Theme is a valid reason to play melee over ranged.
In a purely tactical sense melee still lags behind ranged in many ways. Many fights put melee in greater danger thanks to proximity, and in most other fights melee does not enjoy the benefits of being able to line-of-sight and range dance in order to keep themselves alive. If a melee character wants to use los or range then they have to completely give up their offense as well. Running away to recover isn't as appealing to melee as it is to ranged because moving back into effective range for a melee usually means running at least a short gauntlet, often undoing whatever recovery they managed.
Currently the benefits to melee characters can be summed up pretty briefly and in a tactical sense to me don't feel like they make up for the significant downsides. I think that the melee role specifically could use some improvement to narrow the gap, to make a pun, between the two roles, as melee dps specifically is the role that feels these downsides the most. I'm interested in hearing ideas from people agree that the gap is too wide on how the situation could be improved.
If you disagree and think the situation is fine, great. I'm sure you'll say as much.
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2. Buff all the melee sets up to level of Dragon Claws
3. Done
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1) Reduce any melee-range aoe attacks to frontal cone or cylinder only. This way, it becomes the tank's responsibility to properly face the boss. It's also okay for not every boss to have a frontal cone/cylinder attack. :P
2) Random-target aoe mechanics (fire on the ground, etc) should either target ranged or support exclusively, or target melee with reduced frequency. Currently with random-target circles of bad (unless the fight requires silly stacking) if a ranged is targeted, 1-2 people have to move. If a melee is targeted, most of the melee lump has to move and may even be unable to attack for a few seconds.
If you're talking about just standard questing, I think they tried to do that through some of the melee-based offensive passives, like unstoppable with its damage reduction. Doesn't seem to work very well though.
I mean, I actually did this, when the cosmics were first reintroduced, my melee builds all included a gun so that I could shoot when it was inconvenient to me to try to get into close range (THE FLOOR IS LAVA!). I very much don't want to have to do this again in order to stop being spanked for choosing to punch stuff instead of shoot it.
I chose melee six or seven years ago when I made my characters, and I'd like to keep it that way.
Off the top of my head, I think a pretty decent way to go (not knowing how hard this is to implement) is to punish ranged characters when they don't do the job that they're best for. Like during Eidolon, what happens if one melee guy goes to attack the healy orbs, which takes more focus and effort to do as melee than it does ranged, and the thing doesn't die in time? Friggin' nothing to the ranged guy, who could have targeted and started attacking it way quicker than the melee guy who had to move all the way over there and put himself in danger by being close to the thing when it explodes. So the solution? Depending on your role, if you're Ranged Damage role, you do more damage to the thing the farther away you are, and take more damage from it if it explodes. This makes it so ranged don't just get into melee range to avoid taking a bunch of damage when they don't do their job, and rewards melee for getting in there and at least trying. Closer you are to the thing when it explodes when you're melee, the less damage you take from it. Farther you are, you take a crapload of damage. Maybe the explosion ignores tanks and healers, since they gots no bidness with these things.
Same goes for like, tombs at Kigatilik. When one of the tanks gets tombed, it's really up to ranged to focus on those things. Melee goes up there, they might get killed by Kigs' AoE attacks, and end up healing him. Double whammy. Ranged is safe from potentially healing him, so it's their job.
Punish the ones who didn't do their job correctly, not just who happens to be closest to the thing when it blows up.
And I'm not just saying this as an angry melee dude. I play lots of ranged characters as well, and I feel a lot more "safe" when playing as ranged. It feels like cheating. Oh, I don't have to worry about lunging through lava pits and can start DPS right away? Oh I don't have to touch WASD to take out that Frozen Tomb? Heck if I'm doing ranged AoE, I don't even have to change targets to help taking out that tomb? Oh I won't die if I pretend that green orb isn't there? Oh I don't have to wedge myself with a bunch of sweaty giant men while never knowing if I'm safe from breath or tail range? On top of that I can also get gear which rewards me for being farther away from my target? NEATO!
Melee generally does more damage then Ranged,
Melee hits more consistently, while Ranged is subjected to Accuracy, further away you are without charging/aiming shots, the less likely you're to hit your target,
Melee uses Stamina which regenerates overtime while Ranged uses Energy/Ammo/Other means of Energy production, which can deplete and requires to reload/recharge etc.
I take this quote from a review that I agree with.
"customisation is so linear; everyone is after the optimal dps:survivability ratio with 0 reliance on other players = autonomous gameplay... Players don't need each other anymore... which in my opinion is a bad thing."
There is also the fact that melee pound for pound tends to do more damage for the resistance avaiable without having to be overly relent on crits...mix in crits and things get intresting.
and on a side note, between the targeting arc BS, stacking energy increasing energy costs and the energy unlock not working propperly [it gives more energy from rec alone than it does with int and end combined] PA already has enough issues without getting its damage nerfed into the ground damage wise.
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Yeah some things are broken... no I don't use/abuse them.. where would be the fun in that?
I take this quote from a review that I agree with.
"customisation is so linear; everyone is after the optimal dps:survivability ratio with 0 reliance on other players = autonomous gameplay... Players don't need each other anymore... which in my opinion is a bad thing."
Melee powers should not self-root while charging.
These changes would be plenty for me.
Whoever you are, be that person one hundred percent. Don't compromise on your identity.
My fire character, for example, likes to be up close so as to get the most out of pyre. It's a short range attack and leaves a fire patch, so I would rather stand next to the villains and let them burn in that rather than run around using strictly 50'+ stuff.
Never mind that some ranged attacks root characters while they charge/maintain them.
What happens when someone starts charging/maintaining something and a villain charges in, or if someone else is kiting and brings a villain into my orbit right before it does something I "had no business" being in the AoE of?
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I think limiting the point blank AoEs and fixing the AoE on certain enemies would be a big help to some melee DPS.
Kigatilik, for example... The tanks can be up front doing their job and everything is going great, but then he uses an AoE attack on the tanks and it "leaks" onto some of the melee DPS.
That sort of thing shouldn't happen.
If he is attacking someone in front of him then the damage should stay in front of him.
Yeah, those characters were too close, but sometimes if "too many" melee DPS shows up space is at a premium, not to mention the fact that sometimes a character can be pushed into a space they did not intend to occupy.
That melee attacks have a 10' "range" should mean that those toons can stand further back if they have to, not that they should try to stay at 10' distance at all times.
or someone lunges past you, you can't always tab target, sometimes you have to click. range loses
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NO! YOU LEAVE PA ALONE!
PA operates on different set up and mechanics while having many disanvatages (Energy cost management, Toggle lock out, Targeting Arc)
And total resistance debuffs from Overpower + Hex of Suffering (-38% total) this way would be comparable with PA debuffs -34.5% per player. And Sorcery would be balanced with PA this way, since both deal 10K+. If you don't score more points on your PA toon, than any other kind of toons, and don't feel that PA is obviously OP, that means you built your PA guy wrong.
Letz consider another obviously OP power - Dragon Claws. This has nothing with energy hunger - oppositely, it provides Energy over Time on its own, yet deals way more than other Melee powers, that don't have such energy regenerating feature. These OP powers are result of inability of proper power balancing, and lack of knowledge of the most basic laws of arithmetic; there's no way to compete best built Archery setup and worst built PA setup, last one will win anyway. And this stuff in totally unacceptable in a game, based on customization, when some themes will stay behind the others, no matter how player built them, thus forcing them to play another themes in order to beat stuff like DPS checks & Eidolon's spheres.
1) Give the Brawler role an inherent durability enhancement. In keeping with the comics, say a 20% Dodge and Avoidance boost. (Spider Man, Katana, Nightwing, Beast, etc...)
2) Increase the resistance bonus of the Tank role. Possibly bonus resistance to DoTs. (Hulk not move 'cuz puny ground warm and squishy, HULK SMASH!)
3) Boost Crowd Control powers to the point they perform as advertised; you know, actually Control Crowds? I'm not asking to perma-stun bosses, but having effective, roots, slows, and interrupts (frequently found in melee attacks) would go a long way, particularly coupled with directed AoE attacks.
I do agree with limiting the quantity of 360 AoE nukes the bosses use, and swapping some out with cones/cylinders/Single target attacks. At least that way the ranged/support folks have a reason to pay attention to which way the boss is facing.
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Player-targeted effects get smaller the closer they are to the boss npc that spawned them, meaning that if it targets a player in the melee cluster it will be smaller and hence will not threaten as many of the melee players.
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at which point they are now RANGED.
I agree with Notyuu, a lot of the melee powers are slow. The windup ones especially. BY the time you've charged it, the enemies are dead, usually to ranged AOE attacks.
as for cost vs damage.
who was the person who suggested 'nerfing' Force cascade by giving it a small damage loss and a large cost discount.
Melee needs a time discount.
and I agree with the Boom circles, especially Eidolons. There needs to be less per melee. About 1 per 3 melee max.
Our tank was telling us to just take 3 steps back. OK for them there was 3 circles total their side. melee had a thick layer 4 deep to'step' out of.
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What the hell are you even talking about?
you missed ;
5.Lunges- where you go to lunge and the Mob moves and you stay in mid lunge, then go back.
or they die and same
or they move slightly out of range and bounce off them and back. dealing no damage.
or a slight lag and you lunge in place.
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http://www.championswiki.com/index.php?title=Console_Commands
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In guyhumual's defense, the Console Commands are badly, and possibly not at all, documented in game or through the official Cryptic resources. And honestly, many of them do not operate in anything resembling an intuitive fashion.
And no, the /cmdlist command does not qualify as in-game documentation. That is like expecting a day one UNIX user to know to use the MAN command without ever hearing about it.
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If not, make a new character (or when you do), go in and set up all your binds that you'd want your new characters to have. Then go to...I think it's HUD, the last tab (at work I can't pull it up to look EDIT: Checked. HUD it is.). At the bottom, SAVE UI. Then whenever you make a new character, hit LOAD UI and everything will be loaded up, including the binds that were there when you saved (includes things like window placement and control settings).
EDIT: Just to note, you CAN use this on existing characters, too, but you will wipe out any binds you have previously made on that character. So if you WANT it returned to this "personal default" state, it works great.
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1. Adding a lunge to melee powers would be nice imo. This would mitigate the dps loss of traveling between targets and open up build space for builds that otherwise require a lunge.
2. letting us charge melee powers outside of melee range was floated during one of the last melee reviews. Ame wasn't against it but never got around to it.
3. Letting melee role give a charge time reduction buff melee powers would be interesting.
4. CC resistance in melee role.
5. Bring back the old evasive maneuvers power (the one that goes forward and backward).
Ideally, I think the solution should help both pvp and pve.
PVP is starving without rewards
1. Please give us Daily PVP missions that reward Questionite.
2. Please give us an exchange rate between Acclaim and Recognition so that PVP has access to all "On Alert" PVE rewards.
Amazingly I don't have a werewolf character: if you got nemesis problems I feel bad for you son, but I got 99 heroes but a **** ain't one.
Technically I have more then 99 heroes, I have like 32 leveling charactersas well, but those other two facts are correct. Sorry about the joke, terrible I know, but how often does someone get to tell it?
Having some way of maintaining set ups I liked amongst that many toons was really a bother, but now that I know how to export my key binds it'll make life easier. I'm now curious if those commands MarkHawkman links can be save and then loaded as well. It's a bother having to load my key binds per character, but so long as the game remembers those settings it's a lot less work then having to manually put them in every toon.
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They all thought I was out of the game....But I'm holding all the lockboxes now..
I'll......FOAM FINGER YOUR BACK!
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Block timing explained
Epic Stronghold
Block timing explained