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To get the quickest updates regarding Alpha Two, connect your Discord and Intrepid accounts here.
action combat melee vrs ranged auto aim balance
xMrWoolf
Member
consdiering ranger can attack while moving-jumping-running away with auto aim and homing projectiles how will you balance action combot melee classes to be able to compete? lets take a rogue as an example in stealth he is still visible and the ranger can just stay away and possibly hit him out of stealth id imagine? how will the rogue catch the kiting ranger or out play them if they dont even need to worry about aiming? does shooting slow down their movement speed? if the rogue has a gap closing ability id imagine the ranger has abilties to escape? so they cancel each other out.
2
Comments
so for a siege 250 v 250 range only then?
Aren't we all sinners?
Rogues tend to be fast in combat (running speed and higher DPS) so i wouldn't worry too much about someone trying to kite me while playing a Rogue.
I might be wrong tho... Someone please correct me if i am wrong xD
Drinking refreshing snowflakes tears
We know there pulls,stuns and charges so there a decent amount of skills to lock people from kiting but we will have to see how thing play out.
Im glad we didnt see any hard CC on the ranger so far tbh i dont think ranged dps classes shouldnt get access to hard CC. hard CC should be for melee combat to help against kiters and support classes with lower dps like a offensive control mage/support.
Usually what happens is melee are given a lot of gap closers or better burst to try and make them competitive.
We'll have to wait to see what they have in mind. From what I've gathered of their rock-paper-scissors philosophy; I expect rangers to be good against mages because mages are aoe and squishy, melee to have the burst and gap closers to take out rangers, and mages to have AoE to take out melee? Something along those lines.
It's too early to be able to tell how it'll play out. If mages are very mobile with teleports and whatnot to counter melee gap closers, and Rangers don't have similar tools, it could work, because mages could escape melee with their teleports but it won't be helpful against a ranger.
Melee it looks like trash especially a warrior. I play the warrior class/melee in every mmo I play.
Personally I think melee should receive some PVP buffs against ranged classes like 1.5x damage.
First off, it's Fighter, not Warrior. But I'm sure that's just an honest mistake.... right?
Second, you'll have to expand on that, cause it doesn't seem like anyone else agrees in your fervent distaste of it.
From the melee showcase we got, which was showcasing 2 skills from a Fighter/Fighter class, which aspects didn't look good to you?
Before you answer do keep in mind that that was more of a way to ask for feedback than it was: "this is a lock for what the Fighter archetype is as a whole"
We havent seen anything other than 2 skills, action combat skills at that.
The combat from alpha 1 is not the final product.
0dbea148-8cb8-4711-ba90-eb0864e93b5f
And im not sharing
Drinking refreshing snowflakes tears
Pineapple does not belong on pizza!
Drinking refreshing snowflakes tears
As an Italian, I can confirm that if you put pineapple on pizza you will be hunted, drawn and quartered worse than if you were a filthy Tulnar.
A melee 1.5x buff would be a bit much imo, clerics will get wrecked too easily. There's lots of things they could do, off the top of my head bard buffs for reduced projectile damage or magic damage would be a good idea.
That way a melee and ranged can still duel 1v1 and it'd be competitive, but in larger groups 6 Rangers can't delete a target every couple seconds if they assist each other. The issue in larger groups is ranged assisting each other, so support being a counter makes sense.
I feel like this is the first time I disagree with you.
LMAO
putting pineapple on a pizza is like debuffing yourself, dropping your gear and deleting your character
Drinking refreshing snowflakes tears