Heavy armor should have much more cc resistance (50%) and roots should not enable dodge. This way light gets countered by cc and heavys have more effective mobility

I think classes should be good at their job. Lights should be mobile, tanks should be resistant and CC should pin you down.

League of legends has a very good approach with giving heavies lots of tenacity. This way they can fulfil their role as slow but steady force. Providing pressure and disruption.

This way they still can apply pressure to light dd without getting crippled by cc. Additionally this discourages wasting cc on heavies alot more.

At the same time cc and roots would be much, much more effective against light. They are the classical counter to mobility. Since roots allow dodge it’s alot easier as light to escape. By nerfing root the game lost alot of its combat tech and depth. Abilities should be effective if used correctly. CCing a light with root should be effective. CCing a tank should not.

It’s way too easy to peel heavy/Medium bruisers so they are not dangerous to mobile lights atm. I think giving them more cc resistance is an overlooked approach.

I dont wanna say tanks are weak atm. But instead of nerfing strong mechanics I think it’s better to add a strong counter mechanic to keep it in check.

League can balance tank meta through tank buster items + counter matchups + true damage.

No such thing exists in this game. Zero % Max HP damage. Zero true damage. Ranged doesn’t pose a threat to heavies in sacred + beacon + orb of protection.

Mages + ADCs + Supports self root after using an auto attack. Or pretty damn near self root. Nasus wither level of self-slow.

I cast Void Blade and my character is doing a RP (role play) walk for 2.5 seconds while opponents are sprinting.

sadly light has only the dodge roll…
sure u have more dmg pve…
but not pvp… medium and heavy negate more…

Sacred beeing an issue all by itself imo. It’s a boring ability creating boring fights.

That said I just wanna say its better to give classes more power with their Tools and Balance by addintlg strong counters that nerfing everything into the grind until all class identity is erased.

Sacred Ground is the only thing making melee viable into ranged DPS. Light’s Embrace and Divine Embrace are no good into ranged match ups.

The only way to clear heavy tanks/bruisers and medium bruisers in full AoE heal [See: Orb of Protection + Beacon + Sacred] is to send in other melees to get a target focused down.

Ten melees brawling it out on point is a blender of great axe maelstroms and chain gravity wells. As you can observe from any War review VoD.

But yes, you can remove sacred. You would have to remove a lot of damage from the game as a result.

Otherwise ranged players just bombard point from distance and there’s no answer to that.

Refreshing Pillar of Fire, Ice Storm, Rain of Arrows, Penetrating Shot. 5-man musket squads. You name it.

It was not uncommon to see ten ice storms on point on launch month. Prior to nerfing ground AoE to overwrite one another. Instead of stacking. A good portion of the T-Posing on point in a war was cause of all the numbers flying around crushing server performance.

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If your only issue is ranged then why not change ice wall to block projectiles? Enemy and or friendly.

Or add another ability ll which keep projectiles from outside outside. Like a bubble?

I think adding tech makes the game more interesting instead of nerfhammering all flat.

Used to have it. Not anymore.

Ranged DPS is the biggest threat to healers and other ranged players. You can ask any mage, healer or dex player who fucks them up the most.

Not to say that Melee can’t screw us over, but they deny entry solely by existing on point. Walking into melee is a losing proposition.

Melee has a purpose in PvP game modes because there is a small point of interest to fight over.

I mean here’s footage (not from me) from Alpha regarding war. The guy playing isn’t good. He sits on a repeater with 0 ammo. :laughing:

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