Maintenance for the week of December 16:
• PC/Mac: No maintenance – December 16
• NA megaservers for patch maintenance – December 17, 4:00AM EST (9:00 UTC) - 12:00PM EST (17:00 UTC)
• EU megaservers for patch maintenance – December 17, 9:00 UTC (4:00AM EST) - 17:00 UTC (12:00PM EST)

Melee builds vs Ranged builds in veteran or further end game content

AnduinTryggva
AnduinTryggva
✭✭✭✭✭
DISCLAIMER: I am NOT asking for a nerf of any build! Just sharing some observations and asking what the community thinks about it.

When I do veteran trial/dungeons or sometimes even attempting hard mode dungeons I usually do it with pugs or with some luck I can motivate some guildies. What I observe here is that - appart from the tank for obvious reasons - ranged builds are by far a majority.

I on my side prefer to play melee and sometimes I am a bit envious of the ranged players as they tend - at least it looks to me like this - to be able to avoid some of the damages coming from fights when it is melee or aoe centered around a boss simply because they can stand away from the boss and still do excellent damage. They surely have the advantage to chose their position and still do the same amount of damage (apart from very few skills that scale with distance) while melee players are bound to the target.

ATTENTION: I DON'T ask to nerf damage output for ranged builds. But why not increase melee weapon damage a bit (not excessively though) to compensate for the higher risk taken? At least if that melee risk is not just my perception. That is why I'd like to see if other players share this perception or not. Thank you!

Final question: Please don't flame. Again: I don't ask for a nerf of ranged builds.
Edited by AnduinTryggva on March 16, 2024 11:42AM
  • HatchetHaro
    HatchetHaro
    ✭✭✭✭✭
    ✭✭
    Ranged builds offer much more safety than melee builds do, but in controlled situations where the players know their risks, melee builds reign supreme in terms of raw damage output.

    It really just depends on what you're trying to push. Most dungeons can be done on ranged builds as they offer much more safety while still being able to deal decent damage; however, trials mostly favour melee builds as they offer a much more predictable stack for healers to drop their HoTs on, and so most would be much safer in melee range.

    You can still do quite well as a melee player in dungeons; you just need more mechanical awareness to be able to pull it off. You're also never quite locked into a static melee/ranged setup; you can run a combination of skills that allow you to deal massive damage in melee and still hold your own when you're out kiting mechanics. If you're able to time your abilities and movements well with the content mechanics, you can be out kiting AoEs while you're refreshing your ranged DoTs like Unstable Wall and Caltrops, and run in to apply your melee damage when the time is right before kiting back out again to refresh DoTs.
    Edited by HatchetHaro on March 16, 2024 11:22AM
    Best Argonian NA and I will fight anyone for it

    17 Argonians

    6x IR, 6x GH, 7x TTT, 4x GS, 4x DB, 1x PB, 3x SBS, 1x Unchained
  • AlterBlika
    AlterBlika
    ✭✭✭✭
    ATTENTION: I DON'T ask to nerf damage output for ranged builds. But why not increase melee weapon damage a bit (not excessively though) to compensate for the higher risk taken? At least if that melee risk is not just my perception. That is why I'd like to see if other players share this perception or not. Thank you!

    Tbh I'd rather see nerfs than any buffs at this point. Too much powercreep in the game already.

  • KS_Amt38
    KS_Amt38
    ✭✭✭
    Play Arcanist:
    - highest damage and all of it is AOE
    - Range
    - big passive shield Shield
    - major brutality/sorcery passively
  • moo_2021
    moo_2021
    ✭✭✭✭✭
    melee needs:

    - perm major evasion
    - snare any target affected by melee attacks.
    - 28m gap closer
    - auto pull ranged attackers if they're on top of fort or base

  • AnduinTryggva
    AnduinTryggva
    ✭✭✭✭✭
    KS_Amt38 wrote: »
    Play Arcanist:
    - highest damage and all of it is AOE
    - Range
    - big passive shield Shield
    - major brutality/sorcery passively

    I know that there are metas out there.

    That is not the point.

    The thing is that ESO advertises its game as "play as you wish" so I think that unless going really for end of end of end game, things should about be very similar in performance. If that is not fully possible then disadvantages need to be balanced by advantages somewhere else.
  • the1andonlyskwex
    the1andonlyskwex
    ✭✭✭✭✭
    ✭✭
    Melee weapons already have significantly higher weapon/spell damage stats compared to ranged weapons. Melee skills also already have higher damage tooltips.

    Outside of some specific (and recent-ish) balance issues (e.g. arcanist class abilities, lightning heavy attacks), this has generally resulted in melee builds being preferred for most content.
  • Sakiri
    Sakiri
    ✭✭✭✭✭
    ✭✭
    moo_2021 wrote: »
    melee needs:

    - perm major evasion
    - snare any target affected by melee attacks.
    - 28m gap closer
    - auto pull ranged attackers if they're on top of fort or base

    This isn't a pvp post.
  • Soarora
    Soarora
    ✭✭✭✭✭
    ✭✭✭✭
    Melee does actually do more damage, dagger LAs do more damage than staff LAs, ZoS is aware of the risk of being melee over ranged. Even ranged builds would do well to be in melee range for weaving purposes but also so abilities such as blade cloak or arctic blast hit the enemy.
    PC/NA Dungeoneer (Tank/DPS/Heal), Trialist (DPS/Tank/Heal), and amateur Battlegrounder (DPS) with a passion for The Elder Scrolls lore
    • CP 2000+
    • Warden Healer - Arcanist Healer - Warden Brittleden - Stamarc - Sorc Tank - Necro Tank - Templar Tank - Arcanist Tank
    • Trials: 9/12 HMs - 3/8 Tris
    • Dungeons: 30/30 HMs - 24/24 Tris
    • All Veterans completed!

      View my builds!
  • Sakiri
    Sakiri
    ✭✭✭✭✭
    ✭✭
    Double post
    Edited by Sakiri on March 16, 2024 5:45PM
  • Dagoth_Rac
    Dagoth_Rac
    ✭✭✭✭✭
    ✭✭✭✭✭
    Ranged is safer, but melee is higher damage. If running with pugs or casual guild stuff, most people choose safe. They are willing to sacrifice some speed and DPS to avoid wiping in a not-so-great group. In tightly organized, prepared, and coordinated groups with voice comms, melee is very popular because people trust the healers and trust everyone knows the mechanics.

    I think the current pros and cons of melee versus ranged are fine.
  • katanagirl1
    katanagirl1
    ✭✭✭✭✭
    ✭✭✭
    Until lately, many trials groups insisted on ranged builds because of the ability to avoid damage. However, now that all builds run staff and dual wield, it is hard to do because everyone needs it stand within melee range of the boss to get stam resources back for their arcanists, which is the preferred class now. The irony.
    Khajiit Stamblade main
    Dark Elf Magsorc
    Redguard Stamina Dragonknight
    Orc Stamplar PVP
    Breton Magsorc PVP
    Dark Elf Magden
    Khajiit Stamblade
    Khajiit Stamina Arcanist

    PS5 NA
  • Sakiri
    Sakiri
    ✭✭✭✭✭
    ✭✭
    Even staff users stay in melee range to get heals.
  • silky_soft
    silky_soft
    ✭✭✭✭✭
    At least you not in pvp where ranged get 8m, from battle spirit, for absolutely no reason at all.
    Here $15, goat mount please. Not gambling or paying 45 : lol :
    20% base speed for high ping players.
    Streak moves you faster then speed cap.
    They should of made 4v4v4v4 instead of 8v8.
  • Vulkunne
    Vulkunne
    ✭✭✭✭✭
    DISCLAIMER: I am NOT asking for a nerf of any build! Just sharing some observations and asking what the community thinks about it.

    When I do veteran trial/dungeons or sometimes even attempting hard mode dungeons I usually do it with pugs or with some luck I can motivate some guildies. What I observe here is that - appart from the tank for obvious reasons - ranged builds are by far a majority.

    I on my side prefer to play melee and sometimes I am a bit envious of the ranged players as they tend - at least it looks to me like this - to be able to avoid some of the damages coming from fights when it is melee or aoe centered around a boss simply because they can stand away from the boss and still do excellent damage. They surely have the advantage to chose their position and still do the same amount of damage (apart from very few skills that scale with distance) while melee players are bound to the target.

    ATTENTION: I DON'T ask to nerf damage output for ranged builds. But why not increase melee weapon damage a bit (not excessively though) to compensate for the higher risk taken? At least if that melee risk is not just my perception. That is why I'd like to see if other players share this perception or not. Thank you!

    Final question: Please don't flame. Again: I don't ask for a nerf of ranged builds.

    I'd remember its not always about what is the best tactic vs what the Guild or group leader(s) are asking for.

    Like one time for some Trial I showed up with a 2H Battleaxe and they were *not* impressed.
    Today Victory is mine. Long Live the Empire.
  • AnduinTryggva
    AnduinTryggva
    ✭✭✭✭✭
    Thank you all for your feedback.

    Good to hear that melees get a damage advantage thru their weapons. Maybe I am just a too bad player :D
Sign In or Register to comment.