Warning: light players about to be bat nerfed

Responding to me?

heavy SNS/GS gona be very good

Disagree with? What are you talking about? You and me were not even in any kind of discussion to begin with. And besides that I didn’t even state my opinion, I just commented what I observed playing a lot of PvP on the PTR.

So maybe you should get rid of your unnecessarily confrontational attitude towards somebody that YOU replied to for no reason. The forums are for people discussing things and not degenerates yelling at random people for no reason whatsoever.

its not that bad.
and it is necessary to nerf both the roll and the shirking energy as they are too OP.

And what exactly is the balance for mages against melee?

Actually Light armor is getting “buffed”, you have a slow walk now aswell on live, but the time for the slow walk on live is 1.5 sec, the slow down for light on the PTR is less but medium and heavy is way less than that again, so not really a nerf, just do not be a dumbass running into fights as light as usual.

YOU replied to for no reason

Its a forum, poeple replying to your comments is how it works.

In the same way that I argued endlessly with bruisers trying to catch mages.
Why mages are dealing with bruisers AT MELEE DISTANCE?

You have to keep your distance man, what else you want? Burn out, ice shower? All the while you can pester them from mid range.

Hell bro, I’m all up for mages QoL, but everyone wanting their kit to be effective all the time is nonsense.

You are not asking for mages fixes or buffs, you plainly want melees nerfed, and that won’t chaange the self-root on autos.

You know what? I’m going to do it even harder.

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I think if a mage lets the melee land an auto in the first place they already misplayed.

So its a 1.5 sec slow for 20%?

Hopefully it works out. Doesn’t seem like it will be that bad

Get hit by max blunderbuss slow and still can escape right now on live soooooo…we good?

Its the exact same slow that is currently in the game right now, but after the patch that slow walk duration is being reduced to 1.5s from 1.75s.

If you happen to use dodge during that 1.5sec you will have 20% reduced distance on that dodge. If you however are capable and actually successfully dodge the attack you will roll as you always have.

I’m guessing hatchet will become a lot worse when used against heavy and medium users.
If I’m not mistaken heavy armor is slowed for 0.25 sec, that’s nothing and considering the range on the hatchet I feel like this could be a significant sort of indirect ‘nerf’.

aside from healers who have to play light for other reasons than the dodge itself there are way way more mediums and heavies than lights in war do the devs not play the game at all

healers are just going to run the stoneform ulti and run with that. sure it’s every minute but still more than enough to get you out of trouble.

SnS/hatchet spammers got the cookie clicker macros locked and loaded.

Because melee are faster than mages and mages can there for not keep range. ITs not rocket science. IT was posted at the start of the thread. Melee have twice the mobility options of range. You have it built into your auto attacks.

GA

  • Self Heals (sustain)
  • Mobility (Charge - heavy)
  • Mobility (Charge ability)
  • Superior damage to Mage
  • Crowd Control (hard cc)
  • Crownd Control (soft cc)
  • The ability to stop a mages damage in a heavy attack while dealing significant damage (animation cancel)
  • staggers the mage on a heavy attack preventing damage

Fire Staff

  • Moderate Damage
  • No (soft) Crowd Control effects
  • No (hard) Crowd control effects
  • No self Sustain (self heals)
  • Mobility (burnout)
  • Cannot stop melee damage with a heavy attack (forced animation cancelling)
  • Does not deal 50-80% of a GA health in 1 heavy attack
  • Does not stagger a melee with a heavy attack preventing damage from being done by the melee

I’m sorry but that’s one of the most ignorant things I’ve ever heard and I hear it a lot on this forum.

You cannot dodge everything, especially as a mage(most especially firestaff), we don’t have tons of stamina regen passives like majority of melee builds.

On top of that, FS is dogshit if you try to use it from range. Heavy and light attacks are trash and easily sidestepped. Fireball is great, but you have to use it from mid-close range if you want to land it on anyone who has eyes and ears. Pillar another, close-mid range skill. Flamethrower-melee range, incin-melee range.

So how do you expect the firestaff dodges, the 6 weapon cc’s and then also avoids any auto attack. The fact is, all the mage weapons are trash from range, they are all MID-CLOSE range weapons. And when you are in mid-close range, highly mobile melees have no issue getting to you.

Then of course, once you are hit by a melee auto, you cant get away and also you cant fight back because melee flinches mage casting and interrupts our skills without even using CC.

It’s already tough in the current state of the game. The less distance light roll, is going to HURT for mages, significantly.

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This is really a strong argument. Ice and VG also follow this logic. Its like the designers only know how to make melee. It’s stupidity.

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