Elwendryll wrote: »That will definitely help with performance and reducing server calculations...
Otherwise I like the concept. Melee should have more damage.
Staves and bows already provide less damage than melee weapons.
Literally 0 reason for this change.
Elwendryll wrote: »That will definitely help with performance and reducing server calculations...
Otherwise I like the concept. Melee should have more damage.
Staves and bows already provide less damage than melee weapons.
Literally 0 reason for this change.
OP is making it sound like Zos changed LAs for magicka only and left Stam alone.
Elwendryll wrote: »That will definitely help with performance and reducing server calculations...
Otherwise I like the concept. Melee should have more damage.
Imo it's just too much, madDDs will be hitting like wet noodles in PvE. Why not make it so the further you are, the less dmg you will do with light attacks, the closer you are the less punishing it will become? magDK will be hit hard with this change in PvE for example, it''s a in your face playstyle that has some risk with it. This way in PvP the light attacks won't be as hard hitting, and PvE doesn't get shafted. Thoughts?
Imo it's just too much, madDDs will be hitting like wet noodles in PvE. Why not make it so the further you are, the less dmg you will do with light attacks, the closer you are the less punishing it will become? magDK will be hit hard with this change in PvE for example, it''s a in your face playstyle that has some risk with it. This way in PvP the light attacks won't be as hard hitting, and PvE doesn't get shafted. Thoughts?
illuminousflux wrote: »Scaling LA damage based on distance is such a ridiculously good idea
I totally agree melee combat should have its rewards. However, if my MagSorc is standing toe-to-toe with stam toons fighting the dragons of Sunspire, why should my LA's be doing 10% less damage? Or on any boss, if a mag toon moves into melee range, they are now taking the same risks and should be allowed the same rewards.
Common sense tells you a "ranged" attack should be defined by proximity the to target, not by weapon type.
Olupajmibanan wrote: »I fully disagree with making stamina doing more damage than magicka, but I strongly agree with making melee doing more damage than ranged.
Risk of going melee should be rewarded. Therefore, while the change to ranged LAs is fine, I feel like they forgot about magicka melee which were using ranged light attacks from melee range. Magicka melee always had the problem with not being invited over stamina melee and this is the issue that now raises and ZoS should take care of it.
Adaptive scaling on LA/HA damage helps nothing, because heavy attacks still return stamina on magicka characters and damage is still lower thanks to not being buffed by Engulfing Flames.
Magicka melee should be able to compete with stamina melee.
Oh and don't forget to do something with blastbones. You can't cast blastbones as every third spell when going ranged which diminishes magnecros dps greatly and pidgeonholes him to melee.
Olupajmibanan wrote: »I fully disagree with making stamina doing more damage than magicka, but I strongly agree with making melee doing more damage than ranged.
Ranged scaling is a nice idea, but seems like it'd be hard to code. What I don't like about this change is it also lower dps for mag classes that need to be in or close to melee range, namely magcro and magdk. There is already no benefit for magdk and magcro, it's not like you're doing more dps than other mag classes are from range if you're in melee, in fact it's often less, so this doesn't help. I agree that melee damage should be higher, but this should include mag melee too.
Honestly if the goal is to make stam competitive again I think the biggest loss was caltrops. Other than a few exceptions almost all stam cleave came from volley and caltrops. Ever since they nerfed caltrops stam has only had strong single target and is significantly lacking in cleave. That is detremental in trials where you have adds that need to take cleave while targeting main boss. Not being able to do that drags out the fight and makes it less desirable when you consider that means you have that much more time your group is subject to one shot mechanics.
Other than a shield which is only a oops moment type of thing mag dps doesn't really have the much more survivability and honestly in trails everyone is melee range as much as possible so you have tight stacks for healing because healers can't concentrate their full power on an entire room.