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?
Melee nerf idea
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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!
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.
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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. |
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Originally Posted by awesome sauce
from 20 feet
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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.
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.... 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.

