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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 , 06:11 PM | #171
Quote: Originally Posted by mBass View Post
Good point... Except it's not true at all.
Perhaps that's why I'm suggesting it as a change?

Also don't misunderstand me I'm not saying a sniper should have the same defense as a guardian or a guardian doing the same damage as a sniper. I'm simply suggesting that melee has basically a 100% defense vs ranged, just as ranged currently enjoys vs melee. After that balance everyone defense/tools without the need to consider whether they are ranged or melee, that aspect has been canceled out by the melee vs ranged defense.

Basically it should be pointless to shoot at a Jedi who's is at range looking at you and not fighting someone else, this is exactly how the movies depicted melee being tenable with gun/blaster technology.

Zlashie's Avatar


Zlashie
02.11.2012 , 07:20 PM | #172
Quote: Originally Posted by Wakantanka View Post
Perhaps that's why I'm suggesting it as a change?

Also don't misunderstand me I'm not saying a sniper should have the same defense as a guardian or a guardian doing the same damage as a sniper. I'm simply suggesting that melee has basically a 100% defense vs ranged, just as ranged currently enjoys vs melee. After that balance everyone defense/tools without the need to consider whether they are ranged or melee, that aspect has been canceled out by the melee vs ranged defense.

Basically it should be pointless to shoot at a Jedi who's is at range looking at you and not fighting someone else, this is exactly how the movies depicted melee being tenable with gun/blaster technology.
altho I am very interested in your suggestion it does leave a big question:

Where does melee non-force users like scoundrels and vanguards go? Are they the doomed exception?

-Z

Crassius's Avatar


Crassius
02.11.2012 , 07:36 PM | #173
Playing a melee class who heavily relies on snares I can only say that having people IMMUNE to them would make everything ALOT worse for me. This is not needed. D/R on roots is something else, as it renders melee completely unable to do anything, while ranged can still cast at their leisure.
"Recitation: Yes, as I said, I am an assassin droid. It is my primary function to burn holes through meatbags that you wish removed from the galaxy…"

mBass's Avatar


mBass
02.11.2012 , 07:49 PM | #174
Quote: Originally Posted by Wakantanka View Post
I'm simply suggesting that melee has basically a 100% defense vs ranged, just as ranged currently enjoys vs melee.
Uh.. what?

Just because you have to get into position before you can damage us doesn't mean we enjoy 100% defense against you. On top of that, what you're suggesting is ridiculous. Attacking unwitting targets from range is the sniper/gunslinger's bread and butter. Why should people like you be immune to that because you don't want to learn your class?

mBass's Avatar


mBass
02.11.2012 , 07:55 PM | #175
Quote: Originally Posted by Crassius View Post
Playing a melee class who heavily relies on snares I can only say that having people IMMUNE to them would make everything ALOT worse for me. This is not needed. D/R on roots is something else, as it renders melee completely unable to do anything, while ranged can still cast at their leisure.
What roots are you even talking about?

Caribroo's Avatar


Caribroo
02.11.2012 , 07:56 PM | #176
Resolve doesnt affect snares. It's quite the oversight.

Krionic's Avatar


Krionic
02.11.2012 , 08:05 PM | #177
Quote: Originally Posted by Crassius View Post
Playing a melee class who heavily relies on snares I can only say that having people IMMUNE to them would make everything ALOT worse for me. This is not needed. D/R on roots is something else, as it renders melee completely unable to do anything, while ranged can still cast at their leisure.
Right, do you want dominance in every aspect? Obviously a ranged classes advantage comes from being at range. But, if melee all have stuff that renders that gap useless then you are never at a disadvantage. I mean, you can beat me up at melee distance and all my long cast time skills are interrupted or pushed back puting me at a disadvantage. since, i cannot melee you and you probably wear better armor and have more hp's. In this game, melee is better than all. You have tons of gap closers like force jump/pull and snares etc. At some point, a ranged dps needs to have an advantage.

Mannic's Avatar


Mannic
02.11.2012 , 08:28 PM | #178
Quote: Originally Posted by Krionic View Post
Right, do you want dominance in every aspect? Obviously a ranged classes advantage comes from being at range. But, if melee all have stuff that renders that gap useless then you are never at a disadvantage. I mean, you can beat me up at melee distance and all my long cast time skills are interrupted or pushed back puting me at a disadvantage. since, i cannot melee you and you probably wear better armor and have more hp's. In this game, melee is better than all. You have tons of gap closers like force jump/pull and snares etc. At some point, a ranged dps needs to have an advantage.
Actually, melee classes in PvP in TOR are no more likely to have better armor than ranged classes.

Assaultrooper's Avatar


Assaultrooper
02.11.2012 , 08:39 PM | #179
Quote: Originally Posted by BobaFurz View Post
L O S counts aswell for melee, never met players who did LOS you so you cant charge.
no L O S cant be taken in consideration. Besides been so situational, it cant be done 1v1 u cant LOS effectively as a jugg say dps why? because u die THAT FAST! even with BM gear u die surprisingly fast (BM vs BM that is) theres no time to L O S.

as for the OP I mostly agree, and the thread applies to a fight melee vs sniper, but the one thing that I think he didnt consider is that another counter to snaring are interrupts. I believe from a design perspective interrupts = snares, and stuns = roots for melee vs range. I think the parallel is pretty obvious but lets put it out. When a range snares u its in a short cooldown, and will make u not able to attack them for a short period of time. (But with the draw back they might need to move) The whole point of interrupts is to prevent them from attacking you, (with the drawback of it been only one skill shutdown, HOWEVER it has the pro that u can dps full while interrupting).

cheers and g luck guys
Quote: Originally Posted by CrunkShizzle View Post
Just wonderin how AP is lookin pvp wise
Could be worse

nodq's Avatar


nodq
02.11.2012 , 08:45 PM | #180
i don't think ranged classes are OP... not really. the only thing that needs a fix is these *********** knockbacks on almost every class on such a low cooldown. there 2 out of 8 classes which do not have a knockback, right? Thats stupid like ****.

Especially in huttball, nothing more annoying than knocked around like a ping pong ball.