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Flashpoint HM: Ranged = easy, Melees = PITA

Dee-Jay's Avatar

01.21.2012 , 05:30 PM | #1
For obvious reasons, Jedi Knights/Sith Warriors are a very popular class.

Other ranged classes are not.

I myself play a melee class.

When making groups for HM Flashpoints I cringe at the idea of inviting more melee DPS than myself. I already know what a strain I put on the group and how much harder some fights are being melee. Hell, the idea of a pure melee group is enough to drive off some of the less confident healers.

And yet, if I ever want to get a group going, I'm going to have to accept further melee DPS at some point or I'll never get going.

Sure, we have Interrupts on a short CD, but most of the time we use them to interrupt abilities that would only hit us anyway. Flamethrowers, Cleaves and all kind of other ******** is all just designed to hurt melees while ranged DPS get to watch their favorite show on TV while doing a boss-fight.

Some encounters are more tolerant than others, but most encounters heavily favor ranged. Hell, some are down-right impossible with a pure melee group unless you somehow exploit it. (Battle for Ilum 2nd Boss)

I'm frankly sick of being a second choice DPS just because of the fact that I'm melee. I know my stuff, I do my job, but nothing can ever get me to the point where I can say, "this would have been harder without a melee".

I do not get why game designers in MMOs insist on continuously making life hard for melee classes.

Melees already by design have:
-Less overview of the situation
-Less flexibility when it comes to positioning
-Less targeting flexibility
-Are more exposed when dealing damage.

Instead of encounters accommodating for these inherent weaknesses, some exploit them.

If you then compare to how *********** easy some of these fights are with pure ranged DPS I can't help but vent my rage towards the developers on these forums.

darthjerro's Avatar

01.21.2012 , 07:11 PM | #2

i play a jug tank myself.

Why do you think nearly everyone plays a ranged.

I make my own groups, and NEVER bring melee along, i always say " sorry mate, group already has a melee "
Bartle Test of Gamer Psychology:

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WretchedTundra's Avatar

01.21.2012 , 07:13 PM | #3
Man, I know how you feel! I'm the only range in my core group that I run HMs with, and that's because I'm the healer! We run them with an Assassin Tank/Assassin DPS/Marauder DPS/Sorc Healer. At this time we have cleared all but the new dungeon (our tank is having issues with using the gun).

From my experience, healing these HMs has been rather annoying. Things that a range would easily take out and not get hit, do damage to the melee because they have to run in there. This wouldn't be an issue if every normal didn't hit like a elite. Just because they have less life shouldn't classify them as a normal, but that's a whole new argument.

Another thing that doesn't help is that all the boss mechanics seem to only cause issues for melee, while the range are tucked safely away. My friends are currently working on leveling range classes now, because they are fed up with the amount of non-melee friendly battles in this game. The simple fact that these mechanics caused that says a lot about how messed up the system currently is.

DarthSithdious's Avatar

01.21.2012 , 08:01 PM | #4
I'm playing a ranged DPS and love the melee class...most of my Heroics and Flashpoints are completed alongside them. Plus, I just think that 'healing' kinda bit conflicting with the character's trait of a Mercenary, lol.

Pashgan's Avatar

01.21.2012 , 08:38 PM | #5
It's nearly impossible to find random group for melee DPS (sith assassin) on my server. Also full melee group = almost guaranteed boss enrage due to DPS loss during maneuvering around puddles of fire, mines, exploding bots, etc. etc.

Thus after hundred(s) of hours spent to find groups - respec'ed into tank and now feel myself even worse shouting "LF1M - rDPS".

MorgonKara's Avatar

01.21.2012 , 09:00 PM | #6
I agree. I think melee classes need good defenses in-general for the PvE stuff. As a tank spec'd Juggernaut I need constant heals in any PvE stuff beyond solo difficulty. Tonight I was doing Directive 7 and the bosses were freaking burning me down even with a Operative healing me. Oh and if the encounter requires me to be mobile my DPS is like zero. I've been trying to get good gear to make my toon tougher, I've got a few pieces with 126 rating and he's wearing a lot of purple (armor is at ~44%), so it's not like I'm trying to get-by main tanking with quest greens. That wasn't even the hardmode stuff yet.

Ranged classes do better in PvP too. I have a Sorcerer alt that was topping the boards for Warzones at lvl 14. That's never happened for my Juggernaut -even at lvl 49. I think melee classes need something to make up for the lack of range and mobility. I almost never see Marauders PvPing on my server. I'm not sure what it is but something is missing, like self-heals or something. Melee classes are really squishy and especially as a tank I'm always taking fire.

I'm at the point now with the high level stuff where I don't want to go anywhere without either my healer companion or a Sorcerer backing me up. Maybe I need better consumables?
The Craft Legacy ~The Ebon Hawk

Iwipe's Avatar

01.21.2012 , 10:09 PM | #7
You definitely have a good point here. When I form a group with guildies, I always try to take as much ranged DPS as I can. Fights are doable with all melee DPS but it is considerably more diffcult and puts a strain on your healer.

Manv's Avatar

01.21.2012 , 10:12 PM | #8
Remember that melee classes usually have more mobility, since they generally don't have abilities with cast times, and can dps while moving as good as stationary. I don't know, I kinda got used to melee being handicaped (it's the same in other mmos I've played) so it doesn't bother me that much :P

FobManX's Avatar

01.21.2012 , 10:23 PM | #9
The way MMO encounters are designed always seems to bone melee. Not really sure how to fix it. Best solution I have is to make it so melee do considerable more damage than ranged as long as they're able to stand there and attack. The problem is that as it stands melee and ranged are balanced to be equal but since ranged generally have more uptime due to most common boss mechanics, they end up being superior.

MorgonKara's Avatar

01.21.2012 , 10:25 PM | #10
Quote: Originally Posted by Manv View Post
Remember that melee classes usually have more mobility, since they generally don't have abilities with cast times, and can dps while moving as good as stationary. I don't know, I kinda got used to melee being handicaped (it's the same in other mmos I've played) so it doesn't bother me that much :P
I'm not sure how you figure that. If I log on to any of my ranged characters I can constantly fire at a target from anywhere up to 30m away. If I see a AOE target or fire on the ground I can move out of the way while still attacking my target, whether it's stationary or not. Yeah ranged has more channeled attacks but they have 30m range. If I'm melee and I move farther than 5m away from a target I lose like 90% of my attacks.
Also, in the MMOs I've played melee classes usually have better armor or self heals to make up for the lack of range.

I like taking my Merc into Warzones and finding a good hiding spot to hose the melee classes with blaster fire from 30m away while they cluster next to each other mixing it up. Most times they don't even notice me, they just pad my kill count.
The Craft Legacy ~The Ebon Hawk