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How to balance ranged/melee in pvp

kazzman70kazzman70 Posts: 12 Arc User
edited June 2014 in Suggestions Box
Remove Nailed to the Ground on all ranged powers. Yup, I said it. Why should ranged be able to disable melee's mobility when they already have the upper hand with distance? Nailed to the Ground should be on Lunges only. If ranged wants to peel a melee off they can always fall back on CC or Force Geyser. Replace all the Nailed to the Ground on ranged powers with Crippling Challenge instead. Picking up Crippling Challenge with ranged sucks as is. :cool:
Post edited by kazzman70 on

Comments

  • sinistro1978sinistro1978 Posts: 280 Arc User
    edited June 2014
    kazzman70 wrote: »
    Remove Nailed to the Ground on all ranged powers. Yup, I said it. Why should ranged be able to disable melee's mobility when they already have the upper hand with distance? Nailed to the Ground should be on Lunges only. If ranged wants to peel a melee off they can always fall back on CC or Force Geyser. Replace all the Nailed to the Ground on ranged powers with Crippling Challenge instead. Picking up Crippling Challenge with ranged sucks as is. :cool:

    You do realize melee would destroy ranged if that was the case. Not only would melee be able to lunge and disable ranged's mobility with N2G, but they would also get to keep their travel power on 100% of the time while doing so. Lol, no. I do like the suggestion about crippling challenge on more ranged powers though. Actually going to suggest something similar on a separate thread.
    [SIGPIC][/SIGPIC]
  • crypticbuxomcrypticbuxom Posts: 4,620 Arc User
    edited June 2014
    If roots and snares were actually stronger and prevent ranged players from being able to run away so easily (sometimes faster then when not being snared because of some glitches) melee players would be able to catch up properly.
  • sinistro1978sinistro1978 Posts: 280 Arc User
    edited June 2014
    If roots and snares were actually stronger and prevent ranged players from being able to run away so easily (sometimes faster then when not being snared because of some glitches) melee players would be able to catch up properly.

    Last week was the first time time I had switched back to melee after On Alert. This quote is very, very true. That was one of my biggest concerns with the cc nerf - melee not being able to stick on their target long enough to be effective.
    [SIGPIC][/SIGPIC]
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