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Buff Weapon Based Single Target Melee Damage

Thumbless_Bot
Thumbless_Bot
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There is a lot of risk in running a melee build, especially in the meta ZOS has created where most players stand 35-40 meters away and try to nuke each other down. However, there is little reward with this melee play style as the melee weapon skills do not hit much harder than their ranged counterparts. It has created a significant imbalance in the game.

For example unbuffed dizzy hits for 9719 on one of my builds. I have to be within 7 meters for this to land

Snipe unbuffed on the same build hits for 8197 plus 5 percent within 15 meters plus 1314 critical. Snipe has a 35m range unbuffed by Reach passive and 40 buffed.

This is absolutely not balanced.

Dizzy, and other single target weapon skills, should hit significantly harder given the resources required to position oneself within range of a ranged enemy before someone can actually hit them.
Edited by Thumbless_Bot on September 9, 2024 4:30PM
  • El_Borracho
    El_Borracho
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    Make stinging slashes great again! :D
  • Kartalin
    Kartalin
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    I agree there's definitely a risk that comes with playing in melee range that should be rewarded, but we also have to be mindful that with any changes we suggest there's a chance it upsets balance in 1) PVE and 2)fighting ball groups. In light of that we could perhaps utilize the Reach passive in the Assault skill line. Perhaps something like this:

    Current Reach passive:
    Increases the range of long-range abilities by 2/5 meters while near a keep or outpost. Any ability with a range greater than 28 meters is affected.

    New Proximity passive:
    Increases either the range or damage of single target abilities while near an objective. When targeting an enemy at a range greater than 28 meters, increase the range by 2/5 meters. When targeting an enemy at a range less than 10 meters, increase the damage by 2/5%.

    Something like that perhaps? That way PVE is unaffected by any changes, and at the same time restricting it to single target attacks, the ball groups who rely on AOE attacks would also not be inadvertently buffed.
    • PC/NA
    • Karllotta, AD Magplar, AR 50
    • Hatched-In-Glacier, DC Magden, AR 44
    • Miraliys, EP Warden, AR 35
    • Kartalin, AD Stamblade, AR 35
    • Miralys, AD Magsorc, AR 35
    • Milthalas, EP Magblade, AR 35
    • Kallenna, AD Magcro, AR 34
    • Lyranais, EP Magsorc, AR 33
    • Lemon Party - Meanest Girls - @ Kartalin - Youtube
  • Thumbless_Bot
    Thumbless_Bot
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    Kartalin wrote: »
    I agree there's definitely a risk that comes with playing in melee range that should be rewarded, but we also have to be mindful that with any changes we suggest there's a chance it upsets balance in 1) PVE and 2)fighting ball groups. In light of that we could perhaps utilize the Reach passive in the Assault skill line. Perhaps something like this:

    Current Reach passive:
    Increases the range of long-range abilities by 2/5 meters while near a keep or outpost. Any ability with a range greater than 28 meters is affected.

    New Proximity passive:
    Increases either the range or damage of single target abilities while near an objective. When targeting an enemy at a range greater than 28 meters, increase the range by 2/5 meters. When targeting an enemy at a range less than 10 meters, increase the damage by 2/5%.

    Something like that perhaps? That way PVE is unaffected by any changes, and at the same time restricting it to single target attacks, the ball groups who rely on AOE attacks would also not be inadvertently buffed.

    I think this on the right track. However, I would limit this to weapons as to not mess with class identity/skills... just a general thought from my perspective but if done right, sure. I wouldn't know what right looked like for class skills tbh.

    Also, from a done right perspective, I do not believe 5% is anywhere even close to enough. If I can track down that ranged player, spending all the resources, pots, etc. To do it, the buff should be a lot more than 5, 10 or even 15 percent.

    This is all about risk/reward. Ranged players have the reward for taking build risks by boosting their damage and skirting away unscathed. There is not enough reward for melee players when they risk running melee and use their resources to hunt down that ranged player and succeed. Our damage skills should reflect the reward and it does not, currently. Hence the current meta.
  • Kartalin
    Kartalin
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    Oh yeah, the numbers can be tweaked, absolutely. But consider the 2h weapon where all abilities are melee. It's possible either the individual skills or specifically 2h passives need a buff instead of tweaking the reach passive. In your first post you compare the damage of dswing and mention no 2h passives, and compare that to snipe + bow passives + assault passives. Are 2h passives too weak, are bow passives doing too much? Something to consider.
    • PC/NA
    • Karllotta, AD Magplar, AR 50
    • Hatched-In-Glacier, DC Magden, AR 44
    • Miraliys, EP Warden, AR 35
    • Kartalin, AD Stamblade, AR 35
    • Miralys, AD Magsorc, AR 35
    • Milthalas, EP Magblade, AR 35
    • Kallenna, AD Magcro, AR 34
    • Lyranais, EP Magsorc, AR 33
    • Lemon Party - Meanest Girls - @ Kartalin - Youtube
  • LittlePinkDot
    LittlePinkDot
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    There is a lot of risk in running a melee build, especially in the meta ZOS has created where most players stand 35-40 meters away and try to nuke each other down. However, there is little reward with this melee play style as the melee weapon skills do not hit much harder than their ranged counterparts. It has created a significant imbalance in the game.

    For example unbuffed dizzy hits for 9719 on one of my builds. I have to be within 7 meters for this to land

    Snipe unbuffed on the same build hits for 8197 plus 5 percent within 15 meters plus 1314 critical. Snipe has a 35m range unbuffed by Reach passive and 40 buffed.

    This is absolutely not balanced.

    Dizzy, and other single target weapon skills, should hit significantly harder given the resources required to position oneself within range of a ranged enemy before someone can actually hit them.

    Snipe is a poor comparison because it's cast time is ridiculously slow. You cannot really spam snipe.
    A more accurate comparison would be to compare skills like force pulse, magnum shot, soul wield, swallow soul, screaming cliff racer etc.

    As for melee... Make gap closers great again. It shouldn't be too difficult to get close to a ranged caster if you slot a gap closer.
    Edited by LittlePinkDot on September 9, 2024 7:13PM
  • Thumbless_Bot
    Thumbless_Bot
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    There is a lot of risk in running a melee build, especially in the meta ZOS has created where most players stand 35-40 meters away and try to nuke each other down. However, there is little reward with this melee play style as the melee weapon skills do not hit much harder than their ranged counterparts. It has created a significant imbalance in the game.

    For example unbuffed dizzy hits for 9719 on one of my builds. I have to be within 7 meters for this to land

    Snipe unbuffed on the same build hits for 8197 plus 5 percent within 15 meters plus 1314 critical. Snipe has a 35m range unbuffed by Reach passive and 40 buffed.

    This is absolutely not balanced.

    Dizzy, and other single target weapon skills, should hit significantly harder given the resources required to position oneself within range of a ranged enemy before someone can actually hit them.

    Snipe is a poor comparison because it's cast time is ridiculously slow. You cannot really spam snipe.
    A more accurate comparison would be to compare skills like force pulse, magnum shot, soul wield, swallow soul, screaming cliff racer etc.

    As for melee... Make gap closers great again. It shouldn't be too difficult to get close to a ranged caster if you slot a gap closer.

    I used snipe and dizzy specifically because they both have .8 second cast time. Gap closers cost resources...
  • Thumbless_Bot
    Thumbless_Bot
    ✭✭
    There is a lot of risk in running a melee build, especially in the meta ZOS has created where most players stand 35-40 meters away and try to nuke each other down. However, there is little reward with this melee play style as the melee weapon skills do not hit much harder than their ranged counterparts. It has created a significant imbalance in the game.

    For example unbuffed dizzy hits for 9719 on one of my builds. I have to be within 7 meters for this to land

    Snipe unbuffed on the same build hits for 8197 plus 5 percent within 15 meters plus 1314 critical. Snipe has a 35m range unbuffed by Reach passive and 40 buffed.

    This is absolutely not balanced.

    Dizzy, and other single target weapon skills, should hit significantly harder given the resources required to position oneself within range of a ranged enemy before someone can actually hit them.

    Snipe is a poor comparison because it's cast time is ridiculously slow. You cannot really spam snipe.
    A more accurate comparison would be to compare skills like force pulse, magnum shot, soul wield, swallow soul, screaming cliff racer etc.

    As for melee... Make gap closers great again. It shouldn't be too difficult to get close to a ranged caster if you slot a gap closer.

    The only passive that would impact two handed skills is Follow Up which would require a heavy attack and only lasts 3 seconds. Other passives would be accounted for in tooltip
  • Cast_El
    Cast_El
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    NB is the weakest pvp class ! Buff it ! 🤣
    Seriously dude...
  • Thumbless_Bot
    Thumbless_Bot
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    Cast_El wrote: »
    NB is the weakest pvp class ! Buff it ! 🤣
    Seriously dude...

    Not sure if you posted on the wrong thread...but thanks for replying anyway...

    No one is arguing nb isn't broken but everyone has access to melee weapons, which is what this thread is about... single target melee weapon skills needing a buff... I mean, it's in the title.
    Edited by Thumbless_Bot on September 10, 2024 1:23AM
  • LittlePinkDot
    LittlePinkDot
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    Nightblade isn't that bad. If you catch them they'll die.

    Trying to kill a sorc thats spamming hardened ward is busted.
  • Urzigurumash
    Urzigurumash
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    We need a skill where we can spin around and wind up and throw our 2h Hammer like we're in the Olympics
    Xbox NA AD / Day 1 ScrubDK / Wood Orc Cuisine Enthusiast
  • Thumbless_Bot
    Thumbless_Bot
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    Buff melee damage
  • Elendir2am
    Elendir2am
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    Cast_El wrote: »
    NB is the weakest pvp class ! Buff it ! 🤣
    Seriously dude...

    Not sure if you posted on the wrong thread...but thanks for replying anyway...

    No one is arguing nb isn't broken but everyone has access to melee weapons, which is what this thread is about... single target melee weapon skills needing a buff... I mean, it's in the title.

    Your suggestion is buffing NBs and tower runners.
    PvP - Recruit.
    PvE - Dragon food
    RPG - A guy who thought, that he can defeat daedric prince, yet guards still chase him off when he accidentally touches some object during daily writs.
  • xylena_lazarow
    xylena_lazarow
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    Remove all the cast times from melee attacks. Put cast times on all the ranged attacks.

    Melee fighters need to be fast and dextrous to function at all.

    Ranged casters actually have the time and opportunity to you know, cast.

    They've had it absolutely backwards for a while now, i.e. the design of Wield Soul vs 2h Smash.
    PC/NA || CP/Cyro || RIP soft caps
  • Major_Mangle
    Major_Mangle
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    Not so much that melee needs a buff rather than range damage needs a nerf.
    Ps4 EU 2016-2020
    PC/EU: 2020 -
  • Thumbless_Bot
    Thumbless_Bot
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    Elendir2am wrote: »
    Cast_El wrote: »
    NB is the weakest pvp class ! Buff it ! 🤣
    Seriously dude...

    Not sure if you posted on the wrong thread...but thanks for replying anyway...

    No one is arguing nb isn't broken but everyone has access to melee weapons, which is what this thread is about... single target melee weapon skills needing a buff... I mean, it's in the title.

    Your suggestion is buffing NBs and tower runners.

    It buffs all melee damage at least for 2h. If nbs get a buff then, perhaps nb need to be looked at.
  • Thumbless_Bot
    Thumbless_Bot
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    Not so much that melee needs a buff rather than range damage needs a nerf.

    I didn't want to say this, but it is an option.... a good one... but I'd prefer a, "if I catch you, you are dead" approach. Would be more fun.
  • Thumbless_Bot
    Thumbless_Bot
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    Remove all the cast times from melee attacks. Put cast times on all the ranged attacks.

    Melee fighters need to be fast and dextrous to function at all.

    Ranged casters actually have the time and opportunity to you know, cast.

    They've had it absolutely backwards for a while now, i.e. the design of Wield Soul vs 2h Smash.

    This is a great thought and I agree 👍💯.
  • Elendir2am
    Elendir2am
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    Not so much that melee needs a buff rather than range damage needs a nerf.

    Nerfing offense in game where tank is meta of PvP is brilliant idea really.
    Edited by Elendir2am on October 2, 2024 7:37PM
    PvP - Recruit.
    PvE - Dragon food
    RPG - A guy who thought, that he can defeat daedric prince, yet guards still chase him off when he accidentally touches some object during daily writs.
  • Major_Mangle
    Major_Mangle
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    Elendir2am wrote: »
    Not so much that melee needs a buff rather than range damage needs a nerf.

    Nerfing offense in game where tank is meta of PvP is brilliant idea rely.

    Tank meta is only a thing you achieve through optimizing as a group (which is fairly easy with how strong the powercreep has been since they introduced hybridization. Scribing was the pandora´s box that unleashed crazy amount of power creep). That and CP enables for you to achieve very tanky builds. But with the change to undeath it´s very noticeable that people are a lot squishier.

    The problem with ranged damage is that you can stack and absurd amount of instances within a very small frame, which you can´t do in the same way with a melee playstyle (I´m not talking about lining up burst with skills, but rather that you can stack 10+ instances of damage in 1-2 gdc´s with stuff like status effects, enchants dmg, light attack dmg, procs etc etc).
    Ps4 EU 2016-2020
    PC/EU: 2020 -
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