why taking about nerfing melee when half the melee hit “still” doesn’t registed properly on player like if we wish to talk about nerf we should check on rapier/hatchet/bow and musket
Quick overviews:
to many bow in OPR who make team clearly unbalance and/or boring to fight
No scoreboard/matchmaking to balance teams correctly in OPR - for example so many time 1 team is over stack with bruiser/healer or mages when the other team is stuck with dex player who doesn’t want fight and give no actual benefit to the team
Stupid range of musket where they can hit across the map - like who think that was good ideas
4)Enable to proc berserk without is animation + the fact that the player can’t die - Please make it that it can be strip like before like if you come melee accept that you can die
Rapier riposte and fleche rework , I will not re-explain it over again because you can found many post about it but overall add animation on fleche and riposte and removed the aoe stun
Those point needed to be adresse way before taking about nerfing melee - only hope the AGS will make a PVP patch after the brimstone release ( PS im a pvp player)
I wish they would nerf all these people on here crying X needs a nerf because they got their butts beat in pvp… Seriously you can find a thread on almost every weapon/armor type “needing” a nerf. If there was ever a time where “git gud” was the appropriate response, it’s now. This is how MMOs work… theres a meta that changes over time, there’s always a counter, go play that. Maybe… just f’in maybe the person has better gear/weapons/skill than you do. just saying
Rank 1?!?! My apologizes. I didn’t know I was talking to a Rank 1 player in game that doesn’t rank it’s players. How can you be rank 1 when I’m super awesome rank 1++.
That’s some big numbers for our make-believe rank 1 player. Does your teacher know youre messing around on the internet at class or is homeschool over for the day? Let me guess, everything is OP to you and we should nerf it all so you don’t lose your imaginary rank as New Worlds top Pvper?
This is not true at all, and it can be proven by refersing the same effects that are toxic to mage to melee.
For example if i heavy attack a melee at range, they should get staggered and animation cancel. Lets start with that and the massive outpoor of QQ that will come from it.
You approach this from a designers perspective (understandably so). The issue is most of the community does not, and even when told why XYZ should happen or not happen, they will not understand it from a design perspective, which in the case of class balance obviously means balance the classes as a whole by looking at things from both sides.
The player, always wants to balance for their own bias, the designer does not. Because those two viewpoints are in opposition, you can tell these folks why these things should not should not happen, but it will go right over their heads, every time. And its not that they are ignorant, they are just not educated to the greater degree you are in regards to these systems and how they work.
I don’t think every player is subject to this, some of them try to understand and invest a lot of time and energy into it. I consider them “dev’s at heart” rather than ones that practice.
I do think that when the top mages of the industry tell you “mage sucks”, you better wise up really fast and fix the classes. If you think about it mages are really melee magic users, almost all abilities are really limited to melee-mid range ish.
I really think that the ags team could benefit from a systems designer who specializes in ranged magic user design concepts or from group-wide argumentation. Its a concept we used on the wow team. You have to prove to the team your changes need to be made and why.
I fear however that so many of the ags designers are really melee players at heart and i think they have not realized that they are tailoring the game to suit themselves, not the over all balance you mentioned.
I had a thought today that even the itemization supports anti-mage play. It’s insane.
My PoV: melee doesn’t need a nerf. Mages need some QoL buffs to improve combat fluidity.
The aiming of gauntlet and staff attacks is clunky compared to bow/musket.
It takes too long to target many abilities and too many things self-root mages. Example: Incinerate is straight up worthless without Stable Incinerate.
Mages need more playstyle options. We’re getting a 6th/5th strength/dex weapon tomorrow, while mages have 2.5 weapons.
The weapons don’t commit to any playstyle but try to be everything. Example: fire and void have token ranged/melee trees, but Wind Chill is in the ranged ice tree and pylon is an odd mix of ranged and melee… in the melee tree.
If the last two points seem to be the opposite, it’s because none of the mage weapons really excel at anything by design. Why not have fire be a true ranged glass cannon with mobility, and ice the battlemage with high defense? Thematically they seem designed that way but then you have an Ice Shower or Flamethrower in the mix.
Those improvements are mechanical changes. Things like not animation cancelling on heavy attacks. It is extremely destructive to mage play to have GA Knock a mage into stagger, preventing their already low damage output (because of heavy high dr) from being dealt, and allowing a follow up heavy (50-80% of the mages health in an) attack.
Interrupt needs to become a dedicated keybind/stam cost option.
many mage spells need animation time reductions, and a few need full reworks (like spike).
Hmmm…agreed, damage is a bit nutty atm, and with the grit passive at 300 strength, it’s a bit absurd that a massive portion of CC has become useless to such a passive. Stuns are not stuns, and therefore cannot properly counter such passive play, and Roots are allowing players to dodge in place, therefore damage cannot be as easily placed on melee. There needs to be changes, it’s ridiculous.
Nerf melee and you have no one playing it anymore. Muskets are making people quit already, let’s neft melee even more and well have only muskets in PVP (if someone still wants to play pvp)