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.
everyone chose team B. because with bruisers all builds can have fun and be useful.
faced with a lot of rangeds, it’s only them who find pleasure… and yet they chase each other.
For the current Outpost Rush gamemode to function as intended it relies heavily on Balance in all the elements.
- Team/group composition
- Weapon distribution
- Tools for communication
- Map layout
- Gamemode objectives
- Scoreboard
For solo players it also requires a performance based reward that gives incentive to teamplay and promotes playing for gamemode objectives.
The current design of Outpost Rush would likely play out decent in a fully controlled environment such as premade vs premade.
But without organization, basic limitations, basic handholding, skewed weapon representation and no reason to play for objective it will always result in unorganized chaos and remain a shooting range with every man playing for himself.
No matter how much band-aiding treatment the map layout gets and no matter how many objects you can hide behind as a melee player.
It will likely take significantly more updates, more effort and developer resources to shape a sense of balance in the current Outpost Rush gamemode than it will take to make an entire new gamemode. I’d advise whoever is in charge here to learn from your mistakes and move forward.
It’s also kind of pointless to discuss fine-tuning of weapons based solely on OPR gameplay when the gamemode itself fails in pretty much every element of what defines balance in a randomized PvP (X?) team game.
Yea this one is kinda OP part of mage build. Or range in general couse u do same with keen jagged on bows. Probably heartrunes sohuld not charge out of DoTs to make it fair for all builds.
where are you playing?
Couse on Barri team that have more good premades (bruisers+healers) win like 99% of times. Bows cant cap fyi. So if you have more mele + healers and you keep losing means you are probably runnign like one big zerkg and getting outplayed by enemies pushing always 2 other forts. But thas your fault.
I think that is a positive change. Heartrunes should not charge from ranged DoT damage.