There is no way you have anywhere close to 10k hours in the game, so I’m just not gonna take anything you say seriously.
cant let him starve to death now can i 
Editing seems to indicate the exact opposite. Like you had a thought, write it out and then decided to change it later because you had another thought. Not disputing your point about the diarrhea just sayin.
Stun are not stuns its sleep BTW, root makes fights flow shitty
and mostly stuns are useless in X vs 1, after successful stun mostly mage of any other will just hit random attack and stunned player keep running, we all know runners have rapier.
yeah, pretty dumb that stuns are not stuns, its more like a “blind” or a “sap” like wow. Reason #1 why i would never take stun duration extenders on my passive trees
Void Gauntlet is balanced , i will not spam forums again .
(please mark this as solution i have figured it all out)
I definitely think the overall melee mechanics could be looked at again. It seems like the developers tried to solve the whole catch-up issue with a lot of hard lockdowns that are fairly easy to hit, which is not a great solution.
For people who don’t know: The game had a huge issue during the Alpha Phase which was labeled as the “runaway”-meta, where it was insanely easy to just outrun pretty much every melee-build in the game. This was one of the results of the stagger removal and the reason why they implemented the sprint denial whenever you get hit by a melee attack or when you use an attack yourself. This is also the reason why we saw a lot of the Homing-effects being adjusted like the GA one.
I think at this point they need to find a new solution to balance melee vs ranged combat as their original approach doesn’t work out that great. Just putting more and more roots into the game is a pretty lazy solution in my opinion and really hurts the PvP experience.
Bold is mistakes 1 and 2 of their combat rework.
But assuming they wont reintroduce stagger. Id suggest
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Revert the movement change. Bring back sprinting resources (thought lets be real they can’t figure out how to provide a keybinding setup that permits jump, sprint and dodge that doesnt result in the combo system that led to ppl jumping instead of performing sprinting dodge).
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Add a specific resource for melee INDEPENDENT of stamina for offensive attacks. This way they cant swing endlessly but ALSO arent using stamina needed for defensive utility.
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Reintroduce homing on melee w the above 2 changes.
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Blunderbuss should potentially help w runaway meta and other range based CC options.
It also would help if you retain different weapons of the same type w different ability setups.
Having a mobility setup vs a war setup for melee on different weapon that doesnt require endless respecs of weapon abilities, would better enhance their ability to adapt to changing combat situations.
VG being a better melee option for damage in comparison to every other melee weapon in the game is laughable, and the fact the meta is panning out to reveal that it’s powercreeped an entire class of weapons THIS early is worrisome in regards to future balance changes.
Imo reqorking freedom would fix all runaway issues, you could resign from Resilient granting yourself for example 15 % movement speed + 40% lower root, stun, silence period.
bad idea imo.
This is a core combat issue and something players engage with from the start.
This only creates more gear based progression itemization bloat.
On the one hand it might create some class limitations by forcing players to choose mobility or damage, But my general view is that core combat should be addressed at the mechanical level and then let itemization add flavor.
When itemization is required to overcome mechanical design flaws I think thats poor design overall imo.
So if itemisation and customisation is so bad, maybe allow PVP only naked on bare fists. Imo there should be fast and squishy burst killers and slow and tanky frontline wariors.
I didnt say itemization and customization is bad, though maybe my wording implied that.
Im saying movement and its impact on combat is a core combat mechanic that should have a baseline. Itemization shouldn’t be the method of altering the limitations of a poorly designed combat system.
The root cause of the current movement system is the result of kiting meta because melee had a single resource pool for everything where as casters and range had 2.
They should address that differently than current system then perhaps look to your itemization changes.
Btw, from what ive seen most of bad game experience is related to server physics lag.
it’s definitely a confounder and root sure.
But i play near the main DC and nearly <10ms ping. It’s still awful in terms of how movement feels in the game
Many of the problems with melee in general stem from connection issues like desync. The amount of times I’ve watched shockwaves and reaps connect, only to do absolutely nothing and lock me in an animation that gets me killed is far too many.
I have client side lag also < 10 ms. But sometimes server response is actually above 200 ms. Especially in wars. You press left and you go 0,5 s later.
agree with OP, though I think the proper nerf is adding a cast time, maybe 0.5-1s? There just needs to be some chance of outplay (and no I do not mean running purify perks)
in wars it’s not as much of an issue because of cleansing pots, but for all other PVP you need to be running purify perks or else you just die to unavoidable cc over and over
the only outplay to VG rn is to run away
Scream is an objectively better Ice Shower.
Way faster cast time, higher up time, debuffs, impossible to get out of, longer range, etc. AGS just about you hate mages.
