Slow after melee attack / dodge reduction has drastically reduced skill ceiling

Essentially placing a debuff on every melee attack has drastically reduced the skill ceiling of this game and just encourages LMB face tanking.

Previously with very good stamina management, skill management, understanding your build intricately alongside having to understand all builds for dodge timings allowed for highly skilled gameplay in 1vx situations.

Now you can just have hatchets, s&s or GS just spamming left click snd it will track you.

RIP skilled gameplay and welcome LMB facetanking with a healer.

Once some of the weapon balances have been done this should seriously be looked at as it was one of the key game mechanics that differentiated a bad player from a good play which has been gutted.

39 Likes

can confirm i haven’t been able to win a single 1vx.
Same players i’d shit on last patch, they jsut bring GS and button mash. the dodge translation screwed up everything for every ranged player.
dex/mage is dead. Healers are still kinda okay, since you can kite around in your sacred. But you cant heal as effectively.

There is also this hilarious bug, where if GS users use steadfast strike while you are dodging, you start to RP walk and are most assuredly dead. has hit me like 10-11 times in past couple days and i keep wondering why i can’t dodge despite being full stam. Then checking VODS tells me i was RP walking.

3 Likes

I mostly have an issue with the sword and shield, and I have a minor issue with the great sword.

I think the slow (Achilles heel) from the light chain attack of the sword and shield is too oppressive in conjunction with the recent changes to dodge. If you get slowed, you cannot escape the S&S’s tracking range without using an ability. You will still be in melee tracking range after 3 light dodges in a row. This is unlike every other melee weapon and, therefore, the weapon is not balanced. My suggestion would to change Achilles heel to something like the spear’s “crippling jab” where it only applies the slow when the target’s health is below 20-30% or something like that.

I think the great sword is more or less fine except for the extreme tracking range on skyward slash and, to a lesser degree, crosscut. You need to dodge away from the greatsword twice to avoid damage from these abilities. You should be able to dodge once to avoid the initial hit and continue to hold S or W to avoid the second hit.

I think the great axe’s reap is BS because you cannot see it coming, so you cannot dodge it. I would add a longer animation/audio que, so you have the potential to dodge it. Besides reap, I’m fine with the great axe.

I’m fine with the other melee weapons. I think the rapier is weak and it is only really good to either use it as a secondary weapon to engage fights when paired with the spear/greatsword or a secondary weapon for defense. It doesn’t seem like a practical primary weapon.

My ideal combat would allow you to fight multiple enemies and theoretically take 0 damage when using your dodges, movement, and abilities perfectly. I think you can fight multiple WHs, spears, and, maybe, GAs at once. However, when fighting against a single S&S or a greatsword, you need to use all of your dodges and several abilities not get hit, which leaves you vulnerable to the second melee using these weapons. When fighting against 3 S&S’s in arenas, the weapon feels 100% broken.

7 Likes

same thing happened when they removed stagger. they are just evaporating all the meaningful combat interactions and turning it into an andys left click adventure.

10 Likes

its everything melee right now because of those changes. If a GA user is even near you and has bloodlust, you as a ranged will die PERIOD. There is nothing you can do in this 1v1.
I’ve been playing so many OPR games since brimstone patch, and everyone is the same you can hardly outplay a melee unless you have a melee weapon even then 1v1’s come down to a margin of error on who got the jump first.

The slow from the entire melee auto’s is the issue here, while all SNS is doing is adding 2 staggers 1 threat of stun and a slow on top of it. That is just too much. The combat is too fucked, its not one thing. Every melee weapon ability is just too OP all because of the dodge translation and slow changes.

4 Likes

Idk I played bow for an entire week and had average 1-3deahts per opr with 5con.
And my deaths usually came from a musket who figured out I’m running 5con.

I’m often in flamethrower range aswell thanks to rapier lol.

In my opinion ranged is still too strong. And idc that ppl whine. In my opinion if a meele gets into meele range, I deserve to die. But rn I pretty much never do. I might not kill him neccessary, but I still won’t die in a 1v1 unless I badly messup riposte which is pretty much impossible lol. Then I definitely deserve to die

1 Like

I’m guessing this is what it felt like to be on the other side.

From my experience, a ranged that starts at ranged and keeps at ranged the entire time is untouched and still every bit as dangerous. But now if they get clipped up close they have difficulty getting away to maintain that zoning distance.

Previously, for most it was a guarantee that they would get away to zone. Now, people who are skilled can create that gap and keep it, but those who were crutching light roll and not using abilities can’t.

It’s like the ball rolled slightly in one direction from the other. It was very easy to get away and keep away before, now they made keeping on top of someone about as easy as it was to keep away.

I think it’s better in some ways, but worse in others, but perfection is in the eye of the beholder.

I think light is still strong, and i think heavy is still very weak in 9/10 scenarios. But i think light -melee- is too strong. Medium is in an ok spot, heavy still needs work.

But i think they need some more soul searching to do with equip loads before they make any hasty decisions with them. just my personal opinion. And i don’t see greatsword surviving very long as it is.

There’s still something missing, and i’m hoping blocking mechanics might fill in some problem areas. Melee should be punishing in my eyes, and getting away should require skill once you’re caught. But also, it should be about as easy to pin as it is to escape and return fire. If it’s too far in either direction it creates unpleasant gameplay. I don’t think spamming a button, whether that’s shift or left click should be the ultimate solution to pinning or escaping.

That’s where the chasm is to me. And i don’t think we are there yet.

7 Likes

Its not just that. There is lots of things which nerfed survability and buffed dmg.
The fist they introduced was delayed stamina regen after dodge. But that was not enough. They brought distance dodge roll while slowed. That wasnt enough then they introduced perks to be stronger on weapon so geting slow perk on weapon is perma wall and dodging in spot. That wasnt enough and they brought melee light click tracking disability chain slow debuf( when you roll they just keep light click and they are up your bum)That wasnt enough so you can die faster while cant do almost nothing. They brought attunment dmg perk, mortal e ring, runeglass gems, nerf 200 con, detonate. Cya latter.

And yes. Played melee and went Ranged to keep distance of all this slow debuff crap. If someone get a 5m closer to me? Cya latter i am not up for a crap. Melee combat suck!

I think the changes do not address the problems of OPR, and they just make some builds unnecessarily difficult in arenas.

and even with this change hatchet has no chance to ever catch a light user lol

2 Likes

whats eveyone talking about “tracking” if its the follows your character shit? I can confirm this does not work. I LMB bash and my dude does not follow with any weapon

You’re higher than a kite if you think anything you just said is true. Mage, maybe? But all im seeing is mage and range in OPR besides the light armor melee. 20v20 of those 20, 3-4 are healers, 6-8 are range, 6-8 are melee and the remainder are mage. Those are just rough estimates, sometimes you get into a match and your team has like 2 healers, 4 archers, 3 muskets, 6 melee, and 5 mages. Sometimes you’ll have 5 melee, 2 healers, 3 mages, 10 rangers.
Moral of my point is dex is not dead and mage is more of like a dieing breed, same goes for us heavy users

1 Like

Don’t know what to tell you guys

I’ve been able to 2v1 and 3v1 people in full light armour running a fire staff and rapier.

It actually feels balanced now, it was a joke before

1 Like

This has been a thing since the launch of the game so why you guys complaining about it now?

Because devs wipe melee tears and ignore ours. Melees are literally pushed on wheelchairs by devs

7 Likes

Musket is the only play for ranged, because the skill cap is easier than bow.
Maybe I wasn’t clear, ranged is dead. Right now, I am not getting beaten 1v1 just like before. But in a 1vx, the equip load changes are too much if you get tagged once by a melee you’re dead. If you’re not dead, either you have team support or the enemy doesn’t know how to chase.

All ranged classes are dead if enemy team has couple of sword and shield or greatsword or hatchets who aren’t braindead. Mage dex builds were viable last patch, now they are only working for war comps for utility. we dont see muskets anymore, we dont see bows except people who refuse to play anything but bow.

You can sit back with 0 con pew pewing, but the rest of us, especially us mage bois, have been seriously shafted. 13 of the 18 mage weapons are melee range, while not being able to apply this same slow on to a melee player. All melee weapons have some sort of gap closer, some better than others, but they are all instantly cast. The only movement skill mages have is Burnout and it has a slow windup. I absolutely love burnout but I can’t deny anymore compared to melee gap closers it’s not great for getting away compared With sns or charge.
You can instantly jump, with melee gap closers while burnout you have to wind it up and hope no one goes to stagger or stun you, and if they try you have to dodge and try again. Sure mages have ice shower and scream, but roots are pretty weak now, and btw you have to be in melee distance to cast those, so most likely you will have been taged by a melee weapon and have the dodge slow, which lasts for 1.5 seconds. It’s just stupid, plain stupid. The skill gap to play mage has gone through the roof, sometimes you just die, literally nothing you can do to get out of multiple melee players now when in the past, you could with proper play.

3 Likes

No it hasn’t, the walking with bricks in your pants has, but they also nerfed the dodge distance when you have this slow on you. It also stacks with a normal slow you have on your person. It’s the biggest nerf to light armor yet.

1 Like

That applies to dex mainly not to mages because they need to stay close in order to do any damage. Decent dex can still kite consistently post patch but light mage is dead unless used as an assassin. You can not remain competitive with melee unless you utilize some dumb pylon/FT builds in Arena or medium IG/VG. That’s all.

1 Like

I think this is what they aimed for. They dont want skill in game. They want sunday players to win same amount of fights as players that have 3k hours in game. Thats why they did this change, tried to add auto potions on PTR, made bow shooting trees and other stupid changes of this kind.

Right now pvp is dead. From one side you have muskets sniping on opr 2-3 shooting anything they can see and no counter play to that. And on arena you have mele LMB sppamers like ss/hatchet/gs - even if they miss all the skills they will click you to death using just LMB.

PVP is shit now. Had beeter and worse times but never was this lvl of unplayable. Just vote with your wallet. If you ever supported game by buying shop cosmetics - stop. Im sure 99% of sunday players wont and never will buy anything. If devs want game to be LBM spam then lets help them change to job.

5 Likes

Ice shower is a joke. Example:

ss - will leaping strike into you
hatchet - will berserk
GA - will charge into you or reap you
gs - have crusscut, relentless rushm steadfast to jump on you. and if im not wrong one passive somwhere that makes them immune to cc anyway.

and so on.

1 Like