The melee slow really doesn’t seem to impact all players the same. Some players seem completely crippled when hit by melee, but others seem unaffected by the melee slow. I don’t know what’s the difference between the two groups. They don’t seem to be doing anything different.
Do you have low frames per second or stuttering, 16 GB of ram or less or maybe a high ping?
I don’t really see what this has to do with making your dodge distance so short you don’t even break tracking on light attacks or just melee honing in general. Or the fact you literally RP walk when you get struck by anything melee for 1.5 seconds with 0 diminishing returns. And having 0 way to apply this same mechanic back at a melee player so they can feel my pain and put us on even ground in terms of movement.
I’m saying not everyone has the same response, so I think there might be something else going on that it impacts certain players more than others. I’ll melee some people and they have no chance of escaping no matter what they do. Other people arnt even bothered by it. They can just hold W and walk away.
I don’t think the changes are awful but I do agree that mages, especially those in light feels it the worst.
I think the players that dodge rolled willy nilly and depended on the distance of the roll to keep them safe more than the timed iframe pre BS are also in that camp.
I PvP’d mostly in heavy pre BS so the 1.75s turtle walk on hit is very familiar to me. I felt like a sitting duck with no way out when things got dicey. The change that made that duration only 0.5s for heavy was a great change. It makes heavy feel like it shirks off attacks which seems on theme. So if we’re talking about the change as a whole, definitely not awful.
I decided to play more light after BS and the change didn’t seem to warrant the response it got. But I play melee mostly and I wasn’t already spoiled by having that “melee slow” mechanic completely negated by the dodge rolls.
When I play mage I find the lack of mobility abilities to be the main issue. If you run entomb it helps because it offers you some level of disengage. Burnout is nice but not when it’s interrupted.
I’m eager to see the balance changes coming. Hoping for the best.
I’m hoping the armor weight changes address the issue I’m talking about but idk, still handful of people talk about light being OP and I wouldn’t be surprised if they completely killed it. I think the game is fine to play on any other weapon combo except mage weapons. The dodge slow is just terrible and we can’t even apply the slow to at least make it an even fight. It’s just dumb, needs to change.
I experience this as well. Some players i can left click hatchet and stick like glue no matter where they roll. But certain players (maybe with better ping or framerate) can just press W and get away.
This, while using light gear for bow I can’t get away from crap after being struck by melee, when using light gear SnS (melee), I’m able to get away easier and even from multiple people.
The ironic thing is my bow gear is way better, almost BIS. It has 3 freedom, 5 resilience and 4 shirking fortification .
My SnS is epic/legendary combined. It has 4 resilience, 3 shirking fortification, 1 freedom.
I don’t use shirking energy on either and both builds have 110 stamina and the exact same stamina recovery necklace.
So why can I escape easier with SnS then Bow with dodge rolling is beyond me.
Light is ridiculous . As someone said it’s not a team game. Ive been defending outposts and light users almost can escape everything. it’s ridiculous. They also kill you with bow from 4-5 metres before reaching them.
My KD is almost identical pre/post patch in OPR as FS/IG. One major difference? I swapped to using pylon (with pylon burst) because it has melee slow built in. If you can’t beat them? Join them lol.
It’s zero skill gameplay, but the added slow can make a huge difference in group fights, and allows me to get away pretty consistently. I used to play very aggressively vs pretty much any build, it now requires more kiting and finesse, and most importantly, never getting hit by a single melee attack.
If I get hit by anything more than a single melee left click, I am ice showering and/or entomb’ing and scrambling to reposition, until my dodge distance timer goes back down to normal. The most important thing is not getting hit to begin with, or taking evasive action during your dodge distance nerf (after being hit by melee, use abilities rather than dodge immediately thereafter).
I know how to play the game, that doesn’t change how much more of an advantage melee players have and how much more difficult mages have it from these specific changes.
Yeah, not sure what the balance logic is behind perma-haste to ranged weapons. In games like dota2 - ranged units generally have a slower movement speed to keep the game balanced, and rely on spells/items to kite the enemy. So they have to play more careful when kiting spells are on Cooldown. Right now bows just run around 25% faster than everyone.
yeah exactly, and which weapons area always the most common running away that people can’t catch??? the dex weapons… but hey lets nerf light armor into the ground rather than tweak passives in side weapon trees that let people run away forever. these guys are so clueless man, its unbelievable. Like when the dev talked about the musket “nerfs” last patch and said we are aware they didn’t work… like were you not aware when you put them on the ptr??? because the majority of people figured it out rather quickly yet the devs literally did nothing and patched into the game making muskets even stronger… like just clueless game devs. I am sorry if I offend the devs but idk I feel like its justified.