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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

Wakantanka's Avatar


Wakantanka
02.11.2012 , 01:04 PM | #151
This is pretty simple guys, you don't bring a knife to a gun fight.

If you have a game that has half the classes bringing a knife to a gun fight the only way you can balance the situation without giving melee a huge damage increase over ranged is to give melee better defenses vs ranged.

Let's say a melee and a range class duel each other and lets say they both do 500 dps and they both have the same defensive tools(armor, stuns, knockbacks). The ranged classes essentially has a extra "bubble" defense over the melee. That is for ever second the ranged classes keeps the melee class at > 4m range they get a 500hp bubble, the melee has no counter advantage, they will do less damage to the other than the ranged.

The only way I see to balance a knife in a gun fight is the same way it was done in the SW movies, melee must have superior deflect/dodge than ranged by quite a bit and it should probably increase significantly at greater than 4m.

That is if both classes are within melee range they both have essentially equal defense, but when a melee is outside melee range and they are not attacking their defense goes way up to account for the essentially 100% defense the range classes has at the time.

Of course the issue with defense in this game is that it only works against certain attacks while range give essentially 100% immunity to all attacks from a melee class. So it couldn't be a straight defense boost, it would have to be a resistance boost too, or the mechanics would have to be reworked where defense works against all types of attacks. The movie cannon show blocking lightning with a saber after all.

If you ever played Jedi Knight Outcast then you would remember how they handled it, essentially if you weren't attacking as melee your deflect was nearly 100%. This gave you control over blocking essentially. Of course scatter guns, rockets and grenades could not be deflected, BUT they could be force pushed to turn them around back! Now that was fun. Lightning was immune from deflection if I remember right but it was a much smaller part of the game play. JKII Outcast had nearly perfect melee/ranged balance, and was hella fun too.

Bottom line right now this game follows the same principle RL currently has, guns are superior to knives/swords in nearly all combat situations.

shaidarlol's Avatar


shaidarlol
02.11.2012 , 01:16 PM | #152
Quote: Originally Posted by JuicyFruits View Post
BW stated that they want all classes to output overall the same DPS. Melees dont deal more damage.
melee deal more damage in a shorter span of time, if they have a full 5 seconds of uptime on anything they would be able to deal more damage than a ranged that has full 5 seconds of uptime. that is the difference. because melee can't have full uptime due to stuns, snares, roots, it evens out. that is the logic.

shaidarlol's Avatar


shaidarlol
02.11.2012 , 01:21 PM | #153
Quote: Originally Posted by Wakantanka View Post
This is pretty simple guys, you don't bring a knife to a gun fight.

If you have a game that has half the classes bringing a knife to a gun fight the only way you can balance the situation without giving melee a huge damage increase over ranged is to give melee better defenses vs ranged.

Let's say a melee and a range class duel each other and lets say they both do 500 dps and they both have the same defensive tools(armor, stuns, knockbacks). The ranged classes essentially has a extra "bubble" defense over the melee. That is for ever second the ranged classes keeps the melee class at > 4m range they get a 500hp bubble, the melee has no counter advantage, they will do less damage to the other than the ranged.

The only way I see to balance a knife in a gun fight is the same way it was done in the SW movies, melee must have superior deflect/dodge than ranged by quite a bit and it should probably increase significantly at greater than 4m.

That is if both classes are within melee range they both have essentially equal defense, but when a melee is outside melee range and they are not attacking their defense goes way up to account for the essentially 100% defense the range classes has at the time.

Of course the issue with defense in this game is that it only works against certain attacks while range give essentially 100% immunity to all attacks from a melee class. So it couldn't be a straight defense boost, it would have to be a resistance boost too, or the mechanics would have to be reworked where defense works against all types of attacks. The movie cannon show blocking lightning with a saber after all.

If you ever played Jedi Knight Outcast then you would remember how they handled it, essentially if you weren't attacking as melee your deflect was nearly 100%. This gave you control over blocking essentially. Of course scatter guns, rockets and grenades could not be deflected, BUT they could be force pushed to turn them around back! Now that was fun. Lightning was immune from deflection if I remember right but it was a much smaller part of the game play. JKII Outcast had nearly perfect melee/ranged balance, and was hella fun too.

Bottom line right now this game follows the same principle RL currently has, guns are superior to knives/swords in nearly all combat situations.
i think you are confusing 500 dps with something completely different.
if a melee does 2500 damage in 1 second and spend 4 seconds not doing anything that is still 500 dps.
if a range does 500 damage every second over 5 seconds that is also 500 dps.
that is the difference.
given what others have said a sniper can cast a spell which has 2s+ that does say crit for 5000, is exactly the same as a melee doing a 5k crit instantly and not dpsing during 1s when they are running up to the ranged.

BobaFurz's Avatar


BobaFurz
02.11.2012 , 01:21 PM | #154
Quote: Originally Posted by KrotanaThrall View Post
I've seen lev 12 Sents deal upwards of 300k damage in a single match with only 3 deaths.
lol defintely not without help and even then 300k is a bit high for a lvl 12.
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shaidarlol's Avatar


shaidarlol
02.11.2012 , 01:27 PM | #155
Quote: Originally Posted by JuicyFruits View Post
BW stated that they want all classes to output overall the same DPS. Melees dont deal more damage.
i'll give you an even more tangible example:

a sorcerer's force lightning on average if all 4 ticks crit does about 1000 dmg each tick, it is a 3 second channel, so in 3 seconds a sorc is doing 4000.

a warrior's smash crit does around 5k, let's just say for the sake of example, it does 4k crit.
if the warrior takes 3 seconds to run up to the sorcerer and crits his smash for 4k while the sorcerer is also channeling. they are doing the exact same amount of damage to each other.

i hope that clears it up.

DarthxRage's Avatar


DarthxRage
02.11.2012 , 01:28 PM | #156
I agree there needs to be some type of DR system implemented. Spending 90% of a wazrzone slow or rooted gets old REALLLLY fast.
Darth Tyrannos of Dark Empire - Jung Ma Server
"I am the heart of darkness. I know no fear."

Calista_ZK's Avatar


Calista_ZK
02.11.2012 , 01:56 PM | #157
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.
Pretty much, at high levels, it's balanced.

Again, please don't mistake a group make-up problem for a class balance problem.

Ask BW to fix warzones because it doesn't look at group makeup and can form 6 Inquisitors against a Republic melee group, but don't start with the class skills.

Don't think it will help your original problem.

Calista_ZK's Avatar


Calista_ZK
02.11.2012 , 02:01 PM | #158
Quote: Originally Posted by Fredder View Post
when it comes to a sorc/sage. i think a good fix would be to take one abilty away, eitehr the bubble,sprint,the slow or the slow from teh lightning/force throw. and as for the push back stop they have to spec into that, thier not having it givin to them so its ok in my books.
Sure, as long as we can pick of of YOUR abilities, fine in my books too.

OR,

up our burst.

I'll even let you take your pick of either solution.

Wakantanka's Avatar


Wakantanka
02.11.2012 , 02:12 PM | #159
Quote: Originally Posted by shaidarlol View Post
i think you are confusing 500 dps with something completely different.
if a melee does 2500 damage in 1 second and spend 4 seconds not doing anything that is still 500 dps.
if a range does 500 damage every second over 5 seconds that is also 500 dps.
that is the difference.
given what others have said a sniper can cast a spell which has 2s+ that does say crit for 5000, is exactly the same as a melee doing a 5k crit instantly and not dpsing during 1s when they are running up to the ranged.
DPS is an average, but it doesn't change the argument, unless you are saying that all melee does more burst than ranged, which I simply don't see in game. There are both ranged and melee that do lots of burst, and ranged and melee that don't, in the end it doesn't change the fact that ranged has 100% defense vs melee outside melee ranged.

Now that could be another approach to balance, giving ALL melee classes huge burst while making sure ALL ranged classes have almost no burst, while keeping overall DPS balanced. That would help, but to accomplish that without letting melee do way more overall damage would be to put basically all their moves on longer cool-downs, now they have to watch manage cool-downs to constantly to do their full DPS, while ranged just has to simply do their DPS.

I myself would prefer the melee simply gets the same defense at range that ranged classes do, then as far as how damage is actually done by the classes, that can be varied and different(burst or not).

So again here's the deal:

melee vs ranged, both in melee range, each class has equal defenses and damage.

melee vs ranged outside melee range, if the melee class is not attacking another player, defense goes up to nearly 100%, perhaps only if facing the ranged attacker.

ranged vs ranged are basically on equal footing always.

mBass's Avatar


mBass
02.11.2012 , 02:21 PM | #160
Quote: Originally Posted by Dracosz View Post
The issue is that ranged aren't punished for being in melee range enough and have ample ways to generate a gap. Ranged classes simply have better snares than most of the melee specs.

That being said, as another poster said somewhere earlier in the thread, the more melee there are, the harder it is for ranged to maintain that efficacy.
My only snare is a 6 second aoe that doesnt slow as much as most melee snares. It's utterly worthless in 1 on 1