ranged, as has been the case in basically every MMO in existence. There has never been a good argument for ranged specs being better in every aspect than melee and there never will be. ESO is pretty imbalanced in this situation but the ability limit and sacrifices that have to be made to slot gap closers just exacerbates the issue. We also see outlier abilities like streak which only make the situation worse, as there is no direct counterplay to streak besides being ranged yourself, due to the fact that it's a gap closer, escape, and unblockable stun, meaning a simple gap closer is not "enough" to fully counter it.
No they shouldn't.
There's no reason a melee should do more damage just because they are melee ranged. As said above, the 'DPS advantage' that melee have in this game comes in the way their sustain works. It's MUCH easier to sustain on stamina in this game because the heavy is shorter and easier to fit into a rotation. As someone else said, there is no real complexity to melee combat in this game. Every class, ranged or melee, all stack in the same pile on a boss's butt anyway. The reason Mag do more damage than stamina atm is because of the various bonuses and synergies available for mag that simply outnumber those available to stam.
There is no reason whatsoever that raw damage should benefit any one class over another.
Atherakhia wrote: »brandoncoffmannub18_ESO wrote: »Any melee build/class should deal more damage than a ranged build/class, this is due to ease of access for ranged, lack of mobility for melee, and needing to stay in the thick of damage to deal damage.
That would be true if gap closers did not exist.
Gap closers don't permanently close a gap and require sacrificing an ability slot. Melee should always, always have higher single target damage/pressure than ranged, as has been the case in basically every MMO in existence. There has never been a good argument for ranged specs being better in every aspect than melee and there never will be. ESO is pretty imbalanced in this situation but the ability limit and sacrifices that have to be made to slot gap closers just exacerbates the issue. We also see outlier abilities like streak which only make the situation worse, as there is no direct counterplay to streak besides being ranged yourself, due to the fact that it's a gap closer, escape, and unblockable stun, meaning a simple gap closer is not "enough" to fully counter it.
No they shouldn't.
There's no reason a melee should do more damage just because they are melee ranged. As said above, the 'DPS advantage' that melee have in this game comes in the way their sustain works. It's MUCH easier to sustain on stamina in this game because the heavy is shorter and easier to fit into a rotation. As someone else said, there is no real complexity to melee combat in this game. Every class, ranged or melee, all stack in the same pile on a boss's butt anyway. The reason Mag do more damage than stamina atm is because of the various bonuses and synergies available for mag that simply outnumber those available to stam.
There is no reason whatsoever that raw damage should benefit any one class over another.
Atherakhia wrote: »brandoncoffmannub18_ESO wrote: »Any melee build/class should deal more damage than a ranged build/class, this is due to ease of access for ranged, lack of mobility for melee, and needing to stay in the thick of damage to deal damage.
That would be true if gap closers did not exist.
Gap closers don't permanently close a gap and require sacrificing an ability slot. Melee should always, always have higher single target damage/pressure than ranged, as has been the case in basically every MMO in existence. There has never been a good argument for ranged specs being better in every aspect than melee and there never will be. ESO is pretty imbalanced in this situation but the ability limit and sacrifices that have to be made to slot gap closers just exacerbates the issue. We also see outlier abilities like streak which only make the situation worse, as there is no direct counterplay to streak besides being ranged yourself, due to the fact that it's a gap closer, escape, and unblockable stun, meaning a simple gap closer is not "enough" to fully counter it.
No they shouldn't.
There's no reason a melee should do more damage just because they are melee ranged. As said above, the 'DPS advantage' that melee have in this game comes in the way their sustain works. It's MUCH easier to sustain on stamina in this game because the heavy is shorter and easier to fit into a rotation. As someone else said, there is no real complexity to melee combat in this game. Every class, ranged or melee, all stack in the same pile on a boss's butt anyway. The reason Mag do more damage than stamina atm is because of the various bonuses and synergies available for mag that simply outnumber those available to stam.
There is no reason whatsoever that raw damage should benefit any one class over another.