CROW3 wrote: » @Sathrago - I like the idea. For the bow I would love a 'stave smash' or somesuch that would knock a mob back to give me an extra second or two to switch to sword and shield. I can't remember, but I think there are minimum distances for ranged weapons, so this would be in line with that tactically.Edit: Yep, here's the wiki entry for minimum distances applied to rangers. I'd be interested to know whether this might apply to bows in general.
Denahi wrote: » I am all for this suggestion, it would add some variation to ranged combat and not make them completely fragile in close quarter combat. I also think that there should be a visible knockback to any mob or player that gets hit, with the enemy having a realistic effect of stumbling backwards, that would put some distance in between you, enough to give you room to switch weapons or position.
Denahi wrote: » I agree but I envision it as part of the ranged toolkit, only as a slight knockback for enemies that gets too close. I think that it should be a standard animation based off of the premise that the auto attack changes into a slight knockback when we automtically hit the enemy that's gotten too close with the hilt of the staff or using our bow to knock them off balance instead. It's still sort of a "Ah shit" effect, making it into a augment for a brief snare, feels like overkill, but I support your idea, I just want it to be a core element of any ranged attacks.
Denahi wrote: » How about giving it a cooldown then, realistically the character would tire having too swing an impractical weapon as a staff or a bow continously. Besides if you as a ranged fighter is in a predicament where more than 1 melee fighter has gotten close, it's difficult to fend of even one of them and creating some distance, I think it's very reasonable for anyone who's using a ranged weapon.
Lejee wrote: » i could imagine it switching your weapon gear from melee to range (vice versa) and by that also augumentig your skill bar in a less effective set (due to beeing out of your comfort zone). it would also balance the skill weight, like a ranged will have the upper hand till the melee reaches him then the adcantage switches and the ranged has to decide if he should try to gain distance or to risk it to finish the melee in close combat.
Sathrago wrote: » I have never really been a fan of games that allow for weapon swap... because what stops melee oriented characters from bringing a ranged weapon until they get into melee range?
CROW3 wrote: » Sathrago wrote: » I have never really been a fan of games that allow for weapon swap... because what stops melee oriented characters from bringing a ranged weapon until they get into melee range? That's really interesting. I have the exact opposite opinion. I loved that my warrior tank could engage with a bow before charging in with a sword. I don't agree with the flip side of this argument either: that a ranger shouldn't be able to engage with a sword because it's a ranged class. That feels really stifling and awkward to me. Not saying that a warrior is necessarily as proficient with a bow as a ranger (depending on augments), or that a ranger is necessarily as proficient with a sword as a warrior (depending on augments). Having the freedom to be versatile in combat is crucial to me.
HumblePuffin wrote: » Sathrago wrote: » I have never really been a fan of games that allow for weapon swap... because what stops melee oriented characters from bringing a ranged weapon until they get into melee range? I personally enjoy that aspect as long as it’s balanced to be a less effective form of damage for melee due to lack of proficiency. We only have the tank to go off of currently but they seem to have enough ways to consistently close the gap so would probably prefer to close the distance, but then they also have a way to get in some damage as they are kited. Depending on the amount of CC in game, playing melee vs ranged can be absolutely painful at times. Knowing when to/actively switching to ranged adds a higher skill ceiling into the game in my opinion.