Remove the 20% slow from melee attacks. Instead allow any character (or maybe just melee weapon) to equip a shield and block with it

This allows ranged the ability to use stamina to escape

and gives all setups the ability to use stamina to block ranged attacks.

Seems pretty balanced. Stamina is an important resource.

Remove the weight on shields, but limit armor weights to the appropriate shield (light=round medium=kite heavy=tower). Also remove the perks and stats on shields. This also gives SnS users a change they have requested for a LONG time

Shield has been the counter to ranged for the entirety of the game. But it costs too much for every build to use shield as an off hand due to the weight requirements. And you lose an entire off hand.

My suggestion allows us all to have some active counter to just running through a field and praying to live.

LOL im dead

Yes because you have no ability to survive in a field against ranged.

“add more cover to OPR” all the whiners about ranged always say.

Well we have a soft counter to ranged attacks in the game: Shield. It just needs to be changed so that its a more accessible counter. And it’s balanced. If you block ranged attacks you wont have the stamina to pursue a light armor player.

And when you equip sword you get access to the shield abilities. If you don’t have sword equipped all you can do is block with it.

i play life staff musket im unstoppable

Life staff musket is very strong in a group. I enjoy that setup.

Not sure if you are trolling me since nobody else plays that setup that I know of.

Life staff hybrids also are a soft-counter to ranged. With just 50 focus and 50 con a life staff user can survive against a musket player. But it’s not accessible like I stated above without losing an off hand and investing an equal amount of focus as you have constitution.

i usually spec 30 focus 150 int 30 str

If you don’t mind could you wait longer for your replies? I know ur trying to troll, but when you bump my post so fast you provide zero value.

Thanks :slight_smile:

Let us improve this super smart idea of yours …

Allow existing tanks to equip second shield instead of sword
Thus we have created new class …Monk
Two shield using tank can use them as kinda Hulk Hands and pummel everything in sight

You see this devs …this man smart …Hulk says gib job to him

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First off thanks for the bump. I can’t 100% know if you are trolling or stupid. So I am going to choose stupid and respond like a genuine person deserves.

how does that help solve the interaction between melee and ranged?

The nature of ranged means you need to escape from melee

The nature of melee means you have no ability to engage in any range other than melee

I appreciate the 20% slow as an attempt to allow melee to pursue and kill ranged players. HOWEVER it doesn’t really solve the issue. Now melee players die if they get caught out without cover and ranged players die if they get caught in melee range. I play both and its super unsatisfying to die like this.

They already nerfed shirking energy and they should continue to adjust some of the move speed bonus’ that weapons get (dex in particular gets them for ‘free’ as a passive on the ranged weapons) in order to allow easier pursuit of ranged players for melee.

Both sides deserve the ability to reasonably outplay. Good melee could chase prior to the patch (it was difficult though) and I think the shirking energy nerf and a look at some speed passives so that its easier to pursue and harder to kite would have been enough.

That said melee needs to have SOMETHING when they get caught out to bridge the gap to their next potion or w/e. I say this as someone who play predominantly ranged setups. It’s silly that melee does not have any reasonable option when caught out in an open space. Ranged USED to have the option of running away when they got caught in melee range. The issue wasn’t melee getting a 100% kill on ranged when that happens. The issue is that when range kites you your only options is to pursue or give up. There is not 3rd options inviting counter-play

“don’t get caught in a field” or “dont get caught in melee range” is not realistic eventually you will become out of position or surprised etc. and when that happens you have limited options.

Ranged should have a reasonable ability to outplay and run from melee

Melee should have a reasonable ability to survive and pursue ranged.

I know you tried

and you were really excited about your idea. But its not really what I’m trying to address. Thanks for the attempt

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