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ZOS, why do you hate melee so much?

Lynx7386
Lynx7386
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Everything in this game caters to light armor, ranged spellcasting combat, especially the pvp scene. Your players have been telling you this since early beta:
- light armor outclasses medium and heavy armor because of resource management
- stamina is split between too many different uses to make it viable as a damage resource
- melee combat is clunky and unresponsive
- melee combat doesnt feel like it has enough impact
- weapon based abilities cost more and do less damage than magicka based abilities
- getting into melee range is suicide in most pvp situations, especially with the way the game enforces zerg pvp
- ranged combatants can easily put themselves in a position to be immune to melee attacks via keep walls/towers
- Stealth is too easily countered to be a reliable method of closing to melee range, especially when nearly every npc in cyrodiil can see through it, and nearly every player is running magelight
- Stealth also suffers a movement speed penalty, preventing the player from catching up to anyone that's even running at normal speed

The list goes on and on, yet what changes do we see? Further reductions in the effectiveness of melee weapons of all types, further improvements in the effectiveness of ranged weapons, more bias towards magicka and more restrictions towards stamina. Hidden cooldowns on melee-range class abilities and undocumented changes to invisibility and stealth.

How many players are you going to have to *** off before the realization is made that you're -doing it wrong-?
PS4 / NA
M'asad - Khajiit Nightblade - Healer
Pakhet - Khajiit Dragonknight - Tank
Raksha - Khajiit Sorcerer - Stamina DPS
Bastet - Khajiit Templar - Healer
Leonin - Khajiit Warden - Tank
  • VlVEC
    VlVEC
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    The art of class balance is a delicate and tough task. They have to watch how people play, adjust as they go, and the combat will mature with itself in time.
    The beginning of the words is ALMSIVI. I give you this as Vivec.
    Almalexia, Sotha Sil, and Vivec.
    ヽ༼ຈ༽ل͜༼ຈ༽ノ
  • williambbechtoldub17_ESO
    I agree. A buff/revamp to stamina based powers is required. Maybe give a greater damage bonus per base stamina stat than currently. Seems like a fairly easy way to make things better in the short run. Then you can go through the individual powers a tweak them as necessary. I think the armor cap(s) need to be raised as well. All of these things seem pretty obvious to me.
  • Lynx7386
    Lynx7386
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    The art of class balance is a delicate and tough task. They have to watch how people play, adjust as they go, and the combat will mature with itself in time.

    This isnt even really about class balance, though a lot of class skills do factor into the equation.

    This is about magicka vs stamina and the abilities based on those resources.

    How could they think it was a good idea to base ALL utility effects on stamina (blocking, dodging, bashing/interrupting, CC breakout, sprinting, and sneaking), then go and make weapon abilities cost more than their magicka equivalents, then add resource cost reduction for magicka abilities to light armor without doing the same for medium armor (or heavy for that matter)?

    This is a multitude of mistakes and design oversights that compound into a severe issue. It should not be taking them this long to fix that issue - hell, we dont even know if they're going to resolve it because nobody from ZOS has even acknowledged the disparity between resources and their related abilities.
    Edited by Lynx7386 on May 25, 2014 4:00AM
    PS4 / NA
    M'asad - Khajiit Nightblade - Healer
    Pakhet - Khajiit Dragonknight - Tank
    Raksha - Khajiit Sorcerer - Stamina DPS
    Bastet - Khajiit Templar - Healer
    Leonin - Khajiit Warden - Tank
  • esoone
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    They made a stupid mistake by making a small and poor test group. Now takes ages to rebalance everything.
  • Lynx7386
    Lynx7386
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    The problem gets even worse in pve... I was tanking a few dungeons last night and came across packs of mobs that permanently snare you, preventing the tank from even getting close enough to taunt enemies off of allies, and there was even a boss that had to be 100% ranged - melee combatants would die instantly.

    More bias against melee characters. If you arent a skirt-wearing mage with a staff you cant get by in this game =/
    PS4 / NA
    M'asad - Khajiit Nightblade - Healer
    Pakhet - Khajiit Dragonknight - Tank
    Raksha - Khajiit Sorcerer - Stamina DPS
    Bastet - Khajiit Templar - Healer
    Leonin - Khajiit Warden - Tank
  • eduardo_goncalveseb17_ESO
    This happens a lot in the MMO scene.
    Caster fans always find a way to test theese games and screw melees over and over again. Nothing new.
  • Wicked_Wolf
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    I've always played a heavy armor wearing, no magic using, two handed weapon Nord. This has been my main and favorite playstyle in every ES game to date. In MMO's I always stick to the dps, up close and personal, warriors. I can't seem to find that playstyle in ESO. It's dissapointing really.
  • Reenlister
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    Aye, nothing better than closing with that evil spawn of Oblivion, and striking at them with the sword, trying to hold 'em off the magiky types and archers in the back. But no love found fer ye here. Your blade is barely enough fer them to notice. Not even about trying to hurt em so bad ( DPS ) but not even enough to keep em interested in ye..
  • temjiu
    temjiu
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    Yup. Horribly balanced. Solution is simple:

    Option 1:

    make ALL skills cost Magicka. stamina is for rolling, dodging, blocking ONLY. then it's easy.

    Armor solution: Armor needs some help anyways. There is little reason at this point in the game to even wear anything but light.

    take Magicka regen away from light. Give it bonuses to specific damage types (elements and holy/whatever). put the Magick regen talents into the "World" category, or roll them into weapon styles. Medium still has stamina and speed bonus, making it the choice for mobility, and give it damage bonuses to all melee skill lines. Heavy armor adds damage bonus for bashing ( you could add this to the damage passive), and stamina regen (add to the health passive).

    Option 2:
    Simply separate movement abilities from stamina. Put a little "energy" bar in game that pops up when you start sprinting, dodging, etc. give medium armor a skill that replenishes this along with stamina (I assume we could adjust other stamina skills to be the same).

    "Medium Armor skill: Wind Walker,
    Increases Stamina and Energy recovery by 2% per piece of medium armor equipped. current recovery bonus is x%"

    there you go. now weapon skills have their own category just like magick skills do. the armor changes stay as well...medium should get a damage bonus (make it 1% per piece so it has an advantage to heavy), and heavy still need the stamina regen and damage boost to bash - make it enough so that bash would be halfway between where it was and what it is now. like 10% per point or something like that.

    Then once that's solved, they can actually work on balancing melee skills and melee weapon builds so they are comparable to the magick builds.

    Both ideas have merit. first one would also help balance out the issue with specs that are setting themselves up as physical damage dealers/tanks. Right now its a disparity...you need stamina to block/dodge/use taunt skill/etc, but since the shield bash reduction, most tanks are suffering for a way to actually kill things without resorting to light armor/magick builds (which, again, splits their resource spending).

    DPS (magick based of course...and currently the best DPS builds are magick based) do not have a similar issue....they can go all into Magick and not worry about stamina... This is the primary reason they are so far ahead of the stamina based builds. no need to split resources. the first option would make it so that ALL builds would use magick, and then there was only one resource side of the equation to worry about for damage/taunts/skills, etc. The Stamina pool would be less used, allowing more stamina for tanks to block and dodge.

    Second option is just easier to implement.
  • Thrawniel
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    I'd think one thing that would be gamechanger is introducing third resource that is used for sprint, dodges, rolls, blocks etc.

    That would make both weapons-users and casters viable, since they both will have full resource dedicated to damage. Right now magika is used only on spells and spells alone, while stamina is used everywhere else.

    Say, you have two dps in your group, one is caster and other is weapon-user. Caster user can sprint up to combat, even if it means using up all the stamina, still be fully effective.

    At the same time weapon user has either to avoid sprinting and arrive to fight later than others, or sprint and arrive to combat without any resource and spam basic attack to till stamina recovers again. Which puts caster in clear advantage over weapon user.

    If there was third stat, say, 'fitness'(that is used for sprint, rolls, etc), both weapon user and caster would be equally effective.

    I've been wanting to play dagger-based character since launch, but I'm on third alt already and I always end up switching to casters because of the clear advantage of magika users. So even my latest dagger user(I try to be adamant about sticking to daggers this time) uses them as stat sticks with zero points in actual DW skills.
    Edited by Thrawniel on May 26, 2014 3:11PM
  • Tarwin
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    Lynx7386 wrote: »
    - Stealth also suffers a movement speed penalty, preventing the player from catching up to anyone that's even running at normal speed

    Umm, sorry. Think you are mixing up stealth with invisibility. Why on earth would you move at the same speed when trying to be stealthy?
  • ShintaiDK
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    I was very surprised myself as a heavy armour wearer. When I found out I hit the cap just wearing regular heavy armour (Not reinforced.).

    Then even more surprised when I found out magicka based characters could just spam immovable from the heavy line, without wearing a single heavy piece. Then as the last kick in the crotch, I could then watch how they could keep up a perma spell and armour resists way above mine due to that same skill.

    Its simply so poorly designed that the person behind it is either a complete moron, or simply extremely biased towards light armour.
  • Lynx7386
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    Those arent half bad ideas.

    It really bugs me that I can take two abilities that are supposed to do the same thing - for example, impale (nightblade class ability, deals X damage and does 300% extra damage vs low health targets) and reverse slash (2h ability, deals X damage and does extra damage based on target health loss).

    I dont have the game open right now, so these arent exact numbers, but impale will typically read something like 200 magicka cost, 300 damage (before the bonus). Then reverse slash reads something like 300 stamina cost, 150 damage (before the bonus).

    Why do stamina based skills cost more and deal less damage than class or magicka based skills? That's not even taking into account light armor which further reduces magicka costs by, what, 21%? Granted, it's easier to get melee critical than it is to get spell critical in this game, but even if I ran 75% melee crit (which you cant reach), the magicka based skills at 0% crit would still be pulling more damage in the long run.

    PS4 / NA
    M'asad - Khajiit Nightblade - Healer
    Pakhet - Khajiit Dragonknight - Tank
    Raksha - Khajiit Sorcerer - Stamina DPS
    Bastet - Khajiit Templar - Healer
    Leonin - Khajiit Warden - Tank
  • Reenlister
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    Lynx7386 wrote: »
    Why do stamina based skills cost more and deal less damage than class or magicka based skills? That's not even taking into account light armor which further reduces magicka costs by, what, 21%? Granted, it's easier to get melee critical than it is to get spell critical in this game, but even if I ran 75% melee crit (which you cant reach), the magicka based skills at 0% crit would still be pulling more damage in the long run.

    I can understand at high end, the magiky types causing a great deal o damage. They spent there whole lives alearning to be magiky.
    What I cant unnerstand is how with my long life of a swinging a blade, I only poke the bad uns.
    Its downright unreal to me, that yon magiky can stand back and burn up the bad un, while I stand next to it, and just poke em in the ribs a wee bit.
    I also don't unnerstand how they can live so dang long in that dress, while I have to be a real careful in my suit o steel.
  • Gisgo
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    The whole "everyone can be everything" concept brought into a MMO killed meleers (both warriors and assassins).

  • Lynx7386
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    It also doesnt help that they automatically made every class based on magicka. Classes should have been given a mix of stamina and magicka abilities for each tree, just like we have a mix of stamina and magicka based weapons (staffs and melee weapons).
    PS4 / NA
    M'asad - Khajiit Nightblade - Healer
    Pakhet - Khajiit Dragonknight - Tank
    Raksha - Khajiit Sorcerer - Stamina DPS
    Bastet - Khajiit Templar - Healer
    Leonin - Khajiit Warden - Tank
  • Mykah
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    I'd like to see a Fighters guild ability called "Lantern" that puts a small lantern on the players hip which increases Melee Crit chance by 20% and reveals hidden Vamp/Daedra/WWs from stealth.

    Also a make Magelight not reveal NBs from stealth.

    Balance.
    Edited by Mykah on May 26, 2014 5:08PM
  • SilverWF
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    Mykah wrote: »
    I'd like to see a Fighters guild ability called "Lantern" that puts a small lantern on the players hip which increases Melee Crit chance by 20% and reveals hidden Vamp/Daedra/WWs from stealth.

    Also a make Magelight not reveal NBs from stealth.

    Balance.
    Yeah!
    Then, I'd like to see:
    New Light armor passive: Increase spell crit, spell power and magica regen per piece of Light armor
    Increase numbers of Pirsing trait for staffs in 2 times
    New ability for Destro and Resto staffs: Retreat! - will immidiatelly teleport you 20m away from target
    • PC EU. Ebonheart Pact. CP 1k+
    • YouTube: All ESO disguises (2014)
    • EU players are humans too! We want our maintenances in the least pop time (at deep night) and not lasted for several hours!
    • Animation canceR - is true PvP cancer! When you can't see which actions your opponent do - you can't react properly on them!
  • Darrett
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    The answer to all this is to decrease damage that players take. Increase mitigation from heavy and medium armor, and increase time to kill across the board. The problem is that players are dying too fast in both PvP and PvE, especially in melee (Impulse) range.
    Edited by Darrett on May 26, 2014 5:31PM
  • wrlifeboil
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    I seriously doubt ZOS hates melee. My guess is that they are overwhelmed by the complexity of the caster/melee and class imbalances. Remember they are new at designing mmos for pve/pvp. Give it time and they should eventually address it. Patch 1.5.x maybe?

    Even WoW goes through cycles where the pendulum swings favoring melee over caster/ranged and then back again. And they've been working on the same mmo for more than ten years if you include development time. Some players believe it is a battle of the lead devs of each class fighting for their class behind the scenes. If that's the way it also works in eso, the lead dev for NBs had no pull from the beginning. ;)
  • SilverWF
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    Melee is OK
    • PC EU. Ebonheart Pact. CP 1k+
    • YouTube: All ESO disguises (2014)
    • EU players are humans too! We want our maintenances in the least pop time (at deep night) and not lasted for several hours!
    • Animation canceR - is true PvP cancer! When you can't see which actions your opponent do - you can't react properly on them!
  • dennissomb16_ESO
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    Not sure if it is anti-melee as much as it is the utility of stamina based abilities vs magic. Class skills are all magic based and mostly do more of everything vs stamina weapon abilities. This leads to more cloth based, magic based builds. I love the utility of 1hand and shield for many things, the charge, the CC, the spell block/heal, the taunt. That's what I use it for. For dps, I use class (magic) abilities.
    I totally agree with an earlier post about armor. Heavy armor does not mitigate enough damage to balance the advantages of wearing light armor for magic. I would be much happier with my melee build if heavy armor actually protected me more
  • Reenlister
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    nay, it a gruesome business trying to be a sword swinger. I have spent my life in not doing the magiky, save for a wee bit of healing I had learned, and its just no fun especially when you find yerself out on your own, and the times ye be cast down is way more than the ones ye take the bad uns down. Not even talking about being an all powerful one mind ye, I be a tanker, but try and survive a wee bit these days, heavy armor? Bah, might as well run naked fer all the good it seems to do, and no real way now of a hurtin the bad uns.
    Finding myself stuck in pretty much having to block em, and then hits em real hard to hurt, the rest of it is just a sticking em in the side and hope you can cut em a bit.
  • bg22
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    Absolutely, 100% agree w/ the OP. Zenimage literally hates melee and doesn't care who realizes it.

    It's more and more obvious every day.
  • Halrloprillalar
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    You guys need to realize that weapon damage in VR goes up faster than spellpower does. So yes, initially weapon skills will suck. But as the game 'unlocks' higher levels of gear, weapon damage will catch up and even outpace (especially for classes that can already cap weapon damage easily) class skills.

    Also, change all the "+armor" buffs to % instead of flat numbers so you can't armor cap in light armor.

    Much of the problems solved.
  • Reenlister
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    You guys need to realize that weapon damage in VR goes up faster than spellpower does. So yes, initially weapon skills will suck. But as the game 'unlocks' higher levels of gear, weapon damage will catch up and even outpace (especially for classes that can already cap weapon damage easily) class skills.

    I will nay argy with ye, but when does this happen, 'cause at V3 I am not seeing any grand new weapon damagy
  • wrlifeboil
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    bg22 wrote: »
    Absolutely, 100% agree w/ the OP. Zenimage literally hates melee and doesn't care who realizes it.

    It's more and more obvious every day.

    Is ineptitude really hate? No.
  • wrlifeboil
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    You guys need to realize that weapon damage in VR goes up faster than spellpower does. So yes, initially weapon skills will suck. But as the game 'unlocks' higher levels of gear, weapon damage will catch up and even outpace (especially for classes that can already cap weapon damage easily) class skills.

    Also, change all the "+armor" buffs to % instead of flat numbers so you can't armor cap in light armor.

    Much of the problems solved.

    ...hook, line, and sinker...
  • Bromburak
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    First we need to clarify the term melee because you always could use great class skills in melee. Nothing wrong with that ...

    If you are trying to say that equipped weapons with melee range have no good skills to offer i disagree. But i would agree to push the damage of stamina based weapons because it is very low in comparison to class skills.

    As long this is not improved there is no reason to play with 80% of the weapon skills from damage perspective.

    The only efficient stamina based DPS option is playing 2H or Fighter guild skills.

    Unfortunately thats it.
    Edited by Bromburak on May 26, 2014 6:02PM
  • CNDTrae
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    This would counter the arguement that DKs are OP, I guess.
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