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Risk-Advantage for Range-Melee skills balance

Kulvar
Kulvar
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Hello fellow players!

I've been around for awhile with a friend, and we're considering an issue about range versus melee skills.
It's as true for PvE as for PvP that ranged skills are less risky than their melee counterparts.
Usually, the adjustment is to toughen melee character and/or weaken ranged skills. But in ESO, you can mix'n match your build freely.
It would be of no use to stupidly ask for ranged skills damage nerf, because it will provide not benefit of this freedom and just fall flat.

With a friend, we considered an idea of damage risk-advantage based. We thought that it could help blurring range versus melee while staying simple.
Basically, it works with the effective range of the skill used. The nearer you use the skill (risk), the stronger stay the damage output (advantage).

As an example of how it can work :
Apart from melee range (5 distance unit), the rule can be as simple as each full distance unit means 1% less damage.

For those who will criticize that it's because we're mostly melee players dying at the bottom of every fortress, it's half true for my friend who use a bow and false for me since I use only range skills (I have no point in stamina at all).

Feel free to comment with improvements ideas too.
Coward Argonian scholar of the Ebonheart Pact
  • NotSo
    NotSo
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    If you had to actually aim, then I'd say arrows need to up the damage.
    Gar'Sol the Wanderer VR14 Khajiit Sorcerer Spellblade
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