Enough is Enough. Melee needs a nerf

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.

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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.

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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.

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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.
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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.

It was said many time, mage is not really range in New World.
Melee vs mage is in favor of melee mostly even before patch. Melee have to just play aggresive, not like chicken. As mage vs noob melee, then of course it is easy match for mage.

Depends which weapon you take, if 2 range then you must keep distance, if you prefer close fight then just swap to void gauntlet. You cant fight in melee range with range weapons and you should never ever be able to win this way. Melees without pocket healer in any small scale content are bad. While ranges occupy highest positions on scoreboard as solo players hmm so who needs nerf/buffs? Hard to say anything about balance now. We will get new runes and gems in 1-2 month we ccan talk.

The whole combat experience is awful (both pvp & pve).

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