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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

shaidarlol's Avatar


shaidarlol
02.11.2012 , 11:25 AM | #131
Quote: Originally Posted by Zlashie View Post
Il hand you a cookie by person when I can outdamage a gunslinger/sniper with fewer hits than them.
yes because operatives and assassins and warriors dealing 5k+ crits INSTANTLY is a fair comparison to a sniper having to take cover then use a 2s+ cast time spell to do that same amount of damage?

where is my cookie sir

ijii's Avatar


ijii
02.11.2012 , 11:29 AM | #132
I've played an Assassin since launch, and on a 1 vs 1 scenario, I'd say the melee vs range isn't so much a problem. So many ways to counteract their moves.

If they knock me back, I can force pull them to me (also counts as an interrupt). If they knock me back again, I use force speed to catch back up to them.

If they stun me, I use the CC breaker. If they stun me again and get away, I'll Jolt(interrupt) them from a distance if they try to use their powerful channel abilities.

If all else fails, I can cloak assuming they don't have a DOT on me, which makes them untarget me and I can catch back up to them.

Keep in mind, that's how I counteract them if I'm on the defensive...


If I'm able to go on the offensive, I can do some of the things:

I have 3 stuns/knockbacks: electrocute, spike, and overload. I make sure I have my relics on and procs ready and use my heavy hitters.

I have two snares, Wither and Force Slow, cooldown like 12 and 8 seconds I think. I alternate between the two and the ranged dps really struggles to get away from my melee range.

If they snare me to get away, I have a force lightning that has medium range DPS and snares them too and plus heals me.


Assassin has a lot of tools to beat ranged DPS and didn't even mention them all because I don't want this to be a TL : DR.


I'd say the hardest duel for an Assassin would be those that can heal fast, especially melee healers. Ranged DPS/healers are easier because they are too busy running away instead of DPSing me or healing themselves.


EDIT: The biggest thing I can say to all melee combatants is to use SNARES!!

shaidarlol's Avatar


shaidarlol
02.11.2012 , 11:30 AM | #133
Quote: Originally Posted by Zlashie View Post
Im not asuming melee is worse. Im asuming melee has much bigger problems regarding CC due to the fact that resolve does not affect root/slow.

a rooted/slowed melee has the same crucial effect as stun has to ranged.

As mentioned before im not asking about class nerfs/buffs, im asking about the resolve system to be reworked.
while i do agree with you that a root should be affected by resolve, i do not believe for a moment snares should. but you really have to think about this in from a ranged point of view. being rooted as ranged while having full resolve is equally bad as melee being stuck in a root. the difference i think you are trying to say is if a melee is rooted out of melee ranged they are screwed, yes that is true, but a ranged rooted while a melee is on them is just as bad if not worse.

durvas's Avatar


durvas
02.11.2012 , 11:32 AM | #134
Melee's problem isn't CC or range, that's pretty much every MMO ever. The most underappreciated aspect is that AOEs do a ton of damage, more than direct fire in some circumstances. This prevents grouping up as melee rather than ranged where they can be spread out. This has a large effect in tight, objective based maps and when trying to group to burn someone down. Something like aoe damage reducing talents would buff melee immensely in pvp and pve.

Krionic's Avatar


Krionic
02.11.2012 , 11:37 AM | #135
Quote: Originally Posted by Kjetl View Post
Your analyses ignores the other major form of CC -- charge / gap closers.
and for that reason, i'd say melee has advantage. Cool, that gunslinger might be able to kb you, but you can instantly charge back in (and interrupt) to close the gap. Or just pull them to you.

shaidarlol's Avatar


shaidarlol
02.11.2012 , 11:38 AM | #136
Quote: Originally Posted by Zlashie View Post
Im not asuming melee is worse. Im asuming melee has much bigger problems regarding CC due to the fact that resolve does not affect root/slow.

a rooted/slowed melee has the same crucial effect as stun has to ranged.
after reading this again to be sure, i have no doubt in my mind that you are saying exactly that a ranged having the advantage whilst the melee suffers more. ie melee is worse.

you said it yourself "im assuming melee has much bigger problems regarding CC due to the fact that resolve does not affect root/slow" i'm afraid that just isn't the case.

JuicyFruits's Avatar


JuicyFruits
02.11.2012 , 11:42 AM | #137
Quote: Originally Posted by Zlashie View Post
Im not asuming melee is worse. Im asuming melee has much bigger problems regarding CC due to the fact that resolve does not affect root/slow.

a rooted/slowed melee has the same crucial effect as stun has to ranged.

As mentioned before im not asking about class nerfs/buffs, im asking about the resolve system to be reworked.
This. And it is especially true in group fights.

In 1v1 I don't have too much problems if I play smart. However in a group fight, thats where the **** hits the fan. Its knockback galore most of the time. Groups will just chain KB any melees that come close, with no problem whatsoever. Now add slows and roots into the mix...


Resolve should definitely affect snares, roots, and even knockbacks. Maybe not 100% negate them, but at least lower their effectiveness. Full resolve bar should maybe reduce snare potency by 50%, reduce knocking distance by 50%, and root duration by 50%.

Again, this is not a problem with 1v1 or even the classes themselves.

Zlashie's Avatar


Zlashie
02.11.2012 , 11:43 AM | #138
Quote: Originally Posted by Krionic View Post
and for that reason, i'd say melee has advantage. Cool, that gunslinger might be able to kb you, but you can instantly charge back in (and interrupt) to close the gap. Or just pull them to you.
Not all melee classes have charge.

Zlashie's Avatar


Zlashie
02.11.2012 , 11:47 AM | #139
Why is the resolve system an issue?

Because it affects stuns and not the other stuff.
It should be as such:
Full Resolve ignores stuns and roots.

Stuns is the bread and butter for melee classes whilst root/slow/stun is the bread and butter for ranged.

Yes, this becomes less of an issue with melee classes with a charge ability, but what about those without a charge ability?

-Z

Trujan's Avatar


Trujan
02.11.2012 , 11:54 AM | #140
Op, I read your post, and considered your hit scenario, and your post doesn't make sense.
Not because your logic is flawed, but purely because I am melée dps and I am not owned by ranged anymore than I am melée. I don't think ranged have anymore of an advantage than I have over them.
I think BW have actually intergrated the ranged abilities very nicely into this game, and I can say this hand on heart, I have never been kited to death by a ranged yet.