Melee nerf idea
awesome sauce
Both melee classes, in my opinion, are slightly overpowered. Their damage is higher than those of others because it is easy to escape. However, its not as easy as it should be. Warriors and assassins, as shown below, have the ability to somehow hit you while you are running even with a considerable distance between you. This should be stopped. They should be able to hit you when you're stopped and they're right next to you, not while running with 20 ft of seperation. Thoughts?
Hidden in the Mist
/Notsigned.
Use Guardian before kiting with Reversal of Fortune. The only reason the warrior is hitting you is because he had a speed buff.
Use Guardian before kiting with Reversal of Fortune. The only reason the warrior is hitting you is because he had a speed buff.
awesome sauce
That's not the point, he's way far behind me and still hitting me.
scrinner
Thats just GUI related.. The server knows he hit you even though you might have taken a few steps within seconds of the hit. It might look like he didnt you you, but he has hit you. Also remember half the time your running you wont get hit.. Warriors and Sins are much more balanced now. Stop complaining about them being overpowered, if you think that, then you should just find a counter to that.
Moral: Builds ftw!
Moral: Builds ftw!
BrotherGilburt
If they could hit you while you were running that woyuld be so unfair. Its not a glitch or any problem in the game. As scrinner they only hit you half the time when you run.
/notsigned There is no probelm here...
Brother Gilburt
/notsigned There is no probelm here...
Brother Gilburt
actionjack
The "teleporting attack" is still around? Havn't try PvP for while, but that problem was around long time before. I think there is something about lag, or just the coding, that is causing the issue.
But that does not mean melee need to be nerf. Just request such thing to be look at and possibly fix in the future.
But that does not mean melee need to be nerf. Just request such thing to be look at and possibly fix in the future.
awesome sauce
Quote:
Originally Posted by actionjack
The "teleporting attack" is still around? Havn't try PvP for while, but that problem was around long time before. I think there is something about lag, or just the coding, that is causing the issue.
But that does not mean melee need to be nerf. Just request such thing to be look at and possibly fix in the future. |
The Real Roy Keane
I can see this getting closed, there's nothing wrong with melee mechanics whatsoever.
scrinner
Quote:
Originally Posted by awesome sauce
from 20 feet
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TadaceAce
The only reason your picture is feasable is because melee chars stop to attack. Ok lets make it so melee chars don't stop to attack and have perfect pathing so kiting becomes non existant!
Kijik Oni Hanryuu
lol to the OP, "sniff sniff stop the melee'ers they're hurting me ZOMG!" wow this has absolutely no backing, and do you even know what 20 feet in game is?
Alcazanar
i thought they needed a buff? :S
anyways there is nothing wrong see this
should really get closed
anyways there is nothing wrong see this
should really get closed
NatalieD
It's just a graphical oddity due to the way the game handles melee attacks and movement. I'd be happy if they fixed it all up to look better, but they shouldn't change anything about what actually happens.
sixdartbart
Oh for gods sake yes please nerf melee characters.
Everyone knows that the hundreds of ways to shut down a warrior isn't really enough
Everyone knows that the hundreds of ways to shut down a warrior isn't really enough
Guardian of the Light
/notsigned
I'm kiting Warior!
I'm Blinding Warrior
I'm slowing down warrior and kiting
I'm using a stance
...
Too many counters for those poor warriors that now the Palis don't stand a chance.
I'm kiting Warior!
I'm Blinding Warrior
I'm slowing down warrior and kiting
I'm using a stance
...
Too many counters for those poor warriors that now the Palis don't stand a chance.
carnivore
As everyone has said, the gap between you and the warrior is because of the way the game process melee hits. For instance,
You start kiting said warrior, he sprints after you to catch up, when he catches up his attack animation starts causing him to stop. However, you are allowed to keep moving, so as his animationi winds up you are able to put distance between you and him so it looks like he hit you from far away.
Melee doesnt need to be nerfed. Especially in 4v4 since there is so much warrior hate and no way for a warrior to counter it by himself without becoming horribly ineffecient.
You start kiting said warrior, he sprints after you to catch up, when he catches up his attack animation starts causing him to stop. However, you are allowed to keep moving, so as his animationi winds up you are able to put distance between you and him so it looks like he hit you from far away.
Melee doesnt need to be nerfed. Especially in 4v4 since there is so much warrior hate and no way for a warrior to counter it by himself without becoming horribly ineffecient.
Liu
I really, REALLY don't see a problem with this. Proposing a change is a foolish propostion....
Malice Black
lol omg ANOTHER "nerf this because im not skilled enough to counter" thread
melee chars are easyyyyy to pwn
slow - mass degen - dead
melee chars are easyyyyy to pwn
slow - mass degen - dead
Zui
This is because they stop to swing, and you keep running. They need to be adjacent to start swinging.
/notsigned due to any melee nerf is not needed, and there was absolutly no clear idea presented by the OP as to how to nerf melee.
/notsigned due to any melee nerf is not needed, and there was absolutly no clear idea presented by the OP as to how to nerf melee.
awesome sauce
.... stop flaming I already cleared this up... I don't want it to be "nerfed" I just want this bug, or whatever it is, to be fixed if at all possible. "Nerfed" was a bad word to use in the original post I suppose, because it was misinterpereted and brought out all the arrogance-ridden flames . I know that you "pwn" and are "leet" and can take down melee "So easy", I never said reduce the damage or anything like that. Deleting this thread would actually be a good idea, as it lost all value after the first few posts.
shardfenix
1: Stop crying
/notsigned for nerfing the mechanics of melee combat.
2: You're right, assassins are overpowered. Their disadvantage is that they can't kill you if you...kite. Or if you're near an ally, horns of the ox doesn't knock you down.
3: Hammers are broken. 150 damage on a crushing blow is just rediculous. I have seen monks die in team arenas with 3 hits from a hammer war. No one build should be able to outpower any caster class in 4 seconds, while it prevents them from kiting.
/notsigned for nerfing the mechanics of melee combat.
2: You're right, assassins are overpowered. Their disadvantage is that they can't kill you if you...kite. Or if you're near an ally, horns of the ox doesn't knock you down.
3: Hammers are broken. 150 damage on a crushing blow is just rediculous. I have seen monks die in team arenas with 3 hits from a hammer war. No one build should be able to outpower any caster class in 4 seconds, while it prevents them from kiting.
Mistermagoo
I say give the tanks more armor, more health, give us a hell of a challenge in pvp. Easy enough to kill as it is.
Hockster
It's no different than when a caster starts a spell and the target moves out of range. The spell still goes through.
BahamutKaiser
Teleporting can't be used to advance enought to even be mentioned, let alone the fact that it only gets you to the target, only one teleport helps the Assassin chase as well.
This thread underscores the value of a water elementist, 66% speed reduction is more than any speed buff can overcome, and multiple Ice attacks make it nearly futile to remove Ice Hexes. The only problem here is lack of recognition for available counters and proper use of them. Ward agains't foes, Deep Freeze, and traps, can make a world of difficulty for even groups of melee units, including Touch Rangers. If that isn't consistant enough for you than mix caltropes and Return to your build from Assassins Shadow Arts Attribute, it is certain to make your average unit almost more than difficult to catch.
We also have balanced stance and Ward of Stability to counter knockdown builds, going without is accepting weakness, your vulnerable to those attacks because you chose not to counter them, not because balanced counters don't exsist for melee.
The games balance doesn't revolve around what you use, what is available does.
This thread underscores the value of a water elementist, 66% speed reduction is more than any speed buff can overcome, and multiple Ice attacks make it nearly futile to remove Ice Hexes. The only problem here is lack of recognition for available counters and proper use of them. Ward agains't foes, Deep Freeze, and traps, can make a world of difficulty for even groups of melee units, including Touch Rangers. If that isn't consistant enough for you than mix caltropes and Return to your build from Assassins Shadow Arts Attribute, it is certain to make your average unit almost more than difficult to catch.
We also have balanced stance and Ward of Stability to counter knockdown builds, going without is accepting weakness, your vulnerable to those attacks because you chose not to counter them, not because balanced counters don't exsist for melee.
The games balance doesn't revolve around what you use, what is available does.
Zui
Quote:
Originally Posted by shardfenix
3: Hammers are broken. 150 damage on a crushing blow is just rediculous. I have seen monks die in team arenas with 3 hits from a hammer war. No one build should be able to outpower any caster class in 4 seconds, while it prevents them from kiting.
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Descent players don't get uberpwned by hammer warriors like you're suggesting, only bad players, like those who constantly get rolled by IWAY...
You're pretty offbase with assassins too... Perhaps you should add a 4 and make it about how touch rangers are 1337 and need to be nerfed?
Doomlord_Slayermann
Quote:
Originally Posted by Zui
Right... This is why blinding flash, draw conditions, mend condition, protective spirit, warrior hate hexes and so on exist?
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Kijik Oni Hanryuu
hehe, flllllllaaaaaaaammmmeeeeeeee atttaaaccck, lol I need to go to sleep I am getting bored, anyway on topic, there are many times where my sin was chasing down someone particularly a tank, and I would throw up GPS it would do the hitting animation, and it would hit but the guy would be a ways ahead of me. Also I have used teleportation skills a number of times to cathc up like this, I hit em with GPS, they run, I AoD and HoO them, then FS and TF, GG.
Lets Get to Healing
Snare
Blind
Blocking and Evading Spells
Kiting
Now, Lets get to nerfing rangers. i mean come on! They shoot arrows from WAY TOO FAR!
Blind
Blocking and Evading Spells
Kiting
Now, Lets get to nerfing rangers. i mean come on! They shoot arrows from WAY TOO FAR!
Nevin
Thats just animation lag. The second you made contact he hit you, the swing happens afterwards.
The milk shake
/notsigned, if they were to nerf melee, they might as well nerf everything else, like spell interrupts, boon prot, protective spirit, and even traps
Seissor
theres like a tonne of cheap easy skills to block and evade or blind ur foe or make them miss, theres only like 1-2 to evade spell damage
/notsigned
blood spike > iway
/notsigned
blood spike > iway
Arkantos
theres no problem here. This is what happens: He's RIGHT behind you, stops to hit but you keep moving. If anything its unfair to melee. You can keep running but we have to stop. You have the advantage unless their using a speed boost like sprint.
makosi
/signed.
Warriors DO NOT have to be close to hit you. I always considered it a bug but its part of the game mechanic. And yes, you can kite but that means you can cast shit because your running. gg.
Nobody will approve of this fix because they love their wammos.
Warriors DO NOT have to be close to hit you. I always considered it a bug but its part of the game mechanic. And yes, you can kite but that means you can cast shit because your running. gg.
Nobody will approve of this fix because they love their wammos.
curtman
/notsigned. If any thing the assassin should have a slightly faster attack speed. As mentioned earlier, it is animation lag.
The hit is registered based on the position and then rendered.
Also if melee was nerfed like this, melee classes would not pvp. That means more touch rangers. If you have a problem with melee classes, then stay in the back where every nonmelee class is suppose to be and should be.
The hit is registered based on the position and then rendered.
Also if melee was nerfed like this, melee classes would not pvp. That means more touch rangers. If you have a problem with melee classes, then stay in the back where every nonmelee class is suppose to be and should be.
nomercy
/notsigned
learn2play
learn2play
ZenRgy
I agree with it's the server / client delay. Stop crying, most monks I see in RA are quite hard to kill without using a skill like warriors cunning, healing touch + guardian pretty much keeps us at bay. You're playing a monk expect to be jumped, and tbh you should be healing rather than running.
/notsigned
/notsigned
Aera
If you want to make the melee class pointless, do that. Kiting works well enough as it does now, if you change it, all you have to do is run a bit and you won't get hit...that's a bit ghey don't you think?