they are making the same mistakes trion did early on. Its not just you saying it . Its anyone who gets into vr dungeons. On top of that , pts shows they increased destro staff damage lol. Thinking zos has not played their own endgameThe regular group I run with has basically decided that tyhere's no reason for anyone other than the tank to use melee in this game. I hate to say it, but they have no advantages which can even begin to make up for the downsides (if you want a stamina dump, use a bow or Fighter's Guild skills.)
The mechanics really are working against them. Not just boss mechanics, but the mechanics of combat in general. The fact that any melee weapon build must use stamina for both damage output as well as damage mitigation is a double-whammy for these builds. Destro/Resto Staff builds keep all of their stamina free, and bow builds potentially fight from the longest range in the game, which means they can stay out of harms way far more easily than melee weapon builds. Melee weapon builds are at a distinct disadvantage, here.
As for boss mechanics, I can't think of a single fight which actually punishes ranged fighters, but nearly every fight in the game has at least one mechanic which punishes melee fighters. Just look at veteran Fungal Grotto.
- Mephala's Fang has a poison AoE that discourages players from standing too close to one another so you don't run the risk of hitting each other with the poison. A melee fighter affected with that poison has to stay on the move, and often can't get close enough to the boss to deal damage (unless you want to hit your tank with the poison), or the boss is currently standing in poison preventing anyone from getting close, etc. It's far easier for everyone to stand at range, and keep distance between each other.
- Gamyne Bandu places a beam between two party members that is easily negated by standing apart from one another in a large box formation, and is a projectile that can actually be dodged entirely (which is obviously easier to do if you aren't standing within 5 feet of her.)
- The Spawn of Mephala has a huge pbAoE which is hard to dodge out of if you are standing in melee range, placing an additional strain on your healer. Not to mention you want to stay mobile to keep the lasers away from you, and you want to stay separated to keep the lasers from hitting multiple party members at once. This boss also seems to lose the ability to be taunted (sometimes) when one player is sucked into the spider lair, which means she's often chasing your healer, or a dps which is kiting her. Much easier to deal damage from range, rather than chasing her around the room during these stages of the fight.
- Reggr Dark-Dawn only has 3 moves, two of which punish melee fighters more than ranged. The first is a melee charge-up attack which you want to dodge, not block (it will often still deal over 1000 damage if blocked.) The second is a pbAoE around himself, which obviously hurts melee more than ranged characters. His third attack drains both health and magicka, which admittedly could give some advantage to a full stamina build (which is more likely to be a melee weapon build, as there's only 1 stamina-based ranged weapon.) However, since this attack also drains the magicka of your healer, you are often forced to kite this boss after this drain attack, and kiting with a melee weapon is obviously inefficient. In any case, this is still 2 moves to 1 that hurt melee over ranged builds.
- The final boss of Fungal stands in her own black circles, literally preventing you from dealing her any melee damage for much of the fight. The tank won't even want a melee taunt (use Inner Fire instead) nevermind bringing along melee dps.
Definitely more punishing to melee overall. It should be noted that there is one more boss fight (the spider shepherd), which doesn't actually punish melee in any way that I've noticed. But, since the boss also doesn't punish ranged casters, it's not a notch in either column. Only 1 boss out of 6 where melee is equally viable.
This is one advantage of TERA's "arcade" action combat system. I know many players hate the thought of their character being rooted while attacking, but that's what allows TERA to balance ranged versus melee. Sorcerers and Archers must pause to attack, which means they run a higher risk of being caught in effects than ranged characters in a game like ESO, where we can run-n-gun without any movement penalty. Ranged characters in TERA must utilize activated abilities like jumps/dodges/teleports in order to effectively stay out of harm's way, which places them on a more even playing field with melee characters which must do the same (add to that the fact that melee fighters are often given superior mobility tools, and you further level the playing field.) Additionally, in PvP, this system allows a melee character to counter a ranged character's escape tool with their own mobility enhancer. This system of moves and counter-moves can't exist in ESO's combat system, and the game is worse for it, IMO.
-Travail.
Problem is ESO is practically like ever other mmo' out there where Ranged classes have a much easier time of it than melee. Developers have yet to come up with creative ways of punishing ranged combatants in combat, why add ingenious ways of controlling ranged in boss fights when you can just add an pbAoe to sc*ew over the melee.
This one is a Catch-22 for me.
Yes, it's rough for melee. As a longtime MMO tank, getting used to ESO is a pretty big learning curve. On the other hand...
I kind of like it. In any other MMO, the boss mechanics are so boring and simple, the tank can just:In ESO, the whole group is forced to be engaged in boss fights. There's no such thing as DPS falling asleep at the wheel while letting a rotation macro run. You have to get out of the way and bank enough stamina to be able to roll dodge.
- Eat the damage
- Rely on the healer to heal through it
it does need a reworking. It clearly did not have enough testing. The main issue is they tried to redefine the tank role with realy bad tools to accomplish the dynamic they were going for.Xanxarib16_ESO wrote: »This one is a Catch-22 for me.
Yes, it's rough for melee. As a longtime MMO tank, getting used to ESO is a pretty big learning curve. On the other hand...
I kind of like it. In any other MMO, the boss mechanics are so boring and simple, the tank can just:In ESO, the whole group is forced to be engaged in boss fights. There's no such thing as DPS falling asleep at the wheel while letting a rotation macro run. You have to get out of the way and bank enough stamina to be able to roll dodge.
- Eat the damage
- Rely on the healer to heal through it
as a long time MMO player the learning curve as a tank is small to none. and its really boring to play a tank, it takes no skills to tank in this game, i do feal sorry for you that you find this lasy tanking more fun then other mmo's.
as Travail said Tera online have a really great combat system, and ESO are just miles away for that system
You can reverse slash all day long with momentum. It still wont beat sns sheild spam on a sustained fight. Melee skills in general are shortsighted . Dual wiekd still beats 2h burst all day. You may get a big hit but the consumption and slow speed makes it pointless. I also think its why Zos limited the api so wr cant see how horribly im balanced things are in the end gameNickdorlandb16_ESO wrote: »Altough the poster is a bit right, 2H in a dungeon with reverse slash IS GREATLY pleasant, 2H can do A LOT of dmg in a short period, and everytime i play with a 2H in my PT i see that the dmg is just more then with mages only..
They got insane burst, and i love to have one in my party for boss fights
Just know how to build your 2H, and dont focus on stamina only
Nickdorlandb16_ESO wrote: »Altough the poster is a bit right, 2H in a dungeon with reverse slash IS GREATLY pleasant, 2H can do A LOT of dmg in a short period, and everytime i play with a 2H in my PT i see that the dmg is just more then with mages only..
They got insane burst, and i love to have one in my party for boss fights
Just know how to build your 2H, and dont focus on stamina only
every boss can be melee'd no exceptions people just need to acknowledge that in exchange for their greater damage innately they can then afford to build survivability.mwsacto_ESO wrote: »If you want to run a melee build do everyone a favor and level up a legitimate ranged dps weapon also. So many times Ive ran into melee dps that bring down the group because they cant range certain boss mobs.
mousekime111rwb17_ESO wrote: »every boss can be melee'd no exceptions people just need to acknowledge that in exchange for their greater damage innately they can then afford to build survivability.mwsacto_ESO wrote: »If you want to run a melee build do everyone a favor and level up a legitimate ranged dps weapon also. So many times Ive ran into melee dps that bring down the group because they cant range certain boss mobs.
mousekime111rwb17_ESO wrote: »every boss can be melee'd no exceptions people just need to acknowledge that in exchange for their greater damage innately they can then afford to build survivability.mwsacto_ESO wrote: »If you want to run a melee build do everyone a favor and level up a legitimate ranged dps weapon also. So many times Ive ran into melee dps that bring down the group because they cant range certain boss mobs.
LOL greater innate damage. No melee build beats ranged sorcerer single target output or DK AoE.
Melee is a self-handicap you use because you enjoy the style not because it's optimal with the encounter designs in this game.
You will never get an MMO where melee is immune to CC, that just would be very wrong. Its the job of your Healer to dispel CC on you, its also your job to run out of bad stuff and it is your job to have some type of damage mitigation as a melee.
Yes its harder than the life of a basic ranged DPS, but you can still have fun. People play melee DPS or Tank since more than 20 years, its part of the business to be aware of whats happening around you. You choose that role so deal with its disadvantages just like you do with its benefits.
As soon people understand that DPS comes second and survival first, TESO will improve a lot for melee in dungeons. Just kick those that complain about your DPS as melee, they need to learn.