Laughes at stealth and ranged snipers that hit ridiculously hard. Yeah..... It's definitely high risk there
If only less risk to survive or kill anyone. Because all melee weapons comes with some sort of gapclosers and executes while ranged can be considered only as bow since destro suck in every way. Also from the game history we know that there is the only class that able to fight ranged succesefuly - it's a sorc with overloaded escapeBecause ranged has less risk
Because a "Ranged Damage Tax" has been an MMO (and probably other game types too) combat design philosophy staple for pretty much as long as the genera has existed.
It makes sense from a broad overview perspective:
- Melee characters need to stay in melee to deal damage while ranged characters can always do damage therefore ranged characters have a higher overall damage uptime.
- Melee characters are at more risk since most basic attacks from enemies are melee ranged.
- A melee character who needs to disengage to avoid a damaging mechanic will loose damage while a ranged character generally will not or will loose less.
- If ranged and melee characters are both as effective at doing damage as eachother, no one will play melee characters since ranged characters have better mobility, more uptime, and are in less danger. Melee would just be worse.
Of course this completely ignores a lot of other mitigating factors:
- Melee characters generally have more HP and higher Armor values so they take less damage when hit.
- Enemy hitboxes may be large enough to still hit them with melee attacks while avoiding mechanics.
- Melee characters usually have abilities that let the engage very quickly so they don't loose damage.
- Other game/build/encounter specific mechanics...
So even though from a quick glance, it seems like Melee characters should do more damage to balance out the advantages of ranged... that isn't always the case since a lot of the time those advantages are mitigated or made up for in other ways. But some game designers still insist on implementing a "Ranged Damage Tax" because of those broad overall preconceptions.
So there you go. That's why ranged light/heavy attacks do less in this game. Because someone decided that ranged needed to pay a damage tax to make up for their perceived benefits in other areas.
Turtle_Bot wrote: »Because a "Ranged Damage Tax" has been an MMO (and probably other game types too) combat design philosophy staple for pretty much as long as the genera has existed.
It makes sense from a broad overview perspective:
- Melee characters need to stay in melee to deal damage while ranged characters can always do damage therefore ranged characters have a higher overall damage uptime.
- Melee characters are at more risk since most basic attacks from enemies are melee ranged.
- A melee character who needs to disengage to avoid a damaging mechanic will loose damage while a ranged character generally will not or will loose less.
- If ranged and melee characters are both as effective at doing damage as eachother, no one will play melee characters since ranged characters have better mobility, more uptime, and are in less danger. Melee would just be worse.
Of course this completely ignores a lot of other mitigating factors:
- Melee characters generally have more HP and higher Armor values so they take less damage when hit.
- Enemy hitboxes may be large enough to still hit them with melee attacks while avoiding mechanics.
- Melee characters usually have abilities that let the engage very quickly so they don't loose damage.
- Other game/build/encounter specific mechanics...
So even though from a quick glance, it seems like Melee characters should do more damage to balance out the advantages of ranged... that isn't always the case since a lot of the time those advantages are mitigated or made up for in other ways. But some game designers still insist on implementing a "Ranged Damage Tax" because of those broad overall preconceptions.
So there you go. That's why ranged light/heavy attacks do less in this game. Because someone decided that ranged needed to pay a damage tax to make up for their perceived benefits in other areas.
Insightful (and agree with you).
To expand on your "Other" section
Something that's more eso specific, is the ability to nullify ranged damage via dodge rolls. It works against 99% of ranged damage because that damage is all projectiles and not instant like melee damage is so the damage often acts like a pve boss mechanic where it winds up and you get a long period to respond/react to it.
Going invisible also nullifies ranged damage, even damage that has already been cast and is travelling towards you as well.
Specific mechanics that mitigate/absorb it (ball of lightning and the new mist form which is the old pre-nerfed ball of lightning but stronger and with better passives/effects)
There's also plenty of damage reflect options against ranged damage, but very little that reflects melee damage.
I get that the advantage of range is strong, but when the game implements so many functional counters to range, the need for an additional nerf to damage on top is less necessary. Especially when you have invisibility mechanics that allow melee to instantly appear from nowhere right on top of you and still get their bonus melee damage with far less counterplay than any range build has.
Because a "Ranged Damage Tax" has been an MMO (and probably other game types too) combat design philosophy staple for pretty much as long as the genera has existed.
It makes sense from a broad overview perspective:
- Melee characters need to stay in melee to deal damage while ranged characters can always do damage therefore ranged characters have a higher overall damage uptime.
- Melee characters are at more risk since most basic attacks from enemies are melee ranged.
- A melee character who needs to disengage to avoid a damaging mechanic will loose damage while a ranged character generally will not or will loose less.
- If ranged and melee characters are both as effective at doing damage as eachother, no one will play melee characters since ranged characters have better mobility, more uptime, and are in less danger. Melee would just be worse.
Of course this completely ignores a lot of other mitigating factors:
- Melee characters generally have more HP and higher Armor values so they take less damage when hit.
- Enemy hitboxes may be large enough to still hit them with melee attacks while avoiding mechanics.
- Melee characters usually have abilities that let the engage very quickly so they don't loose damage.
- Other game/build/encounter specific mechanics...
So even though from a quick glance, it seems like Melee characters should do more damage to balance out the advantages of ranged... that isn't always the case since a lot of the time those advantages are mitigated or made up for in other ways. But some game designers still insist on implementing a "Ranged Damage Tax" because of those broad overall preconceptions.
So there you go. That's why ranged light/heavy attacks do less in this game. Because someone decided that ranged needed to pay a damage tax to make up for their perceived benefits in other areas.