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Melee Range Problem

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Coryphaus
Posts: 2230

Re: Melee Range Problem

Post#21 » Tue Sep 15, 2015 10:20 am

Azuzu wrote:
SuperomegaOP wrote:Us players get ultra screwed over.

Not all of us, I have a 60ish - 80 ping to the server from here in the US.
As do i but i still feel the affects

I wouldnt care if this didnt give range such a huge advantage
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Tiggo
Former Staff
Posts: 1948

Re: Melee Range Problem

Post#22 » Tue Sep 15, 2015 10:30 am

some people start jumping now, like it was in rift. Rift implemented a Jump malus you got more dmg when jumping around, which was quite cool ;)


on topic: if devs cant increase the hitboxes cause they are client side defined, what about increasing melee skills range a bit?
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CarlistRieekan
Posts: 237

Re: Melee Range Problem

Post#23 » Tue Sep 15, 2015 10:54 am

Tiggo wrote:on topic: if devs cant increase the hitboxes cause they are client side defined, what about increasing melee skills range a bit?
Like to 5.5 or 6 ft? It actually is not that bad idea. It can decrease amount of problems a bit, while it does not require extensive net coding. Also it should not influence kiting much... Well the last statement would require some testing.
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Jaycub
Posts: 3130

Re: Melee Range Problem

Post#24 » Tue Sep 15, 2015 12:42 pm

>HITBOXES

they are not hitboxes! We already agreed upon "hit radius" as it actually makes sense.
<Lords of the Locker Room> <Old School>

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Redsun
Posts: 66

Re: Melee Range Problem

Post#25 » Tue Sep 15, 2015 1:06 pm

There was also this topic and maybe others... http://www.returnofreckoning.com/forum/ ... f=8&t=4024

I asked "Melee range feels very buggy...it only works when you are very close to your target.
Is there any plan to fix that?" and Azarael replied "At some point...".

We are in alpha so we need to be patient...
In the meantime, I am leveling a ranged class cause it's nearly impossible for me to enjoy my choppa...Even his snare feels like is doesn't work most of the time :?
Polemos - Fuzzh - Baigon - Lengo
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Etanox
Posts: 15

Re: Melee Range Problem

Post#26 » Tue Sep 15, 2015 5:45 pm

Just 4 Info i am from Europe and i andmy mates have all Problems...

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Azuzu
Posts: 551

Re: Melee Range Problem

Post#27 » Tue Sep 15, 2015 5:52 pm

Coryphaus wrote:
Azuzu wrote:
SuperomegaOP wrote:Us players get ultra screwed over.

Not all of us, I have a 60ish - 80 ping to the server from here in the US.
As do i but i still feel the affects

I wouldnt care if this didnt give range such a huge advantage
Maybe it gives SH and SWs an advantage, I haven't played either here.

Sorcs (from my experience) and I'm assuming BWs suffer from their own issues.

Spells with cast times, like doom bolt, constantly reset themselves (miscasting). The skill it setback and you have to cast it again. This sometimes adds up to an extra second (in the most extreme cases) to the overall cast time. In most cases I'd say it adds 0.4 - 0.5 extra seconds to casting.

The issue is this can often mess up the timing on the Sorc dmg rotation, which needs to be timed correctly to have it all land at once, so healers can't heal through it.

Having now leveled and played both a melee (Slayer) and range (Sorc) I personally find the melee to have an easier time dealing with the bugs. The combat on my melee feels more fluid, abilities firing when I want them to. (YMMV)

At the very least, I think it's safe to say everyone has issues they deal with, so the grass may not always be greener.
Suzu

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Luuca
Posts: 1204

Re: Melee Range Problem

Post#28 » Tue Sep 15, 2015 6:09 pm

Tiggo wrote:some people start jumping now, like it was in rift. Rift implemented a Jump malus you got more dmg when jumping around, which was quite cool ;)


on topic: if devs cant increase the hitboxes cause they are client side defined, what about increasing melee skills range a bit?
If Jumping simply decreased run speed every time you jump, it would help a lot.

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Tiggo
Former Staff
Posts: 1948

Re: Melee Range Problem

Post#29 » Tue Sep 15, 2015 6:15 pm

Luuca wrote:
Tiggo wrote:some people start jumping now, like it was in rift. Rift implemented a Jump malus you got more dmg when jumping around, which was quite cool ;)


on topic: if devs cant increase the hitboxes cause they are client side defined, what about increasing melee skills range a bit?
If Jumping simply decreased run speed every time you jump, it would help a lot.

yeah me likes ;)
- Martock - Tiggo - Antigonos - Mago - Hamilkar - Melquart
- Smooshie (Destro)

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4cobbie
Posts: 10

Re: Melee Range Problem

Post#30 » Tue Sep 15, 2015 8:04 pm

Everyone I play with has given up on melee because of this same issue. I have the highest ping out of any of us at 165ms the others are around 100ms - 130ms. Still enjoying the game just bummed that we can't run our normal melee group efficiently.
Glieze - 69 Choppa

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