Shabooey wrote: » It's always hard to balance that in large scale PvP, slightly easier in smaller scales as melee can more easily close the gaps. I think one balance issue (I don't know how this works by the way) is how they are going to limit roll dodge. I've seen in the streams there doesn't seem to be a resource for it? Is it done on a specific number you can do or something? If it's not I can imagine range just rolling away from engagements.
Boneshatter wrote: » My question applies to pvp just as much as it applies to pve. In a castle siege what does a fighter bring that would make people want to bring them instead of just another mage or archer on the wall? When fighting that cyclops boss (from the live stream) that was running all over the place what could a rogue provide that wouldn't be better served by more ranged. Its a very general question and not exclusive to any particular content.
George_Black wrote: » Boneshatter wrote: » My question applies to pvp just as much as it applies to pve. In a castle siege what does a fighter bring that would make people want to bring them instead of just another mage or archer on the wall? When fighting that cyclops boss (from the live stream) that was running all over the place what could a rogue provide that wouldn't be better served by more ranged. Its a very general question and not exclusive to any particular content. I dont know if you played L2, in which there were castle sieges, but just like in reality, there are stages of war/battle and strategies. Rightly so archers should be strong on the walls, just like fighters should be strong indoors and narrow places (CC lockdowns) and rightly so tanks must initiate every change on the battlefield. I want to see situational buffs to archetypes, like fighters and archers having a sparta-kick ability to throw people of the walls and into the chaos of battle.
Boneshatter wrote: » George_Black wrote: » Boneshatter wrote: » My question applies to pvp just as much as it applies to pve. In a castle siege what does a fighter bring that would make people want to bring them instead of just another mage or archer on the wall? When fighting that cyclops boss (from the live stream) that was running all over the place what could a rogue provide that wouldn't be better served by more ranged. Its a very general question and not exclusive to any particular content. I dont know if you played L2, in which there were castle sieges, but just like in reality, there are stages of war/battle and strategies. Rightly so archers should be strong on the walls, just like fighters should be strong indoors and narrow places (CC lockdowns) and rightly so tanks must initiate every change on the battlefield. I want to see situational buffs to archetypes, like fighters and archers having a sparta-kick ability to throw people of the walls and into the chaos of battle. All right! Your vote is that melee (particularly fighters) should have ample crowd control. Now the discussion is getting somewhere. Thank you.
Boneshatter wrote: » MMOs have historically had a tough time balancing ranged and melee dps because of the inherent advantages that ranged have. They can attack sooner, have better target uptime, have to move less, can spread out to minimize directionals, and even use the environment to make themselves difficult to attack. I thought it would be a fun discussion to hear what some of you would like to see in Ashes in an effort to keep both dps types viable and desirable. These are some of the things I've seen games do to varying degrees of success: -making melee much tankier than ranged through better armor, better defensive cooldowns, or more health -making melee so mobile that uptime is rarely interrupted -giving melee some decent ranged attacks to use when they can't be on target -giving melee DOT effects to counter the lost uptime -making melee damage profiles very bursty to lessen the loss from movement -making melee just do more damage assuming some of the damage will be lost from movement -giving melee strong party buffs (not likely with a bard class around) -giving melee a number of status ailments like slows, stuns, etc -making ranged so immobile that when they do have to move it hurts them a lot So, what types of things have have y'all seen that did or didn't work? What would you do?
Rivalzs wrote: » Boneshatter wrote: » MMOs have historically had a tough time balancing ranged and melee dps because of the inherent advantages that ranged have. They can attack sooner, have better target uptime, have to move less, can spread out to minimize directionals, and even use the environment to make themselves difficult to attack. I thought it would be a fun discussion to hear what some of you would like to see in Ashes in an effort to keep both dps types viable and desirable. These are some of the things I've seen games do to varying degrees of success: -making melee much tankier than ranged through better armor, better defensive cooldowns, or more health -making melee so mobile that uptime is rarely interrupted -giving melee some decent ranged attacks to use when they can't be on target -giving melee DOT effects to counter the lost uptime -making melee damage profiles very bursty to lessen the loss from movement -making melee just do more damage assuming some of the damage will be lost from movement -giving melee strong party buffs (not likely with a bard class around) -giving melee a number of status ailments like slows, stuns, etc -making ranged so immobile that when they do have to move it hurts them a lot So, what types of things have have y'all seen that did or didn't work? What would you do? You call this balanced? 💀