Do I think ranged should have a chance to outplay melee at close range… yes the game was a lot more fun when skill could outplay just me swing big stick
I also dont consider it kiting to fight upclose then dip… kiting is more like slow ranged stay ranged never get in melee range like a druid in EQ.
If you want to do that then understand that game design has to have long cc abilities for the less mobile classes to hold you in place and punish you for the attempt if not skilled enough in your timing.
And they need strong gap closers to be equally viable at out skilling the ranged/haste squirrel.
Many high mobility players hate cc and gap closers and want to have all of the advantages and no drawbacks to prevent other roles from being able to counter or outskill them. Thats all very general though and doesnt hit on NW’s issues well. Combat balance is a complete mess in many ways and few builds are satisfied with it currently.
Great sword + hatchet is in just as silly of a spot as musket + bow.
I see the problem being asymmetrical. If a melee auto attacks me in melee range, Im slowed and they track. If I auto attack with a magic weapon in melee range, they are not slowed, I’m slowed.
I think the mechanic is OK for melee vs. ranged dex, but overly punishing to mage. You’re forced to run entomb in this meta.
I think this used to be true but the interactions with rapier or spear definitely favor normal bruiser or schitzo weapons now… they nerfed rapier hard, spear’s honing is so laughable I cry on the inside and bow/musket both have animation locks besides firestaff has the most outrageously gracious hitbox with some spells and ice gauntlet is possibly the most op weapon since launch other than lifestaff or GA
It’s called diminishing returns. A real diminishing return on stagger, roots, snares, slows, any sort of action that prevents you from controlling your character and it should be a hard diminishing return not a reduced. Something similar to how other games do it so that once you make it through so much your completely immune for a certain amount of time.
Additionally, WTF doesn’t every heartrune remove CC effects on use? Make the use in a pvp a little more strategic similar to the trinkets they used to have in WoW to combat CC.
I play spear/hatchet LA on FS and just feel bad for mages. They just can’t get away once you close unless they hit a burnout. But you can sweep or vault kick or SD root them easily in that long animation.
I’ll die occasionally to a perfect RNG ice spike, but if you use spike and entomb you don’t have storm or ice shower.
This game was made for people like you. Terribly bad. But you’re still broken asf and can do endgame content a 5 year old could do just to feel a little bit capable in your life.
Go play meele and see how it goes.
Ranged is so broken it made me quit the game.
I just didn’t know it is THAT broken until I played it myself.
If you have more than 3 deaths with 5con as ranged you’re legit slow in the head
If most melee weapon swings at air they are self rooted regardless of what they hit. 2H melee attack animations are also very slow in comparison and make you a target dummy besides GS.
Mayb GA to but it has so much tools build it that you can setup kill - gravity well - or put so much presure on mag - charge, reap - that he will burn stamina fast and then you can land anything you want.
I will… all the mages and dex saying GA is in a good spot means it’s not.
A mage with flamethrower can walk in a circle and you can’t hit them with great axe.your avatar stops moving while you swing and they simple walk out of the tracking distance… it’s broke.
I will agree to remove/ reduce tracking when I’m not rooted to the ground during my attacks.
We’ll see if that manifests. Will take a lot for me to empathize with GA strife though considering it’s been the cornerstone weapon until allegedly now.