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Check out Alpha Two Announcements here to see the latest news on Alpha Two.
Check out general Announcements here to see the latest news on Ashes of Creation & Intrepid Studios.
To get the quickest updates regarding Alpha Two, connect your Discord and Intrepid accounts here.
My thoughts on Ranged verse Melee feedback
Graill
Member, Alpha Two
So many differing issues have already been pointed out I will not rehash or repost them. I do have concerns regarding the ranged advantage.
Ranged combat is preferred right now, I tried both, range is far superior to melee in both survivability and overall fun. Range even feels better, even in this Alpha.
Survivability is not balanced in my opinion, there needs to be some added benefit to being in the face of an enemy tanking or being melee dps.
In a perfect world the person that gets the jump on someone should win, all things being equal. When players or mobs meet in open combat, superior tactics and weapon use should determine the outcome, not because one has the opportunity to attack at range, retreating, running, or kiting and inflicting damage until the melee can finally close.
In groups the dynamic is that range is support as it always is and melee close to do the main damage, that is how militaries work. Solo, range should have some advantage but not to the point they can kill easily at will with little to no repercussions.
I have seen many threads stating healers should be able to do damage on par with melee or current ranged, this is a bad idea. Any damage that healers do should be minimal.
If this game can get the combat to something like The forgotten realms I could see subbing to this game. As it stands ranged magic, archery, all overshadow anything melee can do.
Right now melee is simply a door/wall to keep mobs out while ranged kills the mobs/players.
On a side note, mage AOE needs to damage everyone and everything at the same rate. Healing AOE, unless lore specific to NPC mobs, needs to heal everything that is capable of being healed, lore restrictions/death magic being applied correctly.
The best example I can give for "balance" in certain situations is again, the Forgotten Realms combat, Drizzt Do'Urden and Raistlin Majere, two EXTREME hero level examples, but the combat always felt good when reading it. That said, reading and playing a game are nothing alike, but the pace and balance and shortcomings were something I appreciated in the books.
Just my thoughts on combat in this Alpha.
Ranged combat is preferred right now, I tried both, range is far superior to melee in both survivability and overall fun. Range even feels better, even in this Alpha.
Survivability is not balanced in my opinion, there needs to be some added benefit to being in the face of an enemy tanking or being melee dps.
In a perfect world the person that gets the jump on someone should win, all things being equal. When players or mobs meet in open combat, superior tactics and weapon use should determine the outcome, not because one has the opportunity to attack at range, retreating, running, or kiting and inflicting damage until the melee can finally close.
In groups the dynamic is that range is support as it always is and melee close to do the main damage, that is how militaries work. Solo, range should have some advantage but not to the point they can kill easily at will with little to no repercussions.
I have seen many threads stating healers should be able to do damage on par with melee or current ranged, this is a bad idea. Any damage that healers do should be minimal.
If this game can get the combat to something like The forgotten realms I could see subbing to this game. As it stands ranged magic, archery, all overshadow anything melee can do.
Right now melee is simply a door/wall to keep mobs out while ranged kills the mobs/players.
On a side note, mage AOE needs to damage everyone and everything at the same rate. Healing AOE, unless lore specific to NPC mobs, needs to heal everything that is capable of being healed, lore restrictions/death magic being applied correctly.
The best example I can give for "balance" in certain situations is again, the Forgotten Realms combat, Drizzt Do'Urden and Raistlin Majere, two EXTREME hero level examples, but the combat always felt good when reading it. That said, reading and playing a game are nothing alike, but the pace and balance and shortcomings were something I appreciated in the books.
Just my thoughts on combat in this Alpha.
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