If only the long list of examples above did not invalidate the stupidity of this statement.
Btw, iv been a rank 1 player since the inception of the game.
If only the long list of examples above did not invalidate the stupidity of this statement.
Btw, iv been a rank 1 player since the inception of the game.
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++.
let me know when you pull 5-6m & 40-50 kills in wars.
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?
spend 3 mintues youtube searching before you start spewing nonsense.
No one is going to youtube you… my 6 year old can make a youtube video. You made a clown shoes comment and you get a clown shoes response.
sounds a lot like denial
huh if you are range you should win vs a melee 8 out of 10 times…
The only thing that needs a nerf is the 300 strength grit perk on lights and heavies. Otherwise melee is fine.
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.
Pretty sure melee, particularly the great sword, is going to be meta for the next few months. It’s going to be unpleasant to play range, hah.
You’d think after a 30k mass rage quit someone would be smart enough to fix mage its gotten better but it still needs work.
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.
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)
But I do agree that mages are in bad spot rn
I made a similar comment to the OP a while back. I stopped playing - assuming I’d be back on in a week… however, I couldn’t bring myself to come back for over 3 months.
One of the responses was “how is melee suposed to kill range”, and I thought at the time that you could easily reverse that statement. Probably the person making was speaking from his own perspective (as melee).
But let’s do turn that melee vs range question around… as a range (mage), I can fire at a melee from distance, but there’s nothing stopping that melee from getting to me (firing FS of IG causes a 25 second delay before I can do anything else). He then staggers me from 200 meters away, leaving my character all alone in the world without me/my keyboard/my mouse being able to help the poor guy. I sit as a spectator watching my character get wailed on (well, I wish I could spectate - what actually happens is that I crush the keys on my keyboard into plastic dust, the bones in my fingers splinter into micro-dust, and the mouse gets smashed against the window (unless I pre-empt “spectator rage” by opening aforementioned window first).
[for the benefit of the less intellectual…]
Obviously there are a few exaggerations there, but I’m hoping that the point is made.
Melees are fine, dunno how u can have problem with them, predictable easy to counter, dodge … get good. Or rethink if action combat pvp is for you.