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Why Ranged Classes Dominate This Game and Why It needs a fix

STAR WARS: The Old Republic > English > PvP
Why Ranged Classes Dominate This Game and Why It needs a fix

Xenon-se's Avatar


Xenon-se
02.11.2012 , 03:51 AM | #71
Quote: Originally Posted by Zlashie View Post
1. As a merc BH you dont have to even kite Melee. Most mercs I see can stand still and dps and laugh.
Bad Player vs Bad Player = Tracer Missiles win
Good Player vs Good Player = Tracer Missiles lose


tl;dr L2P

Zlashie's Avatar


Zlashie
02.11.2012 , 05:07 AM | #72
I am curious to how many here actually spent the time to read the entire post.

No one has discussed the solution I brought to the table: Most people seem to only have read the title and quickly assume my thread is about bashing ranged classes and calling them OP. It is not.

In my post I discussed the stun limits of melee vs ranged and adressed a problem. Here is the problem, feel free to discuss. (keep in mind that LOS has a value of +0 in this equation and was thus not brought o the table).
  • Stun: affects both ranged and melee dps
  • Slow: Does not limit the dps of a ranged / limits the dps of a melee
  • Root: Does not limit the dps of a ranged / limits the dps of a melee
  • Knockback: Limits a melee x*t+1.5 more than a ranged
  • Breakable CC: affects both ranged and melee dps

With this observation I pressented a problem. Only stun is limited by a diminishing returns / bar in pvp. Non of the other are.

A melee being rooted/slowed/knocked back has the same crucial effect as it has to a ranged being stunned but not the other way around.

I then pressented the solution:
Add a diminishing returns / limit to roots, slows and knockbacks as well because stunning is a major factor for a melee.

Now based on this suggestion I would like people to actually discuss the above; Not discuss whether or not ranged are overpowered. thank you

tl;dr

This thread is not about nerfing ranged classes. It is about the CC in the game.

-Z

AzKnc's Avatar


AzKnc
02.11.2012 , 05:19 AM | #73
Ranged classes dominating?

Not sure what game you're playing, but in swtor the most overpowered classes are sentinel/marauder and shadow/assassin, at high level of gear, bm+, they're the only ones posing an actual threat in terms of damage and sustained pressure (that's when someone is healing and they don't 3-4 hit their target, that is), while being filled to the rim with utility/survivability tools.

Slows and roots definitely need to go on resolve as well, don't see why they have to be special, while as for the above mentioned classes, i wouldn't be much for tuning down their damage (even if it's borering on insanity, provided the player has fingers) but rather remove some of their tools or make the cooldowns longer cause as they are now it's a joke.
AzK - Jaded - The Red Eclipse
We're not in the 90's anymore.
Pro Dungeon tool. Pro Cross server. Pro Dual AC. Pro Dual spec.

shotokan_Ulic's Avatar


shotokan_Ulic
02.11.2012 , 05:23 AM | #74
Dude im a BH mercenary BM , any melee that jumps u just interupts tracer, then knock backs then stuns then follows with another interupt. seriously if anything ur argument isnt even viable, range are good if left alone to kill but once a melee locks u down ur fkd.

AzKnc's Avatar


AzKnc
02.11.2012 , 05:28 AM | #75
Quote: Originally Posted by shotokan_Ulic View Post
Dude im a BH mercenary BM , any melee that jumps u just interupts tracer, then knock backs then stuns then follows with another interupt. seriously if anything ur argument isnt even viable, range are good if left alone to kill but once a melee locks u down ur fkd.
Precisely, as a ranged unless you've got some sort of terrain that allows you to manage the relentless assault of melees you're ****ed. They have way more tools to stay on you and keep you snared rooted controlled interrupted than you have to get them off you.

Unless there's a severe gear imbalance in favor of the ranged, the ranged will always have to outplay the melee in order to win, it really is that simple, in any no brainer "bash good" contest the melees will always win.

BY THE WAY I am not counting sage/sorc as rangeds, they count as clowns, their own category.
AzK - Jaded - The Red Eclipse
We're not in the 90's anymore.
Pro Dungeon tool. Pro Cross server. Pro Dual AC. Pro Dual spec.

Zlashie's Avatar


Zlashie
02.11.2012 , 05:57 AM | #76
Quote: Originally Posted by AzKnc View Post
Precisely, as a ranged unless you've got some sort of terrain that allows you to manage the relentless assault of melees you're ****ed. They have way more tools to stay on you and keep you snared rooted controlled interrupted than you have to get them off you.

Unless there's a severe gear imbalance in favor of the ranged, the ranged will always have to outplay the melee in order to win, it really is that simple, in any no brainer "bash good" contest the melees will always win.

BY THE WAY I am not counting sage/sorc as rangeds, they count as clowns, their own category.
It seems like the problem at hand are that some classes have too much utility whilst others have little to non.

If you compare the available utility of a shadow with that of a scoundrel, the scoundrel is laughable.

Scoundrels have no knockback. Shadows do
Scoundrels have no sprint. Shadows do
Scoundrels have no slow. Shadows do

They have a shorttime root
and they have stuns. But stuns is limited so that is not a reliable utility.

Another example is that ranged classes come out as OP when the problem infact might be sorc/sages that bring so much utility + healing + dps that they overshadow the other ranged classes.

As an example this is the combination which the sage/sorc has:

Knockback
Stun
Slow
Root
Breakable CC
Shield
Heal
Damage

In which it gets worse because a few of these are combined into 1 ability (slow + damage for instance).

Whilst other ranged classes do not have this.

Discuss!

Jahor's Avatar


Jahor
02.11.2012 , 06:08 AM | #77
Didn't even read becouse of terrible font size and color.
Tip: never use a font size that big where two lines overlap each other!


But playing a meele with that many skills you need to use is just terrible if you don't have 20 fingers and 4 arms. OR uses macros/key mappers which combine 10 attacks to 1 key.

Nerithiel's Avatar


Nerithiel
02.11.2012 , 06:13 AM | #78
Quote: Originally Posted by BobaFurz View Post
Step 1: Roll a Juggernat
Step 2: Make Rage spec ( learn to play the spec)
Step 3: Roll Biochem
Step 4: Pop up Adrenal with your rakata Stim
Step 5: Charge on the range and dish some dmg and get high crits.
Problem solved

Zlashie's Avatar


Zlashie
02.11.2012 , 06:22 AM | #79
Quote: Originally Posted by Jahor View Post
Didn't even read becouse of terrible font size and color.
Tip: never use a font size that big where two lines overlap each other!


But playing a meele with that many skills you need to use is just terrible if you don't have 20 fingers and 4 arms. OR uses macros/key mappers which combine 10 attacks to 1 key.
Fixed. You can now enjoy reading the post without overlaping text.

Borygmos's Avatar


Borygmos
02.11.2012 , 06:40 AM | #80
in games like wow melee are typically given more damage and utility to make up for the fact that they will often be forced to close distances in both pvp and pve, take for example having to run out of a boss aoe then back in, melee have to make up for that damage, in world of warcraft warrior had utility charge intercept, intimidating shout, pummel (wich affected spell scools rather than 1 move) and was able to do significant chunks of damage to its target after each charge, rogue was the same way, starting ontop of people via stealth, multiple stuns, blind, sprint, cloak of shadows, just to name a few non talented answers