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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

Zlashie's Avatar


Zlashie
02.11.2012 , 09:15 AM | #111
Quote: Originally Posted by Grahame View Post
I'm not convinced this would fix anything. Melee needs snares and roots to land too as they keep the ranged from simply running out of melee.



This statement is is misleading. You can't directly correlate damage based solely on distance. Ranged have the potential to deal damage at 30m, but that doesn't mean they are. Most of the heavy hitting ranged abilities have a cast bar which limit the damage a ranged can deal to a melee before the melee reaches them. You're ratio would only be true if ranged could continuously damage a melee within 30 and the melee only has W, A, S, D and 4m attacks.

A true quantitative analysis of the scenario takes more, a LOT more. I don't think there's a way to do it properly without going on a class by class basis as abilities are not homogeneous enough across all "melee" and "ranged".

That said, I'm not going to claim there's nothing wrong. In fact, on the PvE side of things I suspect there is a problem for melee DPS. I'm not yet convinced there's a problem in PvP.
Normally I would agree with you. And I will agree that it is indeed next to impossible creating a 100% quantitative analysis of the scenario. As I mention in my post, the scenarios I pressent should be taken by a grain of salt.

However to the actual problem, I would say that I can indeed base it on range as the problem and the solution are both directed towards range.

Spoken in math, the unknown factor which I am trying to find, in order to balance the problem is called x and I use discussion to try and find it. The solution then states a way x can be pressent in order to solve the problem pressented.

As for melee dps in pve: I agree, but I dont know the truth as I dont have a damage meter to base any analysis on

-Z

Xenon-se's Avatar


Xenon-se
02.11.2012 , 10:36 AM | #112
Quote: Originally Posted by Zlashie View Post
...No one has discussed the solution I...
You forgot:
  • Interrupt: Does not limit the dps of melee / limits the dps of ranged

Interrupt does not cause resolve either, just like snares.

Bad Player vs Bad Player = Range is auto-win.
Good Player vs Good Player = Range is no longer auto-win.

Jimdor's Avatar


Jimdor
02.11.2012 , 10:53 AM | #113
I stopped reading the post around page 7. Here's what i can gather from all the comments that are made.

People who die a lot to Ranged believe ranged classes are OP. People who die a lot to Melee believe melee are OP.

This comes down to play-style. I don't have a 50 toon yet, so i can't comment on OP / Not-OP. I can tell you that during the leveling process, it can be frustrating because you don't have all the skills/talents, which causes perceived imbalances.

The problem isn't ranged vs. melee. It's class imbalance. The most common thing i could read was there are some classes with far too much Utility vs classes with no Utility.

If you think Ranged is OP, go play a ranged class. When you get rolled by a melee, don't complain. You're the OP one, not Ranged.

If you think Melee is OP, go roll one. When you get rolled by Ranged, too bad. You're OP, not them.

I agree that all forms of CC should be on the resolve bar. This would cause CC to be used much more sparingly in Warzones. It would become more about using the CC at the right time.


I play BH and Sorc on Imp side. Got tired of being in a group full of Sorcs and BH. Rolled a Gunslinger. I am loving my gunslinger. Much more to my play-style than the others. The only thing i miss is a knockback, but i have other things to make up for the lack of one.

Last night, i got rolled by a marauder. Didn't stand a chance. I was mad, maybe cause i was drinking, and now i'm not. He was lvl 49, i was 16. I don't have all my skills and talents, so i can't really call OP. Unfair! OMGQQ!!

The only class, ranged or not, that i think is currently OP, and needs some rebalancing is the Sorc/Sage. This is pretty much agreed on throughout the forums. They have far too much utility/survivability. I think the biggest problem is that because they are so rampant in the Warzones, the perceived imbalance between Ranged/Melee is clouded. And the fact that we're not level 50.

I really enjoy PvP, much more than most other MMO's out there. Is there an imbalance? Yes, there is. The player base is going to take advantage of those Imbalances. Everybody forgets that balance takes time, because the player base is much more creative in their uses than the guys who designed the game.

yes you can cry that some things shouldn't have gotten out of beta. Go make a video game of this scope, and then complain. Unless you understand the actual process the developers have to go through to fix these things, among the other issues with the game, give them time to fix them.

objective opinions are subjective.

Zunayson's Avatar


Zunayson
02.11.2012 , 11:05 AM | #114
Quote: Originally Posted by Xenon-se View Post
You forgot:
  • Interrupt: Does not limit the dps of melee / limits the dps of ranged

Interrupt does not cause resolve either, just like snares.

Bad Player vs Bad Player = Range is auto-win.
Good Player vs Good Player = Range is no longer auto-win.
Well.. Snipers are immune to interrupts while in cover, and mercs get a shield to stop interrupts momentarily.

So that leaves the alleged almighty sorcs as the only ones who can be interrupt'd.

Personally, I don't think interrupts should affect resolve. Snares however, yes.

Or maybe snares on a melee only can affect resolve? So that resolve is simply a bar that fills up as you are unable to deal damage due to the enemy? In that case, interrupts may be part of the resolve system in the future. As of now, however, resolve is only dealing with CC.
Quote: Originally Posted by Uber_the_Goober View Post
Bioware couldn't balance a sheet of plywood if it were laying [sic] on the ground.
Quote: Originally Posted by Aragost View Post
Make sure you take 3/3 in the "knowing how to play" box

Derian's Avatar


Derian
02.11.2012 , 11:07 AM | #115
Ranged isn't OP.
Synion
Shards of Alderaan/Republic Justice

Jedi Sentinel-Watchman
Jedi Conqueror

shaidarlol's Avatar


shaidarlol
02.11.2012 , 11:09 AM | #116
last time i checked, knockbacks give resolve

the OP forgets to mention that while yes a ranged class can indeed attack in melee, their attacks are greatly diminished by either push backs by the attacks of melee or they will simply be interrupted. there is a reason why cc's exist, so a well-played/skilled ranged is able to keep the melee away and dps, while a well-played/skilled melee is able to keep the ranged class in melee.

the OP assumes that damage comes at the same rate, which is a fallacy to begin with. given his example of "damage frames," this assumes that the melee will do the same damage per "damage frame" as the ranged class, which isn't true. melee usually deal a higher amount of damage per "damage frame" than a ranged class could. in his example, it is probably true that the ranged got 4 "damage frames" while the melee got only 3, however, in those 3 "damage frames" the melee should have dealt at least the equal amount of damage to the ranged if not more.

baskynn's Avatar


baskynn
02.11.2012 , 11:09 AM | #117
Quote: Originally Posted by Idockdudes View Post
No one should take the OPs post seriously, even if you agree that ranged are better than melee.

If you want to objective and actually compare the two you need to KNOW and list their advantage and disadvatages together. The OP does nothing but list ranged advantages and none of the melee advantages.

I think there are a lot of players who are ignorant to the advantages melee have, they do exsist. Do they make up for the advantages ranged have? thats debateable, but if you actually want to argue one way or the other you should have all of the facts.
Maybe because there aren't any? I'm a Guardian tank, and the ONLY advantage I have is I can take more damage and that's because I'm tank specced.

baskynn's Avatar


baskynn
02.11.2012 , 11:11 AM | #118
Quote: Originally Posted by baskynn View Post
Maybe because there aren't any? I'm a Guardian tank, and the ONLY advantage I have is I can take more damage and that's because I'm tank specced.

Quote: Originally Posted by shaidarlol View Post
last time i checked, knockbacks give resolve

the OP forgets to mention that while yes a ranged class can indeed attack in melee, their attacks are greatly diminished by either push backs by the attacks of melee or they will simply be interrupted. there is a reason why cc's exist, so a well-played/skilled ranged is able to keep the melee away and dps, while a well-played/skilled melee is able to keep the ranged class in melee.

the OP assumes that damage comes at the same rate, which is a fallacy to begin with. given his example of "damage frames," this assumes that the melee will do the same damage per "damage frame" as the ranged class, which isn't true. melee usually deal a higher amount of damage per "damage frame" than a ranged class could. in his example, it is probably true that the ranged got 4 "damage frames" while the melee got only 3, however, in those 3 "damage frames" the melee should have dealt at least the equal amount of damage to the ranged if not more.

sorry dude, but knockbacks don't give resolve, and it's annoying as a melee just getting thrown around like a ragdoll and not being able to do anything about it.

Karandor's Avatar


Karandor
02.11.2012 , 11:12 AM | #119
Melee classes are generally harder to play. Marauders and assassins specifically require a ton of keybinds and can have complex rotations.

Once people learn how to play the class they find that it's actually quite powerful and ranged classes need that range of they get beatdown fast.

shaidarlol's Avatar


shaidarlol
02.11.2012 , 11:13 AM | #120
Quote: Originally Posted by Zunayson View Post
Well.. Snipers are immune to interrupts while in cover, and mercs get a shield to stop interrupts momentarily.

So that leaves the alleged almighty sorcs as the only ones who can be interrupt'd.

Personally, I don't think interrupts should affect resolve. Snares however, yes.

Or maybe snares on a melee only can affect resolve? So that resolve is simply a bar that fills up as you are unable to deal damage due to the enemy? In that case, interrupts may be part of the resolve system in the future. As of now, however, resolve is only dealing with CC.
snipers cannot move while in cover effectively rooting themselves in place for melee.
a merc's shield that makes them immune to interrupts is a cooldown, it isn't up 100% of the time. there is a reason why it's a cooldown....

if snare affect resolve, the only way ranged can even survive in a reasonable fight is to kill the melee before he can even get to the ranged. sounds like fantastic balance changes.