WembleyOTG wrote: »I have no idea how people get such high dps.. I'm struggling to get 20k on a PTS template using alcast rotations and exactly the gear he says too..
I get 16k dps on sorc, and like 18k dps on mage blade
I can't see how messing up a few things is such a VAST difference in dps.. how can one or two miss fires equal 60k difference?
I'm light attack and then skill, with all ground aoe on.. not even close to these numbers, on a 750 cp guy
WembleyOTG wrote: »I have no idea how people get such high dps.. I'm struggling to get 20k on a PTS template using alcast rotations and exactly the gear he says too..
I get 16k dps on sorc, and like 18k dps on mage blade
I can't see how messing up a few things is such a VAST difference in dps.. how can one or two miss fires equal 60k difference?
I'm light attack and then skill, with all ground aoe on.. not even close to these numbers, on a 750 cp guy
What CP are you? Golded weapons?
I absolutly disagree, because range only happens with the first shot, then after that, the mobs surround your magicka user and wail on him until he falls down unconscious and bleeding.Magika shouldn't do as much dps as stamina. Magika = better survivability and range
Stamina = more risk high reward
SydneyGrey wrote: »I absolutly disagree, because range only happens with the first shot, then after that, the mobs surround your magicka user and wail on him until he falls down unconscious and bleeding.Magika shouldn't do as much dps as stamina. Magika = better survivability and range
Stamina = more risk high reward
WembleyOTG wrote: »WembleyOTG wrote: »I have no idea how people get such high dps.. I'm struggling to get 20k on a PTS template using alcast rotations and exactly the gear he says too..
I get 16k dps on sorc, and like 18k dps on mage blade
I can't see how messing up a few things is such a VAST difference in dps.. how can one or two miss fires equal 60k difference?
I'm light attack and then skill, with all ground aoe on.. not even close to these numbers, on a 750 cp guy
What CP are you? Golded weapons?
I used the template so cp 750. I used all Golden weapons and glyphs. Only thing I didn't have was a potion and mundus stone.. I'm sure I'm not 100% on rotation but can't believe how different it is..
On live I'm cp 250 or so and have golden armor on one toons, my mage blade. He gets 15k or so on live.
Just I keep hearing you need 20k for trials and I just can't hit it even using max gear. Something is off. I'm sure it's me but such a vast difference is strange on max cp max gear
Septimus_Magna wrote: »These high magblade parses require them to be in melee range because they run Master Architect and Zaan. A fully ranged magblade build would parse lower because Master Architect isnt viable anymore.
A lot of people compare melee magicka parses to ranged magicka parses which isnt really fair. It would be better to compare melee builds to other melee builds because raids usually have limited melee spots.
And I like how people complain about the validity of a fully cheesed 3m dummy parse, like its not obvious that wont work in a raid environment...
XGCAlbatr0ss wrote: »Septimus_Magna wrote: »These high magblade parses require them to be in melee range because they run Master Architect and Zaan. A fully ranged magblade build would parse lower because Master Architect isnt viable anymore.
A lot of people compare melee magicka parses to ranged magicka parses which isnt really fair. It would be better to compare melee builds to other melee builds because raids usually have limited melee spots.
And I like how people complain about the validity of a fully cheesed 3m dummy parse, like its not obvious that wont work in a raid environment...
How is master architect not viable anymore? Please explain.
XGCAlbatr0ss wrote: »Septimus_Magna wrote: »These high magblade parses require them to be in melee range because they run Master Architect and Zaan. A fully ranged magblade build would parse lower because Master Architect isnt viable anymore.
A lot of people compare melee magicka parses to ranged magicka parses which isnt really fair. It would be better to compare melee builds to other melee builds because raids usually have limited melee spots.
And I like how people complain about the validity of a fully cheesed 3m dummy parse, like its not obvious that wont work in a raid environment...
How is master architect not viable anymore? Please explain.
@XGCAlbatr0ss
The reason is that it's only really viable with cheap ultimates. Since the only cheap ultimate available to the nightblade is Soul Harvest (which is a melee attack) that means you would rarely benefit from running it in the newer trials where all fights have you moving a lot and discourage you from being in melee range.
If you compare the uptime of the Major Slayer on 200 ulti cost ultimate rotations to different sets, like Julianos or something that gives spell damage, the damage difference will be vastly different. To say Master Architect isn't viable at all isn't true, since it works for older content (like Maw for example), but if you look at current trials, which is what people base viability on, it definitely does not match up to many other sets.
WembleyOTG wrote: »WembleyOTG wrote: »I have no idea how people get such high dps.. I'm struggling to get 20k on a PTS template using alcast rotations and exactly the gear he says too..
I get 16k dps on sorc, and like 18k dps on mage blade
I can't see how messing up a few things is such a VAST difference in dps.. how can one or two miss fires equal 60k difference?
I'm light attack and then skill, with all ground aoe on.. not even close to these numbers, on a 750 cp guy
What CP are you? Golded weapons?
I used the template so cp 750. I used all Golden weapons and glyphs. Only thing I didn't have was a potion and mundus stone.. I'm sure I'm not 100% on rotation but can't believe how different it is..
On live I'm cp 250 or so and have golden armor on one toons, my mage blade. He gets 15k or so on live.
Just I keep hearing you need 20k for trials and I just can't hit it even using max gear. Something is off. I'm sure it's me but such a vast difference is strange on max cp max gear
I haven't linked this in a while so here
mapplinators guide to gitting gud at dps
Hope it helps
SydneyGrey wrote: »I absolutly disagree, because range only happens with the first shot, then after that, the mobs surround your magicka user and wail on him until he falls down unconscious and bleeding.Magika shouldn't do as much dps as stamina. Magika = better survivability and range
Stamina = more risk high reward
Traditionally ranged has tools to kite like teleports/speed/cc immunity and has it's own cc. Good ranged should be able to keep it's distance vs melee, good melee should be able to close the distance between themselves and ranged, etc. It should be a toss-up when players are equally skilled, with a lot of gap closers and gap openers used on either side.
If you really think ranged only happens with the first few abilities, then (and I don't like saying this) you probably need to l2p ranged a bit better.
There has to be proper reward for being in melee in both pvp and pvp considering the risk. Melee gets mechanics, melee gets targeted first by enemy players as they're the most visible, etc. For that reason they usually have higher dps, higher single target dps, or a much greater potential for burst dps while they get in, get some dps in/snag a kill or two, and get out.
I have a looooot of experience pvping in MMOs playing both ranged and melee and when a good balance is struck between the two, things get a lot more interesting and a lot more fun. What I don't want to see is dps/mitigation basically being equal and no real incentive for ranged to kite, facetanking like melee instead because there's no reason not to.
More on topic, the discussion in this thread is pretty disappointing. The focus should be on the 55k 6m dummy parse, not a 3m cheese parse. Obviously things have changed with today's patch, but I'd still like to see some parses from today.
SydneyGrey wrote: »I absolutly disagree, because range only happens with the first shot, then after that, the mobs surround your magicka user and wail on him until he falls down unconscious and bleeding.Magika shouldn't do as much dps as stamina. Magika = better survivability and range
Stamina = more risk high reward
PvE isn't about risk, risk word is only about PvPSugaroverdose wrote: »
@Sugaroverdose
Completely false.
Stamina only became end-game viable shortly after Morrowind was released. Prior to that cloak only reduced 20% of AoE damage, and all the craglorn trials + vMoL, were designed to strongly favor builds with shields and range. Ev
With Morrowind, several things changed to justify the risk of bringing in stamina builds. Mag DPS went down enough that it became more worthwhile to bring stamina builds into end-game PvE from a numbers perspective. Blade cloak received a significant damage mitigation buff, going up to 25%. Halls of Fabrication was explicitly designed to disadvantage magicka builds with lightning that saps only magicka.
Because of those changes, we went from groups of 8 magsorcs to 4 mag and 4 stam.
You clearly didn't play stam then, so you must not remember what life after One Tamriel was like for us. I did, and I will never forget it.
XGCAlbatr0ss wrote: »XGCAlbatr0ss wrote: »Septimus_Magna wrote: »These high magblade parses require them to be in melee range because they run Master Architect and Zaan. A fully ranged magblade build would parse lower because Master Architect isnt viable anymore.
A lot of people compare melee magicka parses to ranged magicka parses which isnt really fair. It would be better to compare melee builds to other melee builds because raids usually have limited melee spots.
And I like how people complain about the validity of a fully cheesed 3m dummy parse, like its not obvious that wont work in a raid environment...
How is master architect not viable anymore? Please explain.
@XGCAlbatr0ss
The reason is that it's only really viable with cheap ultimates. Since the only cheap ultimate available to the nightblade is Soul Harvest (which is a melee attack) that means you would rarely benefit from running it in the newer trials where all fights have you moving a lot and discourage you from being in melee range.
If you compare the uptime of the Major Slayer on 200 ulti cost ultimate rotations to different sets, like Julianos or something that gives spell damage, the damage difference will be vastly different. To say Master Architect isn't viable at all isn't true, since it works for older content (like Maw for example), but if you look at current trials, which is what people base viability on, it definitely does not match up to many other sets.
I guess i hear what your saying, but i main a mag nb and i run it in vAS +2 and vhof and basically just cast my ult on anything i can just to provide the group buff. Like protectors in vAS and even the spheres of first boss vHoF. Its still viable, but i hear what your saying as well.
Sugaroverdose wrote: »
@Sugaroverdose
Completely false.
Stamina only became end-game viable shortly after Morrowind was released. Prior to that cloak only reduced 20% of AoE damage, and all the craglorn trials + vMoL, were designed to strongly favor builds with shields and range. Ev
With Morrowind, several things changed to justify the risk of bringing in stamina builds. Mag DPS went down enough that it became more worthwhile to bring stamina builds into end-game PvE from a numbers perspective. Blade cloak received a significant damage mitigation buff, going up to 25%. Halls of Fabrication was explicitly designed to disadvantage magicka builds with lightning that saps only magicka.
Because of those changes, we went from groups of 8 magsorcs to 4 mag and 4 stam.
You clearly didn't play stam then, so you must not remember what life after One Tamriel was like for us. I did, and I will never forget it.
Sugaroverdose wrote: »PvE isn't about risk, risk word is only about PvPSugaroverdose wrote: »
@Sugaroverdose
Completely false.
Stamina only became end-game viable shortly after Morrowind was released. Prior to that cloak only reduced 20% of AoE damage, and all the craglorn trials + vMoL, were designed to strongly favor builds with shields and range. Ev
With Morrowind, several things changed to justify the risk of bringing in stamina builds. Mag DPS went down enough that it became more worthwhile to bring stamina builds into end-game PvE from a numbers perspective. Blade cloak received a significant damage mitigation buff, going up to 25%. Halls of Fabrication was explicitly designed to disadvantage magicka builds with lightning that saps only magicka.
Because of those changes, we went from groups of 8 magsorcs to 4 mag and 4 stam.
You clearly didn't play stam then, so you must not remember what life after One Tamriel was like for us. I did, and I will never forget it.
SydneyGrey wrote: »I absolutly disagree, because range only happens with the first shot, then after that, the mobs surround your magicka user and wail on him until he falls down unconscious and bleeding.Magika shouldn't do as much dps as stamina. Magika = better survivability and range
Stamina = more risk high reward
Yeah people claming this is hilarious..this isn’t world of warcraft. Gap closers have no cooldown in this game. Range is a myth.
SydneyGrey wrote: »I absolutly disagree, because range only happens with the first shot, then after that, the mobs surround your magicka user and wail on him until he falls down unconscious and bleeding.Magika shouldn't do as much dps as stamina. Magika = better survivability and range
Stamina = more risk high reward
Traditionally ranged has tools to kite like teleports/speed/cc immunity and has it's own cc. Good ranged should be able to keep it's distance vs melee, good melee should be able to close the distance between themselves and ranged, etc. It should be a toss-up when players are equally skilled, with a lot of gap closers and gap openers used on either side.
If you really think ranged only happens with the first few abilities, then (and I don't like saying this) you probably need to l2p ranged a bit better.
There has to be proper reward for being in melee in both pvp and pvp considering the risk. Melee gets mechanics, melee gets targeted first by enemy players as they're the most visible, etc. For that reason they usually have higher dps, higher single target dps, or a much greater potential for burst dps while they get in, get some dps in/snag a kill or two, and get out.
I have a looooot of experience pvping in MMOs playing both ranged and melee and when a good balance is struck between the two, things get a lot more interesting and a lot more fun. What I don't want to see is dps/mitigation basically being equal and no real incentive for ranged to kite, facetanking like melee instead because there's no reason not to.
More on topic, the discussion in this thread is pretty disappointing. The focus should be on the 55k 6m dummy parse, not a 3m cheese parse. Obviously things have changed with today's patch, but I'd still like to see some parses from today.
Well on the patched pts my selfbuffed results were:
And on the 6M dummy with a 'sustain forever setup'
You can clearly see if you do a selfbuffed parse on a dummy with ∞ life you won't even hit the 60k.
For harder trials just switch ele drain with shield and for craglorn trials switch ele drain with destructive touch.
SydneyGrey wrote: »I absolutly disagree, because range only happens with the first shot, then after that, the mobs surround your magicka user and wail on him until he falls down unconscious and bleeding.Magika shouldn't do as much dps as stamina. Magika = better survivability and range
Stamina = more risk high reward
Yeah people claming this is hilarious..this isn’t world of warcraft. Gap closers have no cooldown in this game. Range is a myth.
I'm fairly sure that Aliyavana's comment is about PvE, Sydney's reply sounds like he needs to run with a tank in his groups, while your reply is about PvP.
SydneyGrey wrote: »I absolutly disagree, because range only happens with the first shot, then after that, the mobs surround your magicka user and wail on him until he falls down unconscious and bleeding.Magika shouldn't do as much dps as stamina. Magika = better survivability and range
Stamina = more risk high reward
Traditionally ranged has tools to kite like teleports/speed/cc immunity and has it's own cc. Good ranged should be able to keep it's distance vs melee, good melee should be able to close the distance between themselves and ranged, etc. It should be a toss-up when players are equally skilled, with a lot of gap closers and gap openers used on either side.
If you really think ranged only happens with the first few abilities, then (and I don't like saying this) you probably need to l2p ranged a bit better.
There has to be proper reward for being in melee in both pvp and pvp considering the risk. Melee gets mechanics, melee gets targeted first by enemy players as they're the most visible, etc. For that reason they usually have higher dps, higher single target dps, or a much greater potential for burst dps while they get in, get some dps in/snag a kill or two, and get out.
I have a looooot of experience pvping in MMOs playing both ranged and melee and when a good balance is struck between the two, things get a lot more interesting and a lot more fun. What I don't want to see is dps/mitigation basically being equal and no real incentive for ranged to kite, facetanking like melee instead because there's no reason not to.
More on topic, the discussion in this thread is pretty disappointing. The focus should be on the 55k 6m dummy parse, not a 3m cheese parse. Obviously things have changed with today's patch, but I'd still like to see some parses from today.
IZZEFlameLash wrote: »SydneyGrey wrote: »I absolutly disagree, because range only happens with the first shot, then after that, the mobs surround your magicka user and wail on him until he falls down unconscious and bleeding.Magika shouldn't do as much dps as stamina. Magika = better survivability and range
Stamina = more risk high reward
Traditionally ranged has tools to kite like teleports/speed/cc immunity and has it's own cc. Good ranged should be able to keep it's distance vs melee, good melee should be able to close the distance between themselves and ranged, etc. It should be a toss-up when players are equally skilled, with a lot of gap closers and gap openers used on either side.
If you really think ranged only happens with the first few abilities, then (and I don't like saying this) you probably need to l2p ranged a bit better.
There has to be proper reward for being in melee in both pvp and pvp considering the risk. Melee gets mechanics, melee gets targeted first by enemy players as they're the most visible, etc. For that reason they usually have higher dps, higher single target dps, or a much greater potential for burst dps while they get in, get some dps in/snag a kill or two, and get out.
I have a looooot of experience pvping in MMOs playing both ranged and melee and when a good balance is struck between the two, things get a lot more interesting and a lot more fun. What I don't want to see is dps/mitigation basically being equal and no real incentive for ranged to kite, facetanking like melee instead because there's no reason not to.
More on topic, the discussion in this thread is pretty disappointing. The focus should be on the 55k 6m dummy parse, not a 3m cheese parse. Obviously things have changed with today's patch, but I'd still like to see some parses from today.
This game does not have so called "range". Especially in PvP. It is really difficult or next to impossible to keep someone at a range when they have gapclosers or speed to close in on you faster than you can back away. Of course the only exception to this would be NBs. And more often than not, recent PvE contents also do punish range more than melee and for healing reasons, people still tend to stick close to each other anyways. Melee is not in anymore risk than range. Applying this "melee is more at risk than ranged" logic, light armor templars and DKs should have the highest dps of all because light armor = paper thin = even more risk than medium armor.
IZZEFlameLash wrote: »SydneyGrey wrote: »I absolutly disagree, because range only happens with the first shot, then after that, the mobs surround your magicka user and wail on him until he falls down unconscious and bleeding.Magika shouldn't do as much dps as stamina. Magika = better survivability and range
Stamina = more risk high reward
Traditionally ranged has tools to kite like teleports/speed/cc immunity and has it's own cc. Good ranged should be able to keep it's distance vs melee, good melee should be able to close the distance between themselves and ranged, etc. It should be a toss-up when players are equally skilled, with a lot of gap closers and gap openers used on either side.
If you really think ranged only happens with the first few abilities, then (and I don't like saying this) you probably need to l2p ranged a bit better.
There has to be proper reward for being in melee in both pvp and pvp considering the risk. Melee gets mechanics, melee gets targeted first by enemy players as they're the most visible, etc. For that reason they usually have higher dps, higher single target dps, or a much greater potential for burst dps while they get in, get some dps in/snag a kill or two, and get out.
I have a looooot of experience pvping in MMOs playing both ranged and melee and when a good balance is struck between the two, things get a lot more interesting and a lot more fun. What I don't want to see is dps/mitigation basically being equal and no real incentive for ranged to kite, facetanking like melee instead because there's no reason not to.
More on topic, the discussion in this thread is pretty disappointing. The focus should be on the 55k 6m dummy parse, not a 3m cheese parse. Obviously things have changed with today's patch, but I'd still like to see some parses from today.
This game does not have so called "range". Especially in PvP. It is really difficult or next to impossible to keep someone at a range when they have gapclosers or speed to close in on you faster than you can back away. Of course the only exception to this would be NBs. And more often than not, recent PvE contents also do punish range more than melee and for healing reasons, people still tend to stick close to each other anyways. Melee is not in anymore risk than range. Applying this "melee is more at risk than ranged" logic, light armor templars and DKs should have the highest dps of all because light armor = paper thin = even more risk than medium armor.
haha what? you can try to spin it however you want but that won't change the fact that there are in fact ranged and melee builds, abilities, skill lines, etc in eso. this game, like every other game in existence, should be balanced around that.
calling it something else doesn't make it something else. i get that you want to justify being able to do equal dps at 28m as melee does at 5m but nah, that's not how it should work. eso isn't the exception to the rule and you aren't special.
IZZEFlameLash wrote: »SydneyGrey wrote: »I absolutly disagree, because range only happens with the first shot, then after that, the mobs surround your magicka user and wail on him until he falls down unconscious and bleeding.Magika shouldn't do as much dps as stamina. Magika = better survivability and range
Stamina = more risk high reward
Traditionally ranged has tools to kite like teleports/speed/cc immunity and has it's own cc. Good ranged should be able to keep it's distance vs melee, good melee should be able to close the distance between themselves and ranged, etc. It should be a toss-up when players are equally skilled, with a lot of gap closers and gap openers used on either side.
If you really think ranged only happens with the first few abilities, then (and I don't like saying this) you probably need to l2p ranged a bit better.
There has to be proper reward for being in melee in both pvp and pvp considering the risk. Melee gets mechanics, melee gets targeted first by enemy players as they're the most visible, etc. For that reason they usually have higher dps, higher single target dps, or a much greater potential for burst dps while they get in, get some dps in/snag a kill or two, and get out.
I have a looooot of experience pvping in MMOs playing both ranged and melee and when a good balance is struck between the two, things get a lot more interesting and a lot more fun. What I don't want to see is dps/mitigation basically being equal and no real incentive for ranged to kite, facetanking like melee instead because there's no reason not to.
More on topic, the discussion in this thread is pretty disappointing. The focus should be on the 55k 6m dummy parse, not a 3m cheese parse. Obviously things have changed with today's patch, but I'd still like to see some parses from today.
This game does not have so called "range". Especially in PvP. It is really difficult or next to impossible to keep someone at a range when they have gapclosers or speed to close in on you faster than you can back away. Of course the only exception to this would be NBs. And more often than not, recent PvE contents also do punish range more than melee and for healing reasons, people still tend to stick close to each other anyways. Melee is not in anymore risk than range. Applying this "melee is more at risk than ranged" logic, light armor templars and DKs should have the highest dps of all because light armor = paper thin = even more risk than medium armor.
IZZEFlameLash wrote: »SydneyGrey wrote: »I absolutly disagree, because range only happens with the first shot, then after that, the mobs surround your magicka user and wail on him until he falls down unconscious and bleeding.Magika shouldn't do as much dps as stamina. Magika = better survivability and range
Stamina = more risk high reward
Traditionally ranged has tools to kite like teleports/speed/cc immunity and has it's own cc. Good ranged should be able to keep it's distance vs melee, good melee should be able to close the distance between themselves and ranged, etc. It should be a toss-up when players are equally skilled, with a lot of gap closers and gap openers used on either side.
If you really think ranged only happens with the first few abilities, then (and I don't like saying this) you probably need to l2p ranged a bit better.
There has to be proper reward for being in melee in both pvp and pvp considering the risk. Melee gets mechanics, melee gets targeted first by enemy players as they're the most visible, etc. For that reason they usually have higher dps, higher single target dps, or a much greater potential for burst dps while they get in, get some dps in/snag a kill or two, and get out.
I have a looooot of experience pvping in MMOs playing both ranged and melee and when a good balance is struck between the two, things get a lot more interesting and a lot more fun. What I don't want to see is dps/mitigation basically being equal and no real incentive for ranged to kite, facetanking like melee instead because there's no reason not to.
More on topic, the discussion in this thread is pretty disappointing. The focus should be on the 55k 6m dummy parse, not a 3m cheese parse. Obviously things have changed with today's patch, but I'd still like to see some parses from today.
This game does not have so called "range". Especially in PvP. It is really difficult or next to impossible to keep someone at a range when they have gapclosers or speed to close in on you faster than you can back away. Of course the only exception to this would be NBs. And more often than not, recent PvE contents also do punish range more than melee and for healing reasons, people still tend to stick close to each other anyways. Melee is not in anymore risk than range. Applying this "melee is more at risk than ranged" logic, light armor templars and DKs should have the highest dps of all because light armor = paper thin = even more risk than medium armor.
Please go clear HM Fang Lair and Scalecaller as well as no death and tell me what setup was easier. Ranged or melee DPS.
Here is a hint. There is indeed risk to reward here.
IZZEFlameLash wrote: »SydneyGrey wrote: »I absolutly disagree, because range only happens with the first shot, then after that, the mobs surround your magicka user and wail on him until he falls down unconscious and bleeding.Magika shouldn't do as much dps as stamina. Magika = better survivability and range
Stamina = more risk high reward
Traditionally ranged has tools to kite like teleports/speed/cc immunity and has it's own cc. Good ranged should be able to keep it's distance vs melee, good melee should be able to close the distance between themselves and ranged, etc. It should be a toss-up when players are equally skilled, with a lot of gap closers and gap openers used on either side.
If you really think ranged only happens with the first few abilities, then (and I don't like saying this) you probably need to l2p ranged a bit better.
There has to be proper reward for being in melee in both pvp and pvp considering the risk. Melee gets mechanics, melee gets targeted first by enemy players as they're the most visible, etc. For that reason they usually have higher dps, higher single target dps, or a much greater potential for burst dps while they get in, get some dps in/snag a kill or two, and get out.
I have a looooot of experience pvping in MMOs playing both ranged and melee and when a good balance is struck between the two, things get a lot more interesting and a lot more fun. What I don't want to see is dps/mitigation basically being equal and no real incentive for ranged to kite, facetanking like melee instead because there's no reason not to.
More on topic, the discussion in this thread is pretty disappointing. The focus should be on the 55k 6m dummy parse, not a 3m cheese parse. Obviously things have changed with today's patch, but I'd still like to see some parses from today.
This game does not have so called "range". Especially in PvP. It is really difficult or next to impossible to keep someone at a range when they have gapclosers or speed to close in on you faster than you can back away. Of course the only exception to this would be NBs. And more often than not, recent PvE contents also do punish range more than melee and for healing reasons, people still tend to stick close to each other anyways. Melee is not in anymore risk than range. Applying this "melee is more at risk than ranged" logic, light armor templars and DKs should have the highest dps of all because light armor = paper thin = even more risk than medium armor.
haha what? you can try to spin it however you want but that won't change the fact that there are in fact ranged and melee builds, abilities, skill lines, etc in eso. this game, like every other game in existence, should be balanced around that.
calling it something else doesn't make it something else. i get that you want to justify being able to do equal dps at 28m as melee does at 5m but nah, that's not how it should work. eso isn't the exception to the rule and you aren't special.
IZZEFlameLash wrote: »IZZEFlameLash wrote: »SydneyGrey wrote: »I absolutly disagree, because range only happens with the first shot, then after that, the mobs surround your magicka user and wail on him until he falls down unconscious and bleeding.Magika shouldn't do as much dps as stamina. Magika = better survivability and range
Stamina = more risk high reward
Traditionally ranged has tools to kite like teleports/speed/cc immunity and has it's own cc. Good ranged should be able to keep it's distance vs melee, good melee should be able to close the distance between themselves and ranged, etc. It should be a toss-up when players are equally skilled, with a lot of gap closers and gap openers used on either side.
If you really think ranged only happens with the first few abilities, then (and I don't like saying this) you probably need to l2p ranged a bit better.
There has to be proper reward for being in melee in both pvp and pvp considering the risk. Melee gets mechanics, melee gets targeted first by enemy players as they're the most visible, etc. For that reason they usually have higher dps, higher single target dps, or a much greater potential for burst dps while they get in, get some dps in/snag a kill or two, and get out.
I have a looooot of experience pvping in MMOs playing both ranged and melee and when a good balance is struck between the two, things get a lot more interesting and a lot more fun. What I don't want to see is dps/mitigation basically being equal and no real incentive for ranged to kite, facetanking like melee instead because there's no reason not to.
More on topic, the discussion in this thread is pretty disappointing. The focus should be on the 55k 6m dummy parse, not a 3m cheese parse. Obviously things have changed with today's patch, but I'd still like to see some parses from today.
This game does not have so called "range". Especially in PvP. It is really difficult or next to impossible to keep someone at a range when they have gapclosers or speed to close in on you faster than you can back away. Of course the only exception to this would be NBs. And more often than not, recent PvE contents also do punish range more than melee and for healing reasons, people still tend to stick close to each other anyways. Melee is not in anymore risk than range. Applying this "melee is more at risk than ranged" logic, light armor templars and DKs should have the highest dps of all because light armor = paper thin = even more risk than medium armor.
Please go clear HM Fang Lair and Scalecaller as well as no death and tell me what setup was easier. Ranged or melee DPS.
Here is a hint. There is indeed risk to reward here.
Not really. Everyone dies the same regardless. There might be a tiny slight difference, but try completing said 'trials' (because the game seem to categorize those as trials) with only ranged then. Without those awesome stam melee DPS and see how much longer it took. Some impatient people probably would want to quit because it is slower. Also, last I remember Scalecaller Peak actually do punish ranged as much as it punishes melee. And so does Fang Lair. Melee is no longer more risky than range ever since DLC dungeons started to incorporate mechanics that punishes so called "ez range pewpew" modes. And not all ranged DPS stay far also. They just cannot. Heck, even base Craglorn trials do not allow ranged to stay far off.IZZEFlameLash wrote: »SydneyGrey wrote: »I absolutly disagree, because range only happens with the first shot, then after that, the mobs surround your magicka user and wail on him until he falls down unconscious and bleeding.Magika shouldn't do as much dps as stamina. Magika = better survivability and range
Stamina = more risk high reward
Traditionally ranged has tools to kite like teleports/speed/cc immunity and has it's own cc. Good ranged should be able to keep it's distance vs melee, good melee should be able to close the distance between themselves and ranged, etc. It should be a toss-up when players are equally skilled, with a lot of gap closers and gap openers used on either side.
If you really think ranged only happens with the first few abilities, then (and I don't like saying this) you probably need to l2p ranged a bit better.
There has to be proper reward for being in melee in both pvp and pvp considering the risk. Melee gets mechanics, melee gets targeted first by enemy players as they're the most visible, etc. For that reason they usually have higher dps, higher single target dps, or a much greater potential for burst dps while they get in, get some dps in/snag a kill or two, and get out.
I have a looooot of experience pvping in MMOs playing both ranged and melee and when a good balance is struck between the two, things get a lot more interesting and a lot more fun. What I don't want to see is dps/mitigation basically being equal and no real incentive for ranged to kite, facetanking like melee instead because there's no reason not to.
More on topic, the discussion in this thread is pretty disappointing. The focus should be on the 55k 6m dummy parse, not a 3m cheese parse. Obviously things have changed with today's patch, but I'd still like to see some parses from today.
This game does not have so called "range". Especially in PvP. It is really difficult or next to impossible to keep someone at a range when they have gapclosers or speed to close in on you faster than you can back away. Of course the only exception to this would be NBs. And more often than not, recent PvE contents also do punish range more than melee and for healing reasons, people still tend to stick close to each other anyways. Melee is not in anymore risk than range. Applying this "melee is more at risk than ranged" logic, light armor templars and DKs should have the highest dps of all because light armor = paper thin = even more risk than medium armor.
haha what? you can try to spin it however you want but that won't change the fact that there are in fact ranged and melee builds, abilities, skill lines, etc in eso. this game, like every other game in existence, should be balanced around that.
calling it something else doesn't make it something else. i get that you want to justify being able to do equal dps at 28m as melee does at 5m but nah, that's not how it should work. eso isn't the exception to the rule and you aren't special.
I did not dispute the existence of ranged builds. What I did say was you simply do not have classic ranged combat possibilities at all outside of NBs because their cloak make things miss. There's no such thing as ranged in this game. Gapclosers are often cheaper than mobility tools (streak comes to mind, which is more expensive than gapclosers) and guess what? These gapclosers tend to also apply snares and/or this weird pause before getting hit. With gapclosers, melee builds do not really have a disadvantage because they can stay in your face the whole time if they wish with their generally higher damage output. Hence, lack of ranged combat. Builds might exist but as I said before, it almost always ends up being melee range combat except for few cases like range vs range, NB vs melee builds. Melee builds are not any more risky than a ranged build both in pve and pvp.
IZZEFlameLash wrote: »SydneyGrey wrote: »I absolutly disagree, because range only happens with the first shot, then after that, the mobs surround your magicka user and wail on him until he falls down unconscious and bleeding.Magika shouldn't do as much dps as stamina. Magika = better survivability and range
Stamina = more risk high reward
Traditionally ranged has tools to kite like teleports/speed/cc immunity and has it's own cc. Good ranged should be able to keep it's distance vs melee, good melee should be able to close the distance between themselves and ranged, etc. It should be a toss-up when players are equally skilled, with a lot of gap closers and gap openers used on either side.
If you really think ranged only happens with the first few abilities, then (and I don't like saying this) you probably need to l2p ranged a bit better.
There has to be proper reward for being in melee in both pvp and pvp considering the risk. Melee gets mechanics, melee gets targeted first by enemy players as they're the most visible, etc. For that reason they usually have higher dps, higher single target dps, or a much greater potential for burst dps while they get in, get some dps in/snag a kill or two, and get out.
I have a looooot of experience pvping in MMOs playing both ranged and melee and when a good balance is struck between the two, things get a lot more interesting and a lot more fun. What I don't want to see is dps/mitigation basically being equal and no real incentive for ranged to kite, facetanking like melee instead because there's no reason not to.
More on topic, the discussion in this thread is pretty disappointing. The focus should be on the 55k 6m dummy parse, not a 3m cheese parse. Obviously things have changed with today's patch, but I'd still like to see some parses from today.
This game does not have so called "range". Especially in PvP. It is really difficult or next to impossible to keep someone at a range when they have gapclosers or speed to close in on you faster than you can back away. Of course the only exception to this would be NBs. And more often than not, recent PvE contents also do punish range more than melee and for healing reasons, people still tend to stick close to each other anyways. Melee is not in anymore risk than range. Applying this "melee is more at risk than ranged" logic, light armor templars and DKs should have the highest dps of all because light armor = paper thin = even more risk than medium armor.
Please go clear HM Fang Lair and Scalecaller as well as no death and tell me what setup was easier. Ranged or melee DPS.
Here is a hint. There is indeed risk to reward here.