As topic does say. Imho mele slow is to strong as mechanic. At least from light armor mage and i think healer perspective. Less if you are range dex but there to. Not sure about light mele couse didnt play any for ages.
So mele slow has 2 parts
does slow light armor user for 1.5sec
slow does affect dodge distance
Issue is when you get jumped by ss,hatchet and to some extent gs players. This 3 weapons do allow to keep target player perma slowed, couse they can LMB spam and do like hatchet 2 light attacks per second. This alone would not be that big deal couse light attacks can be blocked. But there are other cc skills mele weapons have that on top of mele slow is to much.
And part that makes this mechanic to strong is slow affecting dodge distance. I think this part has to go away. If not, then some kinda of diminish returns has to be added to mele slow to prevent perma slow.
Tbh I think the melee slow is needed just to make up for the amount of desync in the game. Without it it’s like impossible to consistently land attacks on someone unless they’re trading with you.
I’d say that slows should be more available from abilities and passives rather than just default on left clicks though
Or at least give the slow to everyone and make it meaningful on heavier armor. Melee can keep you in range forever, but if they run up against a mage that can actually do damage they get away for free while dodging the insanely obvious fireball coming at them.
You have homing system to make up for dsyc. So its not true what you say. Mele slow is a way for mele to deal with range light builds. But its to strong right now.
Sure it does. Try attacking someone while their back is turned running away. If you don’t land a light attack first, you’ll never hit them, even if you have the same running speed and armor weight. Your attack will home to them but won’t connect.
It was always in game - mele slow. What was changed is slows do affect dodge distance now. And its ok for any other kind of slows but very oppresive when you have invinite LMB to keep target perma slowed while ha can’t dodge out even with full stamina. Situation where light armor only option to counter hatchet or ss user LMB spam is to die is bad design.
Issue is slow is fine when it comes to none spamabble weapons like GA or WH. But super broken on hatchet, ss, gs. AGS should look into this since i think it is an issue.
No, you don’t have to die. You can block then roll away without the slow.
Again you can block sns and hatchet. Spammable light attacks do low stamina damage (for the most part) so you can block a lot of them then roll away free. With the IG blocking passive it works pretty well. You’re also forgetting that you can’t just dodge in a straight line anymore. You have to juke them, roll backward/sidestep etc.
I do agree that GS is broken when it comes to that. Their homing is already ridiculous and you can’t block their attacks or it’s an instant block break. I think that’s being addressed next patch though
I use to think that which prompted me to start using melee weapons.
The SnS has too much tracking and can permanently slow you. That’s about it.
You are probably dodging incorrectly if youre getting permanently slowed by the other weapons. If you enter the exhausted state you will never get away.
My suggestion would be to play melee more, so you understand how they work better.
Idk what else you call a magical weapon that has magical abilities that do magical damage that primarily scales with the magical attribute(intelligence)
Yeah next patch ice spikes won’t be good for it anymore, but currently that stagger is more than enough for some breathing room. Also if you have pylon burst, the burst will apply the melee hit slow(idk why)
The dodge distance reduction they’ve implemented in the Brimstone Update definitely was a huge step in the wrong direction.
I was completely fine with Slows reducing the dodge distance and Melee Hits preventing you from sprinting, but basic hits should never invalidate your mobility without any diminishing returns. It’s just way too powerful to land a single swing and unless you have any movement ability ready, it’s pretty much impossible to disengage again.
Overall if they continuously nerf the resistances of Light, they at least need to keep the mobility in place to compensate for the lack of defense.