Don´t chase bow/rapier players, its easy. I stopped doing that since its impossible to do anyway. Let your bow/rapier/musket/FS teammates to deal with these
Fight on points and let them come to you. They can´t do anything in OPR outside of walls.
It would be nice if they made some sort of SYSTEM (I know, weird to suggest AGS actually make systems instead of just throwing a bunch stuff at the wall) where if you run away after engaging or being engaged with, it still counts as a “defeat” … so instead of a loot bag dropping, there could be an “event” where the victor (the one who did not run) still gets a reward. And the runner can be notified that they are cowards.
You’d be AMAZED at what something like this could do to people’s psychology.
Guess you need to use a different weapon if you can’t use the one you have to do what you want to do.
- All armor types run the exact same speed, only think that changes speed is haste abilities and passives
- You think someone wearing a 100 pounds of armor should be able to catch up to someone wearing 5 pounds of armor? Are you really this special? Maybe you should have created a black character and named him Usaine Bolt because in the common sense world, that isn’t possible
So your mad that ranged fighters are avoiding melee ranged combat 

You’re mad a med or heavy user can’t catch a light user by simply running . Like comon you can’t be serious….
There has to be some form of kiting in the game. If not then will be literally 100% heavy.
Have you never played any MOBA or class based game ??? If you are chasing a light user in med or heavy without support from a teammate or without abilities and knowing the light user has stamina low or CDs then you need to stop (and if you catch him under normal circumstances, then the light user either made a mistake or is bad).
A good med or heavy user in say a 5v5 combat scenario:
Should not be chasing in most circumstances (though there is some different scenarios). But most cases: Should try to CATCH dps and if not then peel back to ally team. Catch, not chase. There is a difference…
Haha no. But there is a difference between kiting and disengaging completely. And I think you’d be able to program that into the game (like wow duels).
If you run away, you lost. That should be reflected in the game’s reward structure.
You say “must not run, must not run”, but it’s worth distinguishing between kiting and “no way to catch up”.
Kiting involves some actions and the use of some abilities to break the distance, in this case you simply cannot get close to him, he does not need to do anything, just press the “W” button and do two somersaults and that’s it.
In this game, there is not a single class that needs to be kiting out, and why, when you can run back and shoot in the back.
If we are talking about the archer, then no matter how they are nerfed at the moment, the archer with a rapier is one of the strongest classes, you cannot kill the one you cannot catch up with, even the whole team will not catch up with him. In turn, he always has a chance to shoot you in the back.
What;s the problem if they run? Ranged players cant capture points unless they stand on the point, in which case they will get wrecked by the GA/WH players…
There are mountains from which they can successfully shoot.
pvp in the open world and other activities besides OPR.
Fun fact, this was all a result of the June patch.
June changed the default movement speed from jog to sprint.
Sprinting USED to cost stamina, you had to hold shift to sprint. This meant players had to decide between dodging or sprinting.
Jumping also used to cost stamina, which would have self regulated the bow-jump exploit.
June 2021 fucked the game’s movement system almost as hard as December 2020 fucked the game’s combat system.
I totally agree, kiting and being able to escape are two different things.
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And now you know why that was changed.
People don’t like stamina based running, it’s a sh!tty mechanic. They changed it for financial reasons.
I didn’t play at that time, but I read about these patches on the forum and I also had the idea that sprinting used to solve this, because players with a bow always let me approach them and then start somersaulting.
And, as I understand it, earlier I would just run to him because of the difference in stamina. NOOOOO GREAT AMAZON MADE A MIRACLE AND NOW RANGE IMBA))
I’m generally silent about the void, it’s drug addiction on the range, he’s with ice / fire, miles with a glove) go kill him)) he reached, he took the sword, he ran away or stands in his own wall, waiting for a rollback, and you are a melee who stands and watches on this “incredibly strong pvp player”.
But the game must have mechanics and logic. Let’s take the same wow, there is almost any class that can catch up with ranged combat, yes there are classes that are hard to catch up, but it’s real. Now, after the departure of the magnet on the ax, the era of mega benders in light armor and gloves / bow began.
Amazon, please answer how the situation with running will be resolved and whether it will be resolved at all, or in your opinion, everything is fine with this mechanic.
And how is that better, than say, just increasing the default movement speed to a more convenient level while keeping a sprint mechanic in place?
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