AnduinTryggva wrote: »throws fire bomb which land near her
Dragonnord wrote: »That's why you do more damage being melee (ie: daggers, two handed), as you take more risks in exchange for more dps.
Or, you can use bow or staff for those situations.
Dragonnord wrote: »That's why you do more damage being melee (ie: daggers, two handed), as you take more risks in exchange for more dps.
Or, you can use bow or staff for those situations.
Then they nerfed LAs and brought out Velothi. In trials people slot DW for the passives and sometimes also the protection cloak gives. If bow or staff ended up with better passives to boost arcanist beam (itself a ranged cleave that does full damage on every target) then the majority of trial DDs would run those instead (because the majority of trial DDs are arcanists which Velothi works very well for, so your LAs, the only melee thing, do basically no damage anyway).
The melee being stronger than ranged argument only really applies with any amount of meaning when you play a class like DK or Plar that has a melee spammable. And you don't see many parse DDs in organised trials that are not Arcanists.
RicAlmighty wrote: »I agree with this completely and have just come to accept it as Zos shows no intention of ever changing it. It's not so bad in Trials because you have a lot of others to help you either with heals or to take over damage if you need to dodge. But when you are solo, some bosses in things like Infinite Archive are just simply impossible for a melee based character to defeat. There is a complete floor of AOE damage and you spend all your time dodging and moving that it's simply not feasible to get any damage done to the boss at all. I have a melee character with 28k health and 2.8k health recovery and I can barely stay alive in some of these. It really is demoralizing sometimes when I know I could load up a ranged character and get past this boss.
The balance in this game is overly tilted to one offensive type in some encounters and it shouldn't be.
Dragonnord wrote: »That's why you do more damage being melee (ie: daggers, two handed), as you take more risks in exchange for more dps.
Or, you can use bow or staff for those situations.
I ran the Archive yesterday with an arcanist who was maybe one third of my cp. He cut through the enemies like a hot knife through butter. I made about 25% of the damage, him 75%. Of course, while my build is a bit(!) tankier (stam dk with dagger/bow) him was more a glass canon. As soon as things got a bit serious he struggled with survival and, so he said, with sustain. The latter is unsurprising: He used daggers on his front bar (dunno if he played backbar at all) but all he did was spamming two or three times tentacles and then melted them away with his laser beam. He did use ZERO weapon attacks as far as I have seen. Of course his sustain was accordingly. That guy carried the weapons only for the passives. It is simply no longer true that melee players make more damage. Even if I used my build for trials (so maxing dps) I may at best be at par with that guy - me with triple cp...
Dragonnord wrote: »You are talking about Arcanist. Tell that Arcanist that do the same with any of the other same classes.
I admit I don't know the class well, but Arcanist seems like the ultimate carry class. It's really shocking to see from a 2019 pov. I've been getting into trials more and it's amazing how common the class is.
Dragonnord wrote: »You are talking about Arcanist. Tell that Arcanist that do the same with any of the other same classes.
It's not just the Arcanist. It's Velothi as well. So long as you have these two things as meta you simply can't say melee is stronger than range. Yes, a melee DK will out dps a ranged DK and so on, but the Arc will laugh at them both. Rosters for trial groups show this very clearly. Even rosters for trials like KA and Sunspire that are very much about standing in melee range of the boss are filled with Arcanists.
But with all this said, I rarely have trouble staying in melee range in a good group that knows how to handle mechanics.
Dragonnord wrote: »Dragonnord wrote: »You are talking about Arcanist. Tell that Arcanist that do the same with any of the other same classes.
It's not just the Arcanist. It's Velothi as well. So long as you have these two things as meta you simply can't say melee is stronger than range. Yes, a melee DK will out dps a ranged DK and so on, but the Arc will laugh at them both. Rosters for trial groups show this very clearly. Even rosters for trials like KA and Sunspire that are very much about standing in melee range of the boss are filled with Arcanists.
But with all this said, I rarely have trouble staying in melee range in a good group that knows how to handle mechanics.
Clearly you haven't seen parses. Almost all stamina classes (and melee) outparse Arcanist. And in PTS (U42) Arcanist barely surpasses 130k.
Don't even mention Stamsorc that has parses of 146k.
Players use Arcanist because single damage burst and using Fatecarver going through several enemies at the same time (while the other clases can't do that), some even because of Fatecarver's shield while doing damage.
Remove Fatecarver from Arcanist and no one would be using it.
Also the OP and my response isn't just about trials, but solo and smaller group play as well.
Dragonnord wrote: »Also the OP and my response isn't just about trials, but solo and smaller group play as well.
Exactly. It's not only about trials, game also has 4-man group content, Infinite Archive, group arenas, solo arenas, etc. and Arcanist is not always used in those other type of content.
The TOP duo group in NA for IA is Sorc+NB, second is Warden+DK, third is Warden+DK, Fourth is Warden+DK.
Not everything is about trials, and not everyone uses Arcanist.
Dragonnord wrote: »Clearly you haven't seen parses. Almost all stamina classes (and melee) outparse Arcanist. And in PTS (U42) Arcanist barely surpasses 130k.
Dragonnord wrote: »Don't even mention Stamsorc that has parses of 146k.
Dragonnord wrote: »Players use Arcanist because single damage burst and using Fatecarver going through several enemies at the same time (while the other clases can't do that), some even because of Fatecarver's shield while doing damage.
Remove Fatecarver from Arcanist and no one would be using it.
Yes, this is the issue here. Arc has range + cleave + the option for a (even after the nerf) pretty big shield for more safety (all before we go into easy access to penetration and important buffs that enable it to use the best potions). It's easy mode. There is little to no reward or reason to play a more difficult and often more risky melee rotation when you can play this.
moderatelyfatman wrote: »@AnduinTryggva
The Problem isn't ranged builds, it the Arcanist Class:
When comparing non-arcanist classes, I think ranged and melee builds are relatively balanced. Even in non-dlc vet dungeons such as Elden Hollow I (Canonreeve Oraneth) or Darkshade I (Sentinel of Rhugamz) there are expanding ground AOEs that can one-shot a dps unless you can dodge roll out of the way. DW daggers have the highest damage but meant that you were forced to go melee: your dps would be higher when you were in range and lower when you had to do mechs. In contrast, a ranged dps could stay at range and shoot away, do a bit less max damage but more consistently.
On my bowsorc, magsorc and bowden can I can parse about 100k on dummy (about 4-5% behind DW) but a significant portion of their damage depends on ground dots (e.g. Endless Hail, Wall of Elements, Storm Atro, Liquid Lightning etc) that needs to be recast regularly against a moving opponent. In contrast, the Fartcarver not only tracks the target but also cuts through everything which means you are never forced to tab-target or otherwise lose dps on the boss by accidentally hitting the wrong target.
moderatelyfatman wrote: »This balance is lost newer content suchs as Shipwright' Regret where the final boss (Captain Numirril) teleports around the battlefield like an idiot bunny on illegal stimulants. This completely messes up the melee classes and also makes life hard on the non-arcanist ranged classes too.
moderatelyfatman wrote: »The really sad thing about the arcanist is that it will degrade the average skill level of the playerbase since it allows players to skip certain mechanics. Then ZOS will be in a similar situation as Oakensoul HA builds where if they do introduce a nerf, a significant number of the newer playerbase will quit rather than have to work much harder on a different class to be able to clear the same content as before.
If you have the Velothi amulet, you can equip dual daggers and just use ranged abilities, since your basic attacks become useless anyway. Though not all classes have enough of those.
AnduinTryggva wrote: »Dragonnord wrote: »That's why you do more damage being melee (ie: daggers, two handed), as you take more risks in exchange for more dps.
Or, you can use bow or staff for those situations.
I ran the Archive yesterday with an arcanist who was maybe one third of my cp. He cut through the enemies like a hot knife through butter. I made about 25% of the damage, him 75%. Of course, while my build is a bit(!) tankier (stam dk with dagger/bow) him was more a glass canon. As soon as things got a bit serious he struggled with survival and, so he said, with sustain. The latter is unsurprising: He used daggers on his front bar (dunno if he played backbar at all) but all he did was spamming two or three times tentacles and then melted them away with his laser beam. He did use ZERO weapon attacks as far as I have seen. Of course his sustain was accordingly. That guy carried the weapons only for the passives. It is simply no longer true that melee players make more damage. Even if I used my build for trials (so maxing dps) I may at best be at par with that guy - me with triple cp...
[To be honest: I think the design idea of the arcanist is a turning or even breaking point for the entire fight system of ESO. Up to now, people were somehow incited to use weapons actively and thus learned how to sustain. Newer players "growing up" with arcanist playstyle will no longer learn this. (I guess that is one reason why sustain at the moment in general is less a factor in order to allow this new playstyle, me chiming into what people discuss in terms of build within my raid guild here.) In fact weapons for them are entirely futile - apart from the passives. This is breaking completely with how fights were initially designed.]