I will try my best here to explain the anxiety I see and hear from others and including myself, to the Dev team, as we have had to deal with a stacked light class for the last 6 months.
“Will it change from the current ranged lights being completely broken and the idea that all that’s happening is a Horizontal Nurf with Shirking Fortify to all and all that will happen now is the Musket just replaced with Bow & Firestaff instead, resulting in the same thing we have had to injure for 6 months”
I’m afraid to say unless there is a significant and meaningful full loss of damage from the fall off over distance, it will just be the same for another 3 months.
I understand this late attempt, probably due to wanting to add value and reason to current and
potential returning players, Season 1’s Marketing campaign. A painful deliberate and tactical delay for all of the people who choose not to play an FPS tactile shooter but end up being in one!
The system is unbalanced because you have a class with both Mobility & Ranged DPS with no real fall-off of damage. Unless now in Season 1 the medium class can 1 tap lights with a ranged weapon?
We already have 0 Con or low Con players not giving an F because they are already playing the style, remaining at a distance using their damage and rolling away to regroup with other like-minded players and EAT SLEEP REPEAT shooting PvPers like their NPCs and so will just be more tentative remaining in their safe zone. Tapping out heavies whose only defence is to hide like penguins in large groups.
So do I believe the Devs are capable of a good balance? Maybe… If it carries on with a class having mobility Damage with no significant drop-off, I can’t imagine it will. Thats based on your lack of attention and or action on the most obvious of problems.
I’ll be constructive and offer my idea of a better balance as this isn’t a moan, it’s to address the fear of no change from AGS addressing the balance issue and ideas for a solution if its not addressed in Season 1.
With the intention of PvP weight class distribution being equal across the player base, making all classes of equal value and inturn I have considered this as an option.
*** Heavy class:**
High DPS but low ranged attack distance with High Defence and Low Mobility speed.
*** Medium Class:**
Medium DPS with medium ranged attack distance with Medium Defence and Medium speed.
*** Lights class:**
** Low DPS with High ranged attack distance with Low Defence and High speed.**
Heavies can’t keep up with lights’ speed to chase down, in turn, lights cant just DPS from a distance, Mediums have the ability to close down Heavies at the risk of a high DPS encounter and Lights can kite all day long with mobility playing the longterm game, they do this already so it’s not changing their play style!
I hope this is received with its best intentions but please note if the light class hasn’t had a significant reduction in DPS & or Mobility in this next patch nothing will change apart from a horizontal nurf applied to all with the issue still being light range zergs due to DPS & Mobility stacked in 1 class.
Prove us wrong please XXXXXXX