SmileGurney wrote: » The first issue I see in the group setting is that only 3 out of 8 base class archetypes are melee centred, and 1 of those 3 is built around stealth. That means melee users are almost always outnumbered and out kited.
Noaani wrote: » SmileGurney wrote: » The first issue I see in the group setting is that only 3 out of 8 base class archetypes are melee centred, and 1 of those 3 is built around stealth. That means melee users are almost always outnumbered and out kited. Well this is a misleading statement. I've never seen a game that comes even close to having an even spread of its classes. If there are issues with melee as you are stating (I have no reason to assume there are, or to assume there are not), starting off your post with such a poor comment does not help your case.
SmileGurney wrote: » Noaani wrote: » SmileGurney wrote: » The first issue I see in the group setting is that only 3 out of 8 base class archetypes are melee centred, and 1 of those 3 is built around stealth. That means melee users are almost always outnumbered and out kited. Well this is a misleading statement. I've never seen a game that comes even close to having an even spread of its classes. If there are issues with melee as you are stating (I have no reason to assume there are, or to assume there are not), starting off your post with such a poor comment does not help your case. Tank - melee class Fighter - melee class Rogue - melee (but stealth based) class Ranger - ranged class Mage - ranged class Bard - ranged class Cleric - ranged class Summoner - we dont' know, but as its a pet magic class, its likely going to be another ranged class That's 8. Which part here is misleading?
SmileGurney wrote: » That means melee users are almost always outnumbered and out kited.
Noaani wrote: » SmileGurney wrote: » Noaani wrote: » SmileGurney wrote: » The first issue I see in the group setting is that only 3 out of 8 base class archetypes are melee centred, and 1 of those 3 is built around stealth. That means melee users are almost always outnumbered and out kited. Well this is a misleading statement. I've never seen a game that comes even close to having an even spread of its classes. If there are issues with melee as you are stating (I have no reason to assume there are, or to assume there are not), starting off your post with such a poor comment does not help your case. Tank - melee class Fighter - melee class Rogue - melee (but stealth based) class Ranger - ranged class Mage - ranged class Bard - ranged class Cleric - ranged class Summoner - we dont' know, but as its a pet magic class, its likely going to be another ranged class That's 8. Which part here is misleading? You are missing the fact that there isn't an equal number of players playing each class. If you want to make comments like SmileGurney wrote: » That means melee users are almost always outnumbered and out kited. You need to be talking about how many of each character type (ranged vs melee, in this csse) is actually being played, not how many options there are for each. There could be 100 ranged options with 1 player playing each option, and 1 melee option with 100 people playing it. This would be the same amount of melee vs ranged, even though there is only 1% of the melee class options with this hypothetical than there are ranged options. Since generally players look first at the type of gameplay they want (tank, healer, caster DPS, melee DPS etc) as their primary consideration for selecting a class, the spread of melee vs casters is a reflection of the playerbase. The annoying thing is that you may well have a valid general notion here, you are just introducing it with a false premise - as opposed to many other posters that post nonsense introduced with a false premise.
Birqa wrote: » third: if you comment on someones post. try to be constructive and not condescendingly. we all want this game to become something great so lets not hurt each other for no reason.
Noaani wrote: » You need to be talking about how many of each character type (ranged vs melee, in this csse) is actually being played, not how many options there are for each. There could be 100 ranged options with 1 player playing each option, and 1 melee option with 100 people playing it. This would be the same amount of melee vs ranged, even though there is only 1% of the melee class options with this hypothetical than there are ranged options. Since generally players look first at the type of gameplay they want (tank, healer, caster DPS, melee DPS etc) as their primary consideration for selecting a class, the spread of melee vs casters is a reflection of the playerbase. The annoying thing is that you may well have a valid general notion here, you are just introducing it with a false premise - as opposed to many other posters that post nonsense introduced with a false premise.
SmileGurney wrote: » In competitive pvp you see barely fighters/rogues at all.
Uboon wrote: » I agree with the stated problem that PvP in AoC is more {stand-off & ranged & skirmishy} when compared to the more melee mix of PvP found in games like GW2 WvWvW. The problem is significant enough that 2 guilds I know of do not want Fighters and have very limited space for Rogues.
Noaani wrote: » SmileGurney wrote: » In competitive pvp you see barely fighters/rogues at all. Wait, in this very early version of the game where the classes aren't even fuly implemented up to the current level cap, let alone past it, where content is in no way resembling how it will be on live, where itemization is essentially non-existent - there are fewer people playing these two classes? .
SmileGurney wrote: » Noaani wrote: » SmileGurney wrote: » In competitive pvp you see barely fighters/rogues at all. Wait, in this very early version of the game where the classes aren't even fuly implemented up to the current level cap, let alone past it, where content is in no way resembling how it will be on live, where itemization is essentially non-existent - there are fewer people playing these two classes? . Why do you think this thread was created in the first place? It's nothing more than a comment about melee - ranged class balance, which for me mainly matters in the pvp setting. The class ratio comment is a side observation, and a possible source of extra pressure on melee users, beside their clear survivability issues in group pvp content. I have nothing else to say on this subject. I'm happy for you to disagree.
SmileGurney wrote: » I personally like the most the idea of introduction of passive talents which conditionally increase melee class physical and magic mitigations. This would work as a multiplayer, so basically 1 enemy player would increase mitigations by 5%, but then 5 in certain range around the player would increase it by 5% * x, where x is the number of enemy players in the engagement range (lets say 30 meters). I'm sure a lot of us have seen these ideas in other games, not even necessarily just MMOs. Numbers here are obviously nothing else but placeholders. This stuff should be crunched and balanced by the actual game designers. Other approach I have liked would be far more time intensive as it would require melee archetypes to get far more ranged based abilities.. So these classes can play more of melee/ranged skirmisher role, but with all this ranged damage pressure I doubt this would be enough by itself. It's just sad looking at fighters and tanks basically auto-attacking in group fights and waiting for that one perfect opening.
Volgaris wrote: » I don't like the idea of giving melee classes more range abilities, I think that's a cheap way out. I'd argue a better solution would be enhancing the skills from the tree to have different affects on players than on mobs. This helps so you're respecing for PvE to PvP to PvE all the time for one. And secondly you can adjust the skill as needed to balance either PvE or PvP without throwing the balance of the other off. PvP and PvE gameplay is just so different.
SmileGurney wrote: » Volgaris wrote: » I don't like the idea of giving melee classes more range abilities, I think that's a cheap way out. I'd argue a better solution would be enhancing the skills from the tree to have different affects on players than on mobs. This helps so you're respecing for PvE to PvP to PvE all the time for one. And secondly you can adjust the skill as needed to balance either PvE or PvP without throwing the balance of the other off. PvP and PvE gameplay is just so different. They might want also start with the melee combat in general. A lot of tanks, fighters and rogues, nevermind other classes simply don't see a reason to use melee auto-attacks in pvp or even pve.
Noaani wrote: » SmileGurney wrote: » Volgaris wrote: » I don't like the idea of giving melee classes more range abilities, I think that's a cheap way out. I'd argue a better solution would be enhancing the skills from the tree to have different affects on players than on mobs. This helps so you're respecing for PvE to PvP to PvE all the time for one. And secondly you can adjust the skill as needed to balance either PvE or PvP without throwing the balance of the other off. PvP and PvE gameplay is just so different. They might want also start with the melee combat in general. A lot of tanks, fighters and rogues, nevermind other classes simply don't see a reason to use melee auto-attacks in pvp or even pve. I mean, that is probably by design. The game originally wasn't even going to HAVE an auto attack. The fact that it is in but not necessary is the compromise that was made. If you want to do damage, you need to use an ability.
Birthday wrote: » Guys intrepid aren't ****. I appreciate the vent OC but this is well known and easy to see. Understand it's alpha, nothing as you see it currently will be the same as in full release.