CROW3 wrote: » I can’t remember, will trees act as cover to ranged?
Voeltz wrote: » Melee focused classes should have: -Better access to CC including hard CCs -More gap closers/speed buffs, maybe some attacks that are gap closers or have incorporated movement -More durability, whether that be higher base stats or from defensives skills
In the reveal video, some spells were able to slightly curve around obstacles including rocks/trees however hard LOSing (line of sighting) will not from what i watched anyway
Shabooey wrote: » In the reveal video, some spells were able to slightly curve around obstacles including rocks/trees however hard LOSing (line of sighting) will not from what i watched anyway I thought about this when I watched it, I hope there is some LOS, don't think it would be very balanced if range can just spam attacks even if you're behind cover. But don't think it will work like that will it? If they get their attack off when you're in the open and then move round cover I'm alright with the skill hitting you.
NiKr wrote: » Would definitely prefer if they did. No matter if tab or action.
hleV wrote: » A ranged class that's worse than melee class still has the range advantage.
Depraved wrote: » what is an rpg? what is a roleplaying game?
NiKr wrote: » CROW3 wrote: » I can’t remember, will trees act as cover to ranged? Would definitely prefer if they did. No matter if tab or action. This would most likely require a "dmg check at the end of the cast" instead of at the beginning though and I dunno which one Intrepid want to use.
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?
Azherae wrote: » Depraved wrote: » what is an rpg? what is a roleplaying game? It's not a MOBA. Yeah I know you're poking to have a semantic argument, so I'm setting it up so you have it with me to save the poor forum database. Won't someone please think of the Text Columns?
Depraved wrote: » Azherae wrote: » Depraved wrote: » what is an rpg? what is a roleplaying game? It's not a MOBA. Yeah I know you're poking to have a semantic argument, so I'm setting it up so you have it with me to save the poor forum database. Won't someone please think of the Text Columns? not semantics. im asking what are the characteristics that make a game an rpg