You’re telling me, when no one was playing FS, that it was a design issue? That in the most recent patch, there were no balance changes that made the weapon…
i don’t know, unbalanced? So last patch was just a “redesign” right? LOL!
The only way that happens is if those 5 players are exceptional. Again, we are getting into a skill cap issue. Your best players are going to be playing ranged, because it is the build that is most heavily influenced by skill. The difference is night and day vs a B tier ranged and S tier ranged player.
You clearly aren’t understanding the topic so i’ll probably stop with you.
Ranged was ALWAYS a problem in OPR. It just shifts. The problem creating the range metas in OPR isn’t the weapons, its the system that promotes playing ranged vs melee.
I don’t think so, man. A lot of the S tier ranged players actually fall apart on melee, and make it look horrible. I can’t name a single ranged player that makes melee look anything other than mediocre.
They’re different skill sets. I don’t think it behooves you to say that S tier players only play ranged. In fact, usually ranged know far less about the game and it’s interactions because they don’t sit in the action having to dodge everything and know timings- the gameplay usually revolves around using traversal to build distance and unloading with high accuracy.
I am not saying that it takes no skill- it is very obvious when a ranged is good. However, I am asserting that often times, those same S tier ranged are very mediocre on melee.
I don’t think you know actual S tier players then. All of the tournament winners main some form of ranged. Even those using assassin builds or prepatch mage/dext builds.
It is a much higher skill cap than melee. Outside of assassin playstyle, which is very intense, the difference between a B tier and S tier brute is not nearly as distinguishable as with a ranged B tier and S tier player.
If range weapons have a higher skill cap than melee weapon it would mean they are unbalanced.
Bruiser is brain dead. Which is why it’s impressive when those A and S tier ranged go bruiser, they always make it look so terrible.
It’s a different skill set. Which is why you see players exceptional at ranged, but terrible at melee and vice versa. It’s a fruitless argument to assert one is more or less involved.
lol what?
Tell me how you think ranged weapons having a higher skill cap in an action MMO requiring manual aiming vs tab targeting shouldn’t be a thing.
I swear, some of these ranged players think no one plays FPS, as if melee players in New World don’t play any other PC games. Aiming with a mouse and keyboard with some of the biggest hit boxes in gaming is some special skill lol.
That is not true. Top tier heavy mele or medium bruiser is very cappable of killing mage or bow player if space is limited like arena or he is playing build that have tons of mobility.
But in general there are not many top tier mele players that are playing medium+. And there is way more rlly good mages, bows and assasin player couse light armor allows them to do more if they are skilled.
I was just stating the obvious.
When developers design a weapon, there is a skill floor and a skill ceiling.
You stated that the skill ceiling on range weapons is higher than melee weapons.
Therefore, if you had the best melee player fight the best range player, the melee player would almost always lose because the range weapon is superior (higher skill ceiling allows them to get more value per unit of time).
If your argument is “range have to aim and therefore have a higher skill ceiling” then I don’t think that is a true statement. I find aiming in range combat a lot easier than melee combat. I could, for instance, get >50 kill musket games every ~15 OPR matches. On the other hand, getting >30 kills with melee is rare for me.
I’m not saying that they can’t kill mages. SNS/Hammer is a great counter to mages for example. But all the same, it is a much smaller skill cap window vs other builds that require more situational awareness, positioning, and unforgiving dodge utilization
You are still not paying attention to what im saying, and you are missing the point.
Stop looking at kills and damage done as a metric of what works in OPR. OPR is an objective based game. Your #1 on the leaderboard dext sitting back padding is likely contributing far less to your teams odds of winning than a melee in the middle of the pack of the leaderboard.
You only lose when you overcommit. FS charges heartrune so fast with smolder you’re constantly building heartrune, even when you’re running away. That plus stoneform and proper kiting means you’ll never lose minus SnS WH cheese. Even then, just run and no Heavy/Med is catching you lol. You can proc stoneform multiple times in a fight against a heavy/medium melee lol.
Since the update, I have won OPR matches with 0 melee and the other team having all armor classes of melee. This would never have happened in OPR previously. I think you are overestimating the importance of melee in OPR.
I think you don’t understand statistics. Inevitably, a team of all ranged will win. But it is so much more unlikely than a team of all melee winning.
In my thousands of matches of OPR I have never seen it happen until after the patch, and it happened more than once.
I’m going to assume that the losing team was super heavy on ranged as well.
Yes, of course, because I have not seen a melee dominate team since the patch.
I’m talking about winning with 0 to 2 melee versus ~5 melee.
I also had a match that was like 8 light melee versus ~2 melee. The score ended 300 to 1000 favoring the range dominate team. Someone wrote in global, “that last OPR was skizos versus firestaffs and the fire staffs won! hah” or something like that.
We are talking oddities though. It is not typical for there to be so few melee.
If we are talking 2 straight possibilities where you got to choose your team from the 2 options below:
Team A; 4 healers 4 ranged, 12 melee
Team B: 4 healers, 12 ranged, 4 melee
You would choose Team A.