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Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.
Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.
Our quickest Alpha Two updates are in Discord. Testers with Alpha Two access can chat in Alpha Two channels by connecting your Discord and Intrepid accounts here.
Range Class frustrations
ArchivedUser
Guest
This is an issue that bother me on every mmorpg. Character/Classes that are supposed to be ranged, don't have actual range.
On almost all, if not all mmorpg's, a ranger, be it a mage or a hunter is easily aproached by a melee fighter with some skill.
Ranger are supposed to fight from far away, not from the same distance as melee fighters.
So this is an issue that I ask you about, hope to get an answer from development...
Much Love to you all.
On almost all, if not all mmorpg's, a ranger, be it a mage or a hunter is easily aproached by a melee fighter with some skill.
Ranger are supposed to fight from far away, not from the same distance as melee fighters.
So this is an issue that I ask you about, hope to get an answer from development...
Much Love to you all.
0
Comments
its been discussed before, but i definitely see you point. The only hallmark is the Action-Combat ability shown in PAX Pre-Alpha Tutorial Video where it shows the Ranger jump-rolling back then releasing a ... " feint-shot ".
Because of this is PAX Pre-Alpha, more abilities could definitely be added that better conveys the Ranger . But everything we've seen on the PAX Pre-Alpha is not permanently staying.
Why not mention some ideas you have ? I hear that Devs do read the Forums
Ironic that you asked that - i mentioned something similar to it in my 4th post in this Thread
https://forums.ashesofcreation.com/discussion/35797/classes-balacing-64-classes-and-classes-preview#latest
Honestly though, I'm not sure. I guess we'll have to see Intrepid Initial Idea of the Close-Range Class ( Fighter-Archetype )
But that is why you have anchor, pull, push, gapmaker, gapcloser, root and speed counterplay mechanisms.
Roll, Block, Absorb, Deflect, Reflect skills are also useful.
Or do you really expect to kill all short range players without them having the ability to respond in any way ?
There are many ways, besides the basic ability we see in all mmo, which is a dash or a pull, there could be many other skills such as defensive and stealth.
Anyways, giving more range to mages and hunters, is something that needs balance, so melee don't be at a disadvantage.
This is why i am bringing this up.
Regarding "realistic" range i would like to know how far a fireball goes in the real world. Also i doubt you can accurately hit a human moving unpredictably with bow and arrow reliably. Basically i'm saying there is not really a point to argue with realism in video games.
If you want a class that has really long range but is balanced by auto loosing in melee combat, more power to you. I personally would not enjoy such a class a all.
I'm hoping Ashes will add much more skills to classes than what is seen at PAX and then things would be OK.
If ranged classes would remain only with 1 movement skill (with CD) then this would indeed be a big problem for them.
Now re-curves are good about 20 to maybe 30 yards. Again we are talking modern materials and arrows.
Historically the English longbow could go 200 yards but it was also 6.5 feet in length ( strung) so i hope your not a dwarf ranger trying to use that. or anyone trying to carry it in a dungeon, Forrest or well anywhere but a city.
But if your short the cross bow is an option since your arms are not long enough to even pull that 6.5 foot monster back ?
Most games show a re-curve bow so yea i think 30 to 40 is a little far for what they are supposed to be able to accomplish 20 yards probably be more realistic against a plate or mail wearer maybe 40 yards against a cloth / leather wearer ?
I completely understand why melee needs to be balanced against range in a "Game"
But there is a reason armies carry guns with knives only for back up.
Yes I play range because I want them dead "BEFORE" they reach me. I don't want to fight fair, I want to live.
Some CC skills are of course necessary for running/ keeping a distance, but shouldn't be there so you can 1v1 a melee fighter.
And since we will not have that, then the game will be most fun if classes are balanced, and 1 vs 1 fights depends on player skill, and not on what class you play.
Having class A auto win class B (in 1 vs 1), B auto win C, and C auto win A is just so dumb game play that I would never touch Ashes with a 10 foot pole if it will be like that.
It is impossible to balance 100% perfectly, and no one is asking for that.
It is very possible, however, to balance 95% super close.
http://aocwiki.net/Ranger (sample of skills from PAX and Alpha 0 shared on the latest stream).
I'm curious to see how various weapon types will influence ranged classes, particularly Ranger - because I can not imagine it without a bow.
In addition Ashes of Creation is about offering players a variety of options when it comes to customizing their character. From augmentation, to skill trees, to weapon choice etc so I imagine we will see very varied types of Rangers (close and long range). In saying that the ones that are close range I imagine will be purposefully built that way because its the preference of the player. Its not a forced choice (that goes for all other classes!).
Pretty excited to see what the players can do!
High DPS, mobility (teleport), freezing targets, immunity from illusions, and add an extra mitigation from secondary archetype, and boom, you got yourself a killer.
If I'm a ranged class, I expect to have a range of 50m to 100m on target as "area" ranged. If I'm for example a "sniper" ranged, I expect to have a range of 100m-300m on target. "Area" ranged should have medium duration cool downs, "sniper" ranged should have long cool downs on heavy hitting abilities.
A good melee will simply work on his gap closing as a matter of "timing" and "damage mitigation".
I don't like ranged turning out to be nothing more than a character that can't target anything more than 35m away - and can't defend himself against a target with instant closing abilities.
Give ranged "range" - but with tradeoffs on cool downs for heavy hitting abilities.
=8-)
EDIT: Don't condition yourself as to what the Modern industry has lead you to believe. Rather, think outside-the-box & what could be.
( If not .. its just going to feel the same stuff we've seen before )
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- 64 Different Archetype sounds amazing, but how much of a difference will it be ?A Drastic Change or unnoticeable change ? Will each Archetype-Blends have different Abilities ? Or just a difference in Text ? Will the Ability Animation(s) change ? or just a small change the Ability Description " ?
Because when i think think of the Different Archetypes-Blends ... I'm en-visualizing an entirely different Overall-Class that varies drastically from other Archetype-Blends of that same Primary-Archetype ( including Secondary-Archetype ) extraordinarily from one another.Because so far ... its just seems to be a Ability Description change with the potential of Ability Animation(s) change(s).
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On another note, " kiting " does not have to exists in Ashes of Creation. They could instead be replaced by Action-Combat/ Hybrid Action-Combat. I don't mention Tab-targeting because that's how Kiting started
- Whilst using Tab-Targeting, Long-range basic attacks behave like a Heat-Seeking-Missile, avoid any Close-Range via Movement impairs and exploiting dumb NPCs' A..I.
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Instead, just replaced the constant need of pressing WASD ... with Adaptive-Action-Combat Abilities all being unique to each Archetype. But not Spammy like KingdomHearts' Dodge Roll Spam( For those who played it ... you know what i mean xD)
Someone mentioned how melee handles attacks from an archer. Use armor? Find cover? Have archer/mage teammates? Send in your war dog? Carry a crossbow? A under equipped tank should die if they simply try to close the gap.