Gap closers do deal damage, but ok, what do you propose?
Btw, Stormreeve Neidir of Tempest Island tends to hurt when you are too far from her. I'm sure more experienced players could add some examples there ranged playstyle is harder than melee.
Achronokey wrote: »So all I'm saying is, stating the game HATES melee builds is a bit melodramatic and doesn't take anything into consideration other than your own problems you've encountered with it.
Wat?) Are u saying that only few experienced same melee hate? ESO content do punish melee more. Its fact. No matter what ur perception/subjective expireince is. Its just a fact. U gona argue with that?)
Achronokey wrote: »
Gap closers do deal damage, but ok, what do you propose?
Btw, Stormreeve Neidir of Tempest Island tends to hurt when you are too far from her. I'm sure more experienced players could add some examples there ranged playstyle is harder than melee.
Proposal? I would like to see more mechanics in PVE which affect range builds, if rangers have less dmg but safer playstyle its a problem too. If ZOS put some effort and good thinking into challenging content they might just make life for range more difficult as well as more rewarding in term of DPS and effectiveness in group.
Achronokey wrote: »So all I'm saying is, stating the game HATES melee builds is a bit melodramatic and doesn't take anything into consideration other than your own problems you've encountered with it.
Wat?) Are u saying that only few experienced same melee hate? ESO content do punish melee more. Its fact. No matter what ur perception/subjective expireince is. Its just a fact. U gona argue with that?)
That's not a fact, that's your subjective perception.
Achronokey wrote: »Achronokey wrote: »So all I'm saying is, stating the game HATES melee builds is a bit melodramatic and doesn't take anything into consideration other than your own problems you've encountered with it.
Wat?) Are u saying that only few experienced same melee hate? ESO content do punish melee more. Its fact. No matter what ur perception/subjective expireince is. Its just a fact. U gona argue with that?)
That's not a fact, that's your subjective perception.
Ok bro. U wana start it do u? DO U REALY WANA DO THAT?
i can observe all dungeon and trials. Ill tell u exactly how much mechanics punish melee more.
On ur shoulder will be examination of punishable for range mechanics.
Okay?
Achronokey wrote: »Achronokey wrote: »So all I'm saying is, stating the game HATES melee builds is a bit melodramatic and doesn't take anything into consideration other than your own problems you've encountered with it.
Wat?) Are u saying that only few experienced same melee hate? ESO content do punish melee more. Its fact. No matter what ur perception/subjective expireince is. Its just a fact. U gona argue with that?)
That's not a fact, that's your subjective perception.
Ok bro. U wana start it do u? DO U REALY WANA DO THAT?
i can observe all dungeon and trials. Ill tell u exactly how much mechanics punish melee more.
On ur shoulder will be examination of punishable for range mechanics.
Okay?
It is hyperbolic. It was meant to be hyperbolic. I used hyperbolization to spice thing up and draw some more attention to the problem. Looking at u its worked.
I'm saying 'hate' is a strong word to use and mostly hyperbolic in this case; even more so when put under scrutiny and viewed against the entire scope of things. I'd hardly call that subjective--narrowly focusing one tiny thing and ignoring all counterpoint and opinions that differ however...
Achronokey wrote: »It is hyperbolic. It was meant to be hyperbolic. I used hyperbolization to spice thing up and draw some more attention to the problem. Looking at u its worked.
I'm saying 'hate' is a strong word to use and mostly hyperbolic in this case; even more so when put under scrutiny and viewed against the entire scope of things. I'd hardly call that subjective--narrowly focusing one tiny thing and ignoring all counterpoint and opinions that differ however...
All u can say its " yeah there is a problem but i would not call it HATE and melee benefits in other ways" im i right,or im i right?
Achronokey wrote: »Hello! Swift introduction over here: im mediocre pve player since vanila WoW, im mostly play as tank/melee dd. I have experienced almost all WoW addons, also played some Lineage, Aion etc. Im also PVP tryhard, ever since DoTa 1 & WoW arenas/bg's those 2 were newbie experience for me and i never reached any good MMR there but when i switched to another MOBA game (HotS) i managed to climb to the top of the ladder and hold there for 3 years(until game died about year ago) What im trying to say is that ive seen lots of content (both pve and pvp) and when u play many hours u start to question why thing go that way but not another.
Many games have same issue - bosses and trash deliver more troubles for melee then range, but.... i never experienced such a "wonderful" melee pve experience as i did in ESO. Vast majority of player dont really think about it more then 3 seconds "oh well i have to move around and avoid red circles " but if u take ur time to compare melee vs range combat many question will rise. Im saying it now to avoid misunderstanding: no i dont want to handicap/nerf range build or buff/make ez for melee builds, im simply saying that range's should face equal problems in combat. Lets take for example usual dungeon, no harsh mechanics - Crypt of Hearts I
1 Archmaster Siniel.
When boss cast fear u run away and have to go back to attack him, if u melee its waste of dps, if ,however, u are range u just continue to dps and move a little bit closer to boss.
When boss creates red pool u need to relocate urself, if so happens near boss( well u know for melee) tank sometimes need to pull boss out of it.
2 Death’s Leviathan.
When boss cast stun aoe u need to either block or run away from it, in phase 1 its no difference but as phase 2 begins this aoe will knock u down no matter block ur or not. Take a guess who suffers from this more.
When boss charge in a straight line range characters have more time to react they also dont lose any dps while doing so.
3 Uulkar Bonehand.
Boss spams a lots of aoe and just so happens they cover almost all space near him, so as melee u either need to run and waste dps or stand in some of red circles and pray to ur healer.
4 Dogas the Berserker
This boss actually poses the power to irrate any build, but he so squishy it feels like a joke. keep in mind this is first and only boss who provides equal threat to ranges and melee
5 Ilambris-Zaven & Ilambris-Athor
Well i think uve noticed the pattern already, lots of aoe in melee zone, some in range.
Is that okay?
Athyrium93 wrote: »Something no one else has mentioned, most bosses have huge hit boxes and your 3-5m range on melee skills plus the huge hit boxes means melee doesn't have to be up the bosses butt. You can avoid 50%+ close range boss aoe just by taking a step back and still hit the boss.
I wonder whyYou don't see mag players complaining that a lot of fights force you close to the boss because of space/platforms in their squishy light armour.
Mag dps just has to move/block just like the melee dps but without the benefit of medium armour and a huge stam pool.
Achronokey wrote: »First of all not mag, range. Second - Ranges dont need huge stam pool, they dont have to spam roll or block. U also seems to forget 1 thing: stam users SPEND they stamina TO ATTACK.
Achronokey wrote: »First of all not mag, range. Second - Ranges dont need huge stam pool, they dont have to spam roll or block. U also seems to forget 1 thing: stam users SPEND they stamina TO ATTACK.
Except, of course, that your damage scales off max resource. If you're ranged stam, you still need a high resource pool, and at range you still need to block and dodge, and sometimes even bash. Mag forgoes defensive options because they need a high mag pool for dispensing damage. That doesn't mean mag at range doesn't still need defensive capability, hence shields as a solution.
Back on track, melee range (whether stam or mag) you're in harms way; that's a position you put yourself in with eyes wide open accepting of the risk and in knowledge that you're probably going to have a bit more footwork to do. The further from the fight you are, the safer you're going to be--aside from bosses that leap at or trigger mech on whoever is furthest away. This isn't particularly biased on any play style with any intent to punish, but a logical way the battle would pan out. I'd expect any player, primarily ranged or melee to know when to fall back to safety or move in closer. That is also a logical way for your combat to pan out. As others have said, there are boss fights that give you little space to move at range, and fights that favour either position. There are sets that force casters into melee range, and sets that allow you to keep greater distance. The point is, this is group content and whatever role or placement you put yourself in, you have to work with the team to achieve the best results with your chosen class and spec-- positional awareness is, believe it or not, an important part of playing this game well. Ultimately, it's an equal breakdown and team effort, and if the risk is too great for you personally, well, that's your choice to continue or try something else.
Achronokey wrote: »Achronokey wrote: »First of all not mag, range. Second - Ranges dont need huge stam pool, they dont have to spam roll or block. U also seems to forget 1 thing: stam users SPEND they stamina TO ATTACK.
Except, of course, that your damage scales off max resource. If you're ranged stam, you still need a high resource pool, and at range you still need to block and dodge, and sometimes even bash. Mag forgoes defensive options because they need a high mag pool for dispensing damage. That doesn't mean mag at range doesn't still need defensive capability, hence shields as a solution.
Back on track, melee range (whether stam or mag) you're in harms way; that's a position you put yourself in with eyes wide open accepting of the risk and in knowledge that you're probably going to have a bit more footwork to do. The further from the fight you are, the safer you're going to be--aside from bosses that leap at or trigger mech on whoever is furthest away. This isn't particularly biased on any play style with any intent to punish, but a logical way the battle would pan out. I'd expect any player, primarily ranged or melee to know when to fall back to safety or move in closer. That is also a logical way for your combat to pan out. As others have said, there are boss fights that give you little space to move at range, and fights that favour either position. There are sets that force casters into melee range, and sets that allow you to keep greater distance. The point is, this is group content and whatever role or placement you put yourself in, you have to work with the team to achieve the best results with your chosen class and spec-- positional awareness is, believe it or not, an important part of playing this game well. Ultimately, it's an equal breakdown and team effort, and if the risk is too great for you personally, well, that's your choice to continue or try something else.
Dude, u being reactive instead of proactive. U just told me to adapt to current game status instead of proposing some changes.
U dont even begin to understund how deep the problem is. If melee build suffer more from red circles and etc they less efective. If its compensated by more dmg output - now ranges are less effective because in right hands melee dd's do more dmg and can survive.
Elwendryll wrote: »I play stamsorc in melee (endgame). I don't really fall behind in damage, sometimes being in the top (we never have more than 2 stams in the trial, sometimes I'm the only one). But with stranglers and blood for blood I can't even compete this patch.
That's the only thing I can complain about, I want a cool mythic item too. I feel safer playing stam. Some fights force your group to spread. But being stam I have priority on the melee spot so it turns out fine.
Achronokey wrote: »Athyrium93 wrote: »Something no one else has mentioned, most bosses have huge hit boxes and your 3-5m range on melee skills plus the huge hit boxes means melee doesn't have to be up the bosses butt. You can avoid 50%+ close range boss aoe just by taking a step back and still hit the boss.
Intresting. But it does not solve the problem just makes it less anoying.I wonder whyYou don't see mag players complaining that a lot of fights force you close to the boss because of space/platforms in their squishy light armour.Mag dps just has to move/block just like the melee dps but without the benefit of medium armour and a huge stam pool.
First of all not mag, range. Second - Ranges dont need huge stam pool, they dont have to spam roll or block. U also seems to forget 1 thing: stam users SPEND they stamina TO ATTACK.
Athyrium93 wrote: »Achronokey wrote: »Athyrium93 wrote: »Something no one else has mentioned, most bosses have huge hit boxes and your 3-5m range on melee skills plus the huge hit boxes means melee doesn't have to be up the bosses butt. You can avoid 50%+ close range boss aoe just by taking a step back and still hit the boss.
Intresting. But it does not solve the problem just makes it less anoying.I wonder whyYou don't see mag players complaining that a lot of fights force you close to the boss because of space/platforms in their squishy light armour.Mag dps just has to move/block just like the melee dps but without the benefit of medium armour and a huge stam pool.
First of all not mag, range. Second - Ranges dont need huge stam pool, they dont have to spam roll or block. U also seems to forget 1 thing: stam users SPEND they stamina TO ATTACK.
Dude I play a melee magplar as my main, my stam pool is tiny, like 2 roll dodges empty it with nothing in reserve for blocks. My favorite alt is stam and I never run out, ever, I haven't once ran out in combat, if your having issues running out of stam in melee you need a better group that's dropping synergys or to add some sustain.
If your having issues with taking to much damage take a look at your CP and practice moving in combat. You shouldn't have to burn stam to avoid most mechanics, most things can just be side stepped.
***side note I should have been more specific between melee mag, range mag, and stam as whole, but I'd just woke up and hadn't had a coffee yet***
SidraWillowsky wrote: »Athyrium93 wrote: »Achronokey wrote: »Athyrium93 wrote: »Something no one else has mentioned, most bosses have huge hit boxes and your 3-5m range on melee skills plus the huge hit boxes means melee doesn't have to be up the bosses butt. You can avoid 50%+ close range boss aoe just by taking a step back and still hit the boss.
Intresting. But it does not solve the problem just makes it less anoying.I wonder whyYou don't see mag players complaining that a lot of fights force you close to the boss because of space/platforms in their squishy light armour.Mag dps just has to move/block just like the melee dps but without the benefit of medium armour and a huge stam pool.
First of all not mag, range. Second - Ranges dont need huge stam pool, they dont have to spam roll or block. U also seems to forget 1 thing: stam users SPEND they stamina TO ATTACK.
Dude I play a melee magplar as my main, my stam pool is tiny, like 2 roll dodges empty it with nothing in reserve for blocks. My favorite alt is stam and I never run out, ever, I haven't once ran out in combat, if your having issues running out of stam in melee you need a better group that's dropping synergys or to add some sustain.
If your having issues with taking to much damage take a look at your CP and practice moving in combat. You shouldn't have to burn stam to avoid most mechanics, most things can just be side stepped.
***side note I should have been more specific between melee mag, range mag, and stam as whole, but I'd just woke up and hadn't had a coffee yet***
Yep, my stam DDs (Bosmer) never have issues with stam, even with dodging and running. The game devs realize that stam-based characters use stam for both blocking/dodging/whatever and attacks and account for that.
Then there's my Breton Magplar who wears False Gods and STILL has terrible sustain. Heavy attacks have to be part of the rotation. Mag sustain in this game is atrocious for some classes.